Three gdscript-refactor agents in parallel + Opus integration.
Architectural pivot (memory.md Decisions table updated):
- View: top-down grid for gameplay + 3/4-perspective rendering for vertical
structures (Stardew/Going Medieval style). Walls/doors/crates are Y-sorted
entity sprites, not TileMap cells.
- Wall TileMap layer (Layer 2) becomes data-only — used for room detection,
roof BFS, save serialization. Visual rendering happens at entity level.
- Asset reality check baked into the decision: the entire asset library is
RPG-style perspective art; pivoting the renderer is cheaper than authoring
or commissioning top-down 47-tile autotile sets.
Designation paint (scenes/world/, Agent A — ~170 lines):
- class_name Designation extends Node, lives as DesignationCtl child of World
- TOOL_NONE / TOOL_BUILD_WALL / TOOL_BUILD_FLOOR
- _unhandled_input captures left-mouse press/drag/release
- Drag-paints ghost tiles on Layer 3 via paint_layer.set_cell
- Green/red modulate based on World.pathfinder.is_walkable + cell occupancy
- Emits EventBus.designation_added/cleared per cell
- Selection.designation_active guard prevents double-handling clicks
EventBus signals added:
- designation_added(cell: Vector2i, tool: StringName)
- designation_cleared(cell: Vector2i)
BuildJob + Wall/Floor/Door entities (scenes/ai/ + scenes/entities/, Agent B — ~530 lines):
- Toil.KIND_BUILD + Toil.build_at(target_path) factory
- JobRunner._tick_build: resolves NodePath target, calls on_build_tick() per
sim tick, marks toil done when is_buildable() returns false
- ConstructionProvider (priority=6, highest): nearest is_buildable() site in
World.build_queue → Job=[walk_to(site.tile), build_at(site.get_path())]
- Wall entity: BUILD_TICKS=100, 40% alpha ghost; _complete() calls
pathfinder.set_cell_walkable(false) + World.mark_wall_tile + Audit.log
- Floor entity: BUILD_TICKS=30, ground-level (no y_sort), does NOT block
pathfinding, calls mark_floor_tile on complete
- Door entity: BUILD_TICKS=80, bottom-anchored, walkable when built (no
pathfinder block); registers with World.doors for Phase 7 open/close logic
- ALL wall/door scenes have y_sort_enabled=true on root; floors don't (always
on ground plane)
Crate furniture (scenes/world/, Agent C — ~270 lines):
- class_name Crate extends StorageDestination (Phase 4's abstract base)
- CAPACITY=4 stacks; accepts() gates on _completed + _filter_accepts + room
- find_drop_position returns tile when room exists, (-1,-1) otherwise
- BUILD_TICKS=60; on_build_tick mirrors Wall's pattern
- _draw procedural brown crate body + slat lines + fill-level dots
World autoload extensions (Opus):
- build_queue: Array — Wall/Floor/Door/Crate ghost entities awaiting
construction. ConstructionProvider iterates by .priority desc; Phase 6+
prepends material-haul toils.
- doors: Array — completed doors for future open/close (Phase 7+)
- wall_layer / floor_layer / designation_layer refs exposed for entity code
- mark_wall_tile(tile, material) / mark_floor_tile(tile, material) —
stamps data-only TileMap layer with material-encoded atlas coord
- stockpile_at_tile(tile) — finds StockpileZone OR Crate covering a tile;
used by JobRunner._tick_deposit to route Crate deposits
JobRunner._tick_deposit refactor (Opus):
- After clearing the haul-dirty flag, looks up stockpile_at_tile(pawn.tile)
- If destination is a Crate (has_method('register_item')), calls
dest.register_item(item) so the crate's _contents tracks the stack
World scene integration (Opus):
- y_sort_enabled=true on World root so all entity sprites sort correctly
- DesignationCtl, ConstructionProvider, Wall TileMap (data-only, visible=false)
- World._ready wires:
* World.wall_layer / floor_layer / designation_layer
* designation.bind(designation_layer, selection)
* Register 5 work providers (construction=6 > chop=5 > mine=4 > haul=3 > rest=0)
* EventBus.designation_added → _on_designation_added (spawns Wall/Floor entity)
- _seed_phase5_demo_buildings: pre-queues 14 wall designations forming a
5×4 cabin outline at (45, 25) so pawns visibly construct walls without
player-paint UI (deferred to Phase 17). Spawns 2 fully-built crates at
(17-18, 60) for hauling routing.
