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>
66 lines
2.3 KiB
Text
66 lines
2.3 KiB
Text
[gd_scene load_steps=11 format=3 uid="uid://rimlike_world"]
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[ext_resource type="Script" path="res://scenes/world/world.gd" id="1_world"]
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[ext_resource type="PackedScene" uid="uid://rimlike_camera_rig" path="res://scenes/world/camera_rig.tscn" id="2_camera"]
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[ext_resource type="Script" path="res://scenes/world/pathfinder.gd" id="3_pathfinder"]
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[ext_resource type="Script" path="res://scenes/world/selection.gd" id="4_selection"]
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[ext_resource type="Script" path="res://scenes/ai/rest_provider.gd" id="5_rest_provider"]
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[ext_resource type="Script" path="res://scenes/ai/chop_provider.gd" id="6_chop_provider"]
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[ext_resource type="Script" path="res://scenes/ai/mine_provider.gd" id="7_mine_provider"]
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[ext_resource type="Script" path="res://scenes/ai/hauling_provider.gd" id="8_hauling_provider"]
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[ext_resource type="Script" path="res://scenes/ai/construction_provider.gd" id="9_construction_provider"]
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[ext_resource type="Script" path="res://scenes/world/designation.gd" id="10_designation"]
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[node name="World" type="Node2D"]
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y_sort_enabled = true
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script = ExtResource("1_world")
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[node name="Terrain" type="TileMapLayer" parent="."]
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z_index = 0
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[node name="Floor" type="TileMapLayer" parent="."]
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z_index = 1
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visible = false
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[node name="Wall" type="TileMapLayer" parent="."]
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z_index = 2
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visible = false
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[node name="Designation" type="TileMapLayer" parent="."]
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z_index = 3
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[node name="Roof" type="TileMapLayer" parent="."]
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z_index = 4
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visible = false
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[node name="Fog" type="TileMapLayer" parent="."]
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z_index = 5
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visible = false
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[node name="Pathfinder" type="Node" parent="."]
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script = ExtResource("3_pathfinder")
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[node name="Selection" type="Node" parent="."]
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script = ExtResource("4_selection")
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[node name="DesignationCtl" type="Node" parent="."]
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script = ExtResource("10_designation")
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[node name="RestProvider" type="Node" parent="."]
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script = ExtResource("5_rest_provider")
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rest_tile = Vector2i(50, 50)
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[node name="ChopProvider" type="Node" parent="."]
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script = ExtResource("6_chop_provider")
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[node name="MineProvider" type="Node" parent="."]
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script = ExtResource("7_mine_provider")
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[node name="HaulingProvider" type="Node" parent="."]
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script = ExtResource("8_hauling_provider")
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[node name="ConstructionProvider" type="Node" parent="."]
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script = ExtResource("9_construction_provider")
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[node name="CameraRig" parent="." instance=ExtResource("2_camera")]
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position = Vector2(640, 640)
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