Make the demo cabin readable as a real building so the rendering pattern is solid before Phase 6+ adds more building types. Demo seed (world.gd._seed_phase5_demo_buildings): - 8×6 stone cabin at (44, 23) — 23 walls (perimeter minus door slot) + 1 door (south wall centre at (47, 28)) + 24 wood-floor designations for the interior. ConstructionProvider picks them all up; pawns build the whole thing. - One pre-built crate inside at (50, 24) so the interior reads as a furnished room on first frame. - Two external stockpile-target crates unchanged at (17, 60) / (18, 60). Door visual rewrite (door.gd): - Was the old 16×24 bottom-anchored shape that encroached on the cell above. Now fits strictly within its 16×16 tile, matching the wall's 3/4 band layout (5 px lit lintel + 11 px shaded frame + inset panel + hinge dot). Door and walls now share a top horizon line so they line up visually. Designation gained TOOL_BUILD_DOOR + atlas mapping; world.gd's _on_designation_added now branches on build_door to spawn a Door entity. THE DOUBLE-RENDER BUG (caught by MCP inspection): - World.mark_floor_tile stamps the Floor TileMap with atlas (2, 0) which is *stone-grey* in the placeholder atlas, regardless of material name. - The Floor TileMap layer was visible=true with z_index=1, so it drew ON TOP of the brown Floor entity sprites underneath. - Result before fix: interior tiles looked gray-stone, not wood. - Fix: set Floor TileMap layer visible=false (data-only, same as Wall). Entities own the visual; the TileMap retains tile-level data for Phase 13's room detection + Phase 16's save format. Pattern locked for future building types: 'render at entity level, TileMap layers are data-only'. Phase 13's roof and any future wall materials follow the same template. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
173 lines
6.5 KiB
GDScript
173 lines
6.5 KiB
GDScript
extends Node
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class_name Designation
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## Phase 5 — Designation paint mode.
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##
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## Captures mouse input to drag-paint ghost tiles on Layer 3 (designation_layer)
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## of the world TileMap. Each new cell painted emits EventBus.designation_added;
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## removing a ghost emits EventBus.designation_cleared.
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##
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## Integrates with Selection: raises Selection.designation_active while a non-none
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## tool is active so Selection does not also process those clicks.
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##
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## Opus wires the node into world.tscn and calls bind() + set_active_tool() from
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## the build-drawer UI.
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# ── tool constants ───────────────────────────────────────────────────────────
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const TOOL_NONE: StringName = &"none"
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const TOOL_BUILD_WALL: StringName = &"build_wall"
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const TOOL_BUILD_FLOOR: StringName = &"build_floor"
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const TOOL_BUILD_DOOR: StringName = &"build_door"
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# Atlas coords on the shared placeholder tileset (source 0).
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# build_wall → stone-grey (2, 0); build_floor → dirt-brown (1, 0).
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# build_door → dark stone (3, 0) so the ghost reads visually distinct from walls.
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const _ATLAS_BY_TOOL: Dictionary = {
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&"build_wall": Vector2i(2, 0),
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&"build_floor": Vector2i(1, 0),
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&"build_door": Vector2i(3, 0),
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}
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# Placeholder source ID — mirrors World.PLACEHOLDER_SOURCE_ID.
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const _SOURCE_ID: int = 0
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# Tile-size in pixels — mirrors World.TILE_SIZE_PX.
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const _TILE_SIZE_PX: float = 16.0
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# ── signals ──────────────────────────────────────────────────────────────────
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signal designation_added(cell: Vector2i, tool: StringName)
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signal designation_cleared(cell: Vector2i)
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# ── state ────────────────────────────────────────────────────────────────────
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var _tool: StringName = TOOL_NONE
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var _paint_layer: TileMapLayer = null
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var _selection: Selection = null # optional; raised/lowered for input hand-off
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# cell → tool that placed the ghost.
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var _painted: Dictionary = {} # Dictionary[Vector2i, StringName]
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# Stroke deduplication — cells touched in the current mouse-down session.
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var _stroke_cells: Dictionary = {} # Dictionary[Vector2i, bool]
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var _stroke_active: bool = false
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# ── public API ───────────────────────────────────────────────────────────────
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## Call once from World._ready() with the TileMapLayer at index 3 (Designation)
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## and the sibling Selection node.