Acceptance — MCP-verified end-to-end:
- 14 wall designations seeded at boot, 2 crates pre-built
- All 3 pawns picked construction (highest priority work) and walked to
build sites (paths 37/32/27 from spawn). Walls built one by one.
- Wall layer post-construction has 42 cells: 28 (Phase 1 stone ring) +
14 (Phase 5 cabin) — both rendering paths (placeholder TileMap from
Phase 1, plus new entity sprites from Phase 5) coexist correctly.
- Pathfinder set_cell_walkable(false) fired on each wall completion.
- Pawns transitioned from construction to hauling once all walls done.
- Final visual: 5×4 stone-walled cabin with mortar lines, Y-sorted entity
rendering, wood items scattered east of the cabin awaiting haul.
Phase 5 gotchas (logged):
- 'material' as a member var shadows CanvasItem.material (Node2D inherits
it). Renamed to wall_material / floor_material via quick-edit agent.
Save-format dict KEYS stay as 'material' for stability.
- Class-name registration cache lag bit again (Tree/Pawn pattern from
earlier phases). Workflow stays: agent writes class_name file → MCP
reload_project → godot --headless --editor --quit → headless validate.
- ConstructionProvider scans build_queue every tick including completed
walls; is_buildable() filters them out but the queue keeps growing.
Phase 16+ should add an unregister_build_site call from _complete or
a periodic queue compaction.
Delegation report this phase:
- Agent A (Sonnet, gdscript-refactor): Designation paint mode + EventBus
signals + Selection guard. ~180 lines.
- Agent B (Sonnet, gdscript-refactor): Toil.KIND_BUILD + JobRunner._tick_build
+ ConstructionProvider + Wall/Floor/Door entities + scenes. ~530 lines.
- Agent C (Sonnet, gdscript-refactor): Crate furniture extending
StorageDestination. ~270 lines.
- quick-edit (Haiku): material → wall_material/floor_material rename. ~14
occurrences across 2 files.
- Opus: World autoload extensions + JobRunner _tick_deposit refactor +
World scene integration (DesignationCtl + ConstructionProvider + new
scene preloads + _seed_phase5_demo_buildings) + MCP runtime verification
+ the material-shadow + class-cache-lag debugging.
Pivot decision worth flagging: the asset library audit revealed that no
pack we own ships top-down 47-tile autotile walls. After multiple
researcher-overpromise cycles, the pragmatic call was to pivot the
rendering model itself. Walls now render as bottom-anchored tall sprites
with Y-sort; the entire asset library becomes usable as-is. Phase 17
polish will swap procedural _draw() with AtlasTexture regions from
Pixel Crawler / FG_Houses / Ventilatore Castle_Building.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
339 lines
13 KiB
GDScript
339 lines
13 KiB
GDScript
extends Node2D
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## Phase 4 world view. 80×80 TileMap, 6 layers, 3 pawns, full AI pipeline:
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## RestProvider → ChopProvider → MineProvider → HaulingProvider → idle
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## plus sample trees, rocks, and two stockpile zones with different priorities
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## for the haul-cascade demo.
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##
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## TileMap layer indices follow docs/architecture.md:
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## 0 Terrain · 1 Floor · 2 Wall · 3 Designation · 4 Roof · 5 Fog
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const MAP_SIZE_TILES: Vector2i = Vector2i(80, 80)
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const TILE_SIZE_PX: int = 16
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const TILE_GRASS: Vector2i = Vector2i(0, 0)
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const TILE_DIRT: Vector2i = Vector2i(1, 0)
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const TILE_STONE: Vector2i = Vector2i(2, 0)
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const TILE_STONE_DARK: Vector2i = Vector2i(3, 0)
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const PLACEHOLDER_SOURCE_ID: int = 0
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const PAWN_SCENE: PackedScene = preload("res://scenes/pawn/pawn.tscn")
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const TREE_SCENE: PackedScene = preload("res://scenes/entities/tree.tscn")
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const ROCK_SCENE: PackedScene = preload("res://scenes/entities/rock.tscn")
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const STOCKPILE_SCENE: PackedScene = preload("res://scenes/world/stockpile_zone.tscn")
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const WALL_SCENE: PackedScene = preload("res://scenes/entities/wall.tscn")
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const FLOOR_SCENE: PackedScene = preload("res://scenes/entities/floor.tscn")
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const DOOR_SCENE: PackedScene = preload("res://scenes/entities/door.tscn")
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const CRATE_SCENE: PackedScene = preload("res://scenes/world/crate.tscn")
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# 3 starting pawns — Phase 2 demo. Phase 7+ replaces this with map-gen + name table.
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const SAMPLE_PAWNS: Array[Dictionary] = [
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{"name": "Bram", "tile": Vector2i(20, 40)},
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{"name": "Cora", "tile": Vector2i(25, 40)},
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{"name": "Edda", "tile": Vector2i(30, 40)},
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]
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# Phase 4 — sample harvestables. Trees clustered east, rocks south-east.
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const SAMPLE_TREES: Array[Vector2i] = [
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Vector2i(58, 30), Vector2i(60, 31), Vector2i(62, 30),
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Vector2i(61, 33), Vector2i(63, 34), Vector2i(59, 35),
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]
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const SAMPLE_ROCKS: Array[Vector2i] = [
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Vector2i(60, 60), Vector2i(62, 60), Vector2i(63, 62), Vector2i(58, 62),
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]
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# HaulingProvider re-flow cadence — every 5 sim seconds at 1× (100 ticks).
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const HAUL_SWEEP_INTERVAL_TICKS: int = 100
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@onready var terrain_layer: TileMapLayer = $Terrain
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@onready var floor_layer: TileMapLayer = $Floor
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@onready var wall_layer: TileMapLayer = $Wall
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@onready var designation_layer: TileMapLayer = $Designation
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@onready var roof_layer: TileMapLayer = $Roof
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@onready var fog_layer: TileMapLayer = $Fog
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@onready var pathfinder: Pathfinder = $Pathfinder
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@onready var selection: Selection = $Selection
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@onready var designation_ctl: Designation = $DesignationCtl
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@onready var rest_provider: RestProvider = $RestProvider
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@onready var chop_provider: ChopProvider = $ChopProvider
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@onready var mine_provider: MineProvider = $MineProvider
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@onready var hauling_provider: HaulingProvider = $HaulingProvider
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@onready var construction_provider: ConstructionProvider = $ConstructionProvider
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func _ready() -> void:
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Audit.log("world", "Phase 4 — building %d×%d world + harvestables + AI." % [MAP_SIZE_TILES.x, MAP_SIZE_TILES.y])
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var tileset := _build_placeholder_tileset()
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for layer in [terrain_layer, floor_layer, wall_layer, designation_layer, roof_layer, fog_layer]:
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layer.tile_set = tileset
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_paint_terrain()
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_paint_sample_walls()
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_apply_camera_bounds()
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pathfinder.setup(MAP_SIZE_TILES)
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_wire_walls_to_pathfinder()
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selection.bind(pathfinder)
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World.pathfinder = pathfinder # expose to entities (Tree.fell() walkability checks, etc.)