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func bind(paint_layer: TileMapLayer, selection: Selection = null) -> void:
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assert(paint_layer != null, "Designation.bind: paint_layer is null")
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_paint_layer = paint_layer
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_selection = selection
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## Activate a paint tool. Pass TOOL_NONE to deactivate.
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func set_active_tool(tool: StringName) -> void:
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assert(
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tool in [TOOL_NONE, TOOL_BUILD_WALL, TOOL_BUILD_FLOOR, TOOL_BUILD_DOOR],
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"Designation.set_active_tool: unknown tool '%s'" % tool
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)
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_tool = tool
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_stroke_active = false
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_stroke_cells.clear()
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_sync_selection_flag()
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if tool == TOOL_NONE:
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Audit.log("designation", "tool deactivated")
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else:
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Audit.log("designation", "tool set to '%s'" % tool)
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func active_tool() -> StringName:
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return _tool
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## Remove the ghost for a single cell and emit designation_cleared.
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func clear_cell(cell: Vector2i) -> void:
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if not _painted.has(cell):
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return
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_painted.erase(cell)
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if _paint_layer != null:
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_paint_layer.erase_cell(cell)
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designation_cleared.emit(cell)
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EventBus.designation_cleared.emit(cell)
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Audit.log("designation", "cleared cell %s" % cell)
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## Returns all cells that currently have an active ghost.
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func cells() -> Array[Vector2i]:
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var result: Array[Vector2i] = []
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for c: Vector2i in _painted.keys():
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result.append(c)
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return result
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# ── input ────────────────────────────────────────────────────────────────────
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func _unhandled_input(event: InputEvent) -> void:
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if _tool == TOOL_NONE or _paint_layer == null:
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return
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if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
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if event.pressed:
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_stroke_active = true
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_stroke_cells.clear()
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_paint_at_screen(event.position)
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else:
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_stroke_active = false
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_stroke_cells.clear()
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get_viewport().set_input_as_handled()
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return
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if event is InputEventMouseMotion and _stroke_active:
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_paint_at_screen(event.position)
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get_viewport().set_input_as_handled()
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# ── helpers ──────────────────────────────────────────────────────────────────
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func _paint_at_screen(screen_pos: Vector2) -> void:
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var world_pos: Vector2 = get_viewport().get_canvas_transform().affine_inverse() * screen_pos
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var cell := Vector2i(
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floori(world_pos.x / _TILE_SIZE_PX),
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floori(world_pos.y / _TILE_SIZE_PX),
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)
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# Deduplication within the current stroke.
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if _stroke_cells.has(cell):
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return
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_stroke_cells[cell] = true
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# Don't re-paint the same tool over itself.
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if _painted.get(cell) == _tool:
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return
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_apply_ghost(cell)
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func _apply_ghost(cell: Vector2i) -> void:
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var atlas_coord: Vector2i = _ATLAS_BY_TOOL.get(_tool, Vector2i(2, 0))
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_paint_layer.set_cell(cell, _SOURCE_ID, atlas_coord)
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_painted[cell] = _tool
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# Modulate the whole paint layer based on whether this cell is placeable.
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# Phase 5 simplification: validity applies globally to the layer.
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var ok: bool = _cell_is_placeable(cell)
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_paint_layer.modulate = Color(0.4, 1.0, 0.4, 0.7) if ok else Color(1.0, 0.4, 0.4, 0.7)
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designation_added.emit(cell, _tool)
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EventBus.designation_added.emit(cell, _tool)
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Audit.log("designation", "painted %s at %s (placeable=%s)" % [_tool, cell, ok])
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func _cell_is_placeable(cell: Vector2i) -> bool:
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# For Phase 5: a cell is placeable for build_wall if it is currently walkable
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# (no wall present), and for build_floor if it is walkable. Items-on-tile
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# check is deferred to Phase 5 BuildJob validation; we only gate on geometry here.
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if World.pathfinder == null:
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return true
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return World.pathfinder.is_walkable(cell)
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func _sync_selection_flag() -> void:
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if _selection == null:
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return
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_selection.designation_active = (_tool != TOOL_NONE)
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