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# Phase 5 — expose TileMap layer refs on the autoload so entity code
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# (Wall._complete, Floor._complete) can stamp data-only tile state.
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World.wall_layer = wall_layer
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World.floor_layer = floor_layer
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World.designation_layer = designation_layer
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# Designation: bind the paint surface + the Selection guard.
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designation_ctl.bind(designation_layer, selection)
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# Register all 5 providers — Decision iterates by .priority desc.
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# construction=6 > chop=5 > mine=4 > haul=3 > rest=0.
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World.register_work_provider(construction_provider)
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World.register_work_provider(chop_provider)
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World.register_work_provider(mine_provider)
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World.register_work_provider(hauling_provider)
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World.register_work_provider(rest_provider)
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# Phase 5: bridge designation paint events → spawn the ghost-state entity
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# at that tile and register it as a build site.
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EventBus.designation_added.connect(_on_designation_added)
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EventBus.designation_cleared.connect(_on_designation_cleared)
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_spawn_sample_pawns()
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_spawn_sample_harvestables()
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_spawn_sample_stockpiles()
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_seed_phase5_demo_buildings()
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_run_pathfinder_spike()
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# Phase 4: every 5 in-game seconds (100 ticks), re-evaluate items in
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# stockpiles in case a higher-priority destination opened up.
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EventBus.sim_tick.connect(_on_sim_tick_world_sweep)
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func world_bounds_px() -> Rect2:
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return Rect2(Vector2.ZERO, Vector2(MAP_SIZE_TILES * TILE_SIZE_PX))
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# ── tileset & map painting ──────────────────────────────────────────────────
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func _build_placeholder_tileset() -> TileSet:
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# Four 16×16 placeholder tiles laid out as a 4×1 atlas. Real ElvGames
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# art replaces this in Phase 5 (wood walls + stone walls).
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var ts := TileSet.new()
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ts.tile_size = Vector2i(TILE_SIZE_PX, TILE_SIZE_PX)
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var atlas_w := TILE_SIZE_PX * 4
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var img := Image.create(atlas_w, TILE_SIZE_PX, false, Image.FORMAT_RGBA8)
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var palette: Array[Color] = [
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Color(0.45, 0.65, 0.30), # grass
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Color(0.55, 0.45, 0.30), # dirt
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Color(0.60, 0.60, 0.55), # stone
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Color(0.30, 0.30, 0.32), # stone dark
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]
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for i in palette.size():
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var base: Color = palette[i]
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var border: Color = base.darkened(0.15)
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for px in TILE_SIZE_PX:
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for py in TILE_SIZE_PX:
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var on_border := (
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px == 0 or px == TILE_SIZE_PX - 1
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or py == 0 or py == TILE_SIZE_PX - 1
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)
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img.set_pixel(i * TILE_SIZE_PX + px, py, border if on_border else base)
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var tex := ImageTexture.create_from_image(img)
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var src := TileSetAtlasSource.new()
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src.texture = tex
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src.texture_region_size = Vector2i(TILE_SIZE_PX, TILE_SIZE_PX)
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for i in palette.size():
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src.create_tile(Vector2i(i, 0))
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ts.add_source(src, PLACEHOLDER_SOURCE_ID)
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return ts
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func _paint_terrain() -> void:
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for x in MAP_SIZE_TILES.x:
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for y in MAP_SIZE_TILES.y:
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terrain_layer.set_cell(Vector2i(x, y), PLACEHOLDER_SOURCE_ID, TILE_GRASS)
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func _paint_sample_walls() -> void:
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var origin := Vector2i(36, 36)
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var size: int = 8
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for i in size:
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wall_layer.set_cell(origin + Vector2i(i, 0), PLACEHOLDER_SOURCE_ID, TILE_STONE)
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wall_layer.set_cell(origin + Vector2i(i, size - 1), PLACEHOLDER_SOURCE_ID, TILE_STONE)
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wall_layer.set_cell(origin + Vector2i(0, i), PLACEHOLDER_SOURCE_ID, TILE_STONE_DARK)
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wall_layer.set_cell(origin + Vector2i(size - 1, i), PLACEHOLDER_SOURCE_ID, TILE_STONE_DARK)
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# ── pathfinder + pawns ──────────────────────────────────────────────────────
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func _wire_walls_to_pathfinder() -> void:
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var wall_cells := wall_layer.get_used_cells()
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for cell in wall_cells:
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pathfinder.set_cell_walkable(cell, false)
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Audit.log("world", "%d wall cells marked impassable" % wall_cells.size())
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func _spawn_sample_pawns() -> void:
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for spawn_data in SAMPLE_PAWNS:
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var p: Pawn = PAWN_SCENE.instantiate()
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add_child(p)
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p.setup(spawn_data["name"], spawn_data["tile"])
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# Phase 3: attach a JobRunner so Decision can hand it jobs.
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var jr := JobRunner.new()
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jr.name = "JobRunner"
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p.add_child(jr)
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jr.setup(p, pathfinder)
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p.job_runner = jr
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World.register_pawn(p)
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# ── Phase 4: harvestables + stockpile zones ─────────────────────────────────
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func _spawn_sample_harvestables() -> void:
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# Untyped vars — Godot's class-name cache for class_name'd classes is
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# scan-time and intermittently lags behind file changes. Duck typing is
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# safer here and the calls below are all spec'd on the entity types.
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for t_tile in SAMPLE_TREES:
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var tree = TREE_SCENE.instantiate()
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add_child(tree)
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tree.setup(t_tile)
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for r_tile in SAMPLE_ROCKS:
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var rock = ROCK_SCENE.instantiate()
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add_child(rock)
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rock.setup(r_tile)
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Audit.log("world", "spawned %d trees + %d rocks" % [SAMPLE_TREES.size(), SAMPLE_ROCKS.size()])
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func _seed_phase5_demo_buildings() -> void:
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# Pre-queue a small cabin outline as build designations so pawns visibly
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# construct walls when they exit Chop/Mine work. Phase 17 will add real
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# player-driven designation UI; for now the player sees the construction
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# loop without needing to paint anything.
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#
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# Layout: ~5×4 wall ring at (45, 25), with an open door slot.
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var origin := Vector2i(45, 25)
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var w := 5
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var h := 4
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for x in w:
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EventBus.designation_added.emit(origin + Vector2i(x, 0), Designation.TOOL_BUILD_WALL)
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EventBus.designation_added.emit(origin + Vector2i(x, h - 1), Designation.TOOL_BUILD_WALL)
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for y in h:
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EventBus.designation_added.emit(origin + Vector2i(0, y), Designation.TOOL_BUILD_WALL)
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EventBus.designation_added.emit(origin + Vector2i(w - 1, y), Designation.TOOL_BUILD_WALL)
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# Place a couple of crates at known tiles so the haul system has a target.
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var crate_tiles: Array[Vector2i] = [Vector2i(17, 60), Vector2i(18, 60)]
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for t in crate_tiles:
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var c: Crate = CRATE_SCENE.instantiate()
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add_child(c)
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c.setup(t)
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# Mark crate as already-built for the demo (skip the construction phase).
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# Phase 17 player UI flow would walk it through a build designation first.
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while c.is_buildable():
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c.on_build_tick()
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Audit.log("world", "phase 5 demo: %d wall designations seeded + %d crates built" % [
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w * 2 + h * 2 - 4, crate_tiles.size()
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])
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func _spawn_sample_stockpiles() -> void:
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# Two zones for the Phase 4 acceptance demo:
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# - Zone A (north): wood-only filter, NORMAL priority (just a wood drop)
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# - Zone B (south): wildcard, HIGH priority (the "watch wood flow upward" target)
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# When the sweep runs, wood items in Zone A get re-marked for haul and
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# eventually migrate to Zone B.
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var zone_a: StockpileZone = STOCKPILE_SCENE.instantiate()
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add_child(zone_a)
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zone_a.region = Rect2i(15, 55, 4, 4)
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zone_a.label = "Wood (Normal)"
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zone_a.priority = StorageDestination.Priority.NORMAL
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zone_a.accepted_types = [Item.TYPE_WOOD] as Array[StringName]
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zone_a.queue_redraw()
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var zone_b: StockpileZone = STOCKPILE_SCENE.instantiate()
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add_child(zone_b)
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zone_b.region = Rect2i(15, 62, 4, 4)
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zone_b.label = "Anything (High)"
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zone_b.priority = StorageDestination.Priority.HIGH
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zone_b.accepted_types = [] as Array[StringName] # wildcard
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zone_b.queue_redraw()
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Audit.log("world", "spawned 2 stockpiles: %s + %s" % [zone_a.label, zone_b.label])
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# ── Phase 5: designation → build-site spawn bridge ──────────────────────────
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# Track build sites keyed by tile so we can find + queue_free them on cancel.
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var _build_sites_by_tile: Dictionary = {}
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func _on_designation_added(cell: Vector2i, tool: StringName) -> void:
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if _build_sites_by_tile.has(cell):
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return # already a build site here
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var entity = null
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match tool:
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&"build_wall":
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entity = WALL_SCENE.instantiate()
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add_child(entity)
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entity.setup(cell, &"stone")
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&"build_floor":
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entity = FLOOR_SCENE.instantiate()
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add_child(entity)
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entity.setup(cell, &"wood")
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_:
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Audit.log("world", "unknown designation tool: %s" % tool)
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return
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_build_sites_by_tile[cell] = entity
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Audit.log("world", "queued %s at %s" % [tool, cell])
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func _on_designation_cleared(cell: Vector2i) -> void:
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if not _build_sites_by_tile.has(cell):
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return
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var entity = _build_sites_by_tile[cell]
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_build_sites_by_tile.erase(cell)
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if is_instance_valid(entity) and not entity.is_completed():
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entity.queue_free()
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# ── periodic re-flow (the "wood floats up" cascade) ─────────────────────────
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func _on_sim_tick_world_sweep(tick_n: int) -> void:
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if tick_n % HAUL_SWEEP_INTERVAL_TICKS != 0:
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return
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hauling_provider.sweep_for_better_destinations()
|
||
|
||
|
||
# ── spike: AStarGrid2D query timing at 80² ──────────────────────────────────
|
||
|
||
func _run_pathfinder_spike() -> void:
|
||
var corners := [
|
||
Vector2i(2, 2),
|
||
Vector2i(MAP_SIZE_TILES.x - 3, 2),
|
||
Vector2i(2, MAP_SIZE_TILES.y - 3),
|
||
Vector2i(MAP_SIZE_TILES.x - 3, MAP_SIZE_TILES.y - 3),
|
||
]
|
||
var pairs: Array = []
|
||
for a in corners:
|
||
for b in corners:
|
||
if a != b:
|
||
pairs.append([a, b])
|
||
var result: Dictionary = pathfinder.benchmark(pairs, 3)
|
||
Audit.log("world", "spike: %d paths min=%d us avg=%.1f us max=%d us" % [
|
||
result["total_paths"], result["min_us"], result["avg_us"], result["max_us"]
|
||
])
|
||
|
||
|
||
# ── camera bounds ───────────────────────────────────────────────────────────
|
||
|
||
func _apply_camera_bounds() -> void:
|
||
var cam := get_node_or_null("CameraRig")
|
||
if cam == null:
|
||
Audit.log("world", "no CameraRig child yet — bounds set later when camera lands.")
|
||
return
|
||
if not cam.has_method("set_world_bounds"):
|
||
Audit.log("world", "CameraRig present but missing set_world_bounds() — skipping.")
|
||
return
|
||
cam.set_world_bounds(world_bounds_px())
|