Auto-assignment (Board.add_target/add_ally with no explicit id_) now scopes its 1/2/3... sequence per TYPE within each group, not one sequence shared across every type in the group -- Tank#1/Infantry#1 rather than Tank#A/Infantry#B, matching the game's own numbering. Reverses the type-scoping half of an earlier fix in this file (see TODO.md's "Allies and enemies seem to share indices" entry) per explicit user direction; the targets-vs-allies namespace split that fix also made is untouched, still correct. _next_free_id (letters, rolling over to "AA" past 26) is replaced by _next_free_numeric_id -- a plain counter can't run out the way a fixed alphabet could, so there's no equivalent rollover concern. test_models.py updated to match (one test asserts the opposite of before, renamed accordingly). detected_id (map_vision.read_marker_id) was being logged but never shown anywhere a human could actually check it against the screenshot before now: added to the proposal popover's heading and the pending-proposal's own on-map label. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
14 KiB
Bug Backlog (from user report, 2026-08-11)
Status legend: [x] fixed+tested, [~] partially addressed, [ ] open/needs input
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Allies and enemies seem to share indices. First pass on this was wrong: I only checked that targets and allies are separate id namespaces (they are, always were) and stopped there. The actual bug was one level down:
Board.add_target/add_ally's auto-id assignment (used = {t.id for t in self.targets if t.type == type_}) was scoped per type, not per group — a Tank and an Infantry auto-added back to back both got id "A", each type getting its own independent A/B/C... sequence instead of sharing one across the whole group. Fixed: the id namespace split is targets-vs-allies ONLY, type never subdivides it further. New regression test (test_auto_id_is_shared_across_types_within_targets_and_within_allies). -
Regression FROM the fix above, caught via a real traceback: sharing one A/B/C... sequence across a whole group (instead of per-type) made it much easier to actually run out of the 26 letters --
next(c for c in string.ascii_uppercase if c not in used)raisesStopIterationthe instant all 26 are taken, silently killing whatever button click triggeredadd_target/add_ally(this is what "Accept as"/"Accept all" doing nothing turned out to be, see below). Fixed with_next_free_id(): rolls over to two-letter ids ("AA", "AB", ...) instead of raising, can't run out. New test (test_auto_id_survives_past_26_entities_in_one_group). -
Ally type 'ally' is called Enemy on map title.
icons._target_type_label(now publicicons.target_type_label) already special-cased this for the type picker, but the map's right-click popover heading, "Change type (...)" button, and toast all printedobj.type.valuedirectly instead, so an Ally with the ad-hoc TargetType.ENEMY still showed "Enemy" everywhere except the picker itself. Fixed inapp.py(_display_name, and the three spots using it). -
Reordering firing commands lags UI hard.
FiringPanel._reorder()was callingself.on_change()— app.py's full-app refresh (re-solve every target's clue graph, dedupe, redraw the map, THEN rebuild the panel) — on every single drag-drop, even though reordering touches no location/clue/coord state at all. Now calls a localself.refresh()instead. -
"Always show geo" doesn't reliably work / blast radius should stay shown too.
GridCanvas._draw_geo_overlays()'s candidate list wasreference_points + targetsonly — Allies have ashow_geo_descpin in the UI and can carry OCR'd clues too, but were never drawn. Added._draw_blast_radius()only ever looked atself.selected, ignoringshow_geo_descentirely, so pinning it and then selecting/ deselecting something else made it vanish; now iterates every selected-or-pinned target. -
Clearing the board doesn't clear allies.
Board.clear()cleared everything exceptself.allies. Fixed, plus the "clear board?" confirm-dialog's early-return guard (which skipped the whole action if only allies were on the board) now checks allies too. -
Allow right-click on Clear button: clear all enemies/units/flights, keep spotters/RPs/nest. New
Board.clear_units()+ a right-click popover on the header's Clear button wired to it. -
On map-reading error: save a screenshot locally to adapt the algo. New
debug_capture.py—save_map_read_failure()writes the PNG + the solver's rejection reason under$XDG_DATA_HOME/fenigma/debug_captures/failures/, wired intoapp.py's_start_map_import. -
When the user corrects the grid, store screenshot + ground truth too.
debug_capture.save_grid_correction(), wired into_accept_grid: fires only when the acceptedGridSolutionisn't the one auto-solve produced (the user actually dragged a handle in GridFixDialog), saves both solutions under.../debug_captures/corrections/. -
Many map screenshots seem to get read as text; if nothing relevant is found, also store the image to check whether it was actually a map.
debug_capture.save_maybe_map(), wired into_ocr_png: fires when a screenshot (not a plain-text paste) fell through to the OCR/text path and_merge_allfound nothing at all. Saved under.../debug_captures/maybe_map/. -
Unable to parse 3 given chat messages (Infantry "taking fire" fire- support requests). A different grammar from the existing Marine Garrison fire-support request: reversed shell word order ("Requesting X Shell" vs "X Shells requested"), a bare "before/by
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Follow-up bug in the above: the bearing/distance-offset variant names TWO different places (the reporting unit's own position, and a separate fire point offset from it), but only produced one Target entity, sitting at the offset point but still labeled with the unit's own type/id (e.g. "Infantry#11" at a spot no infantry is actually at). Math itself was right; the single-entity shape wasn't. Now produces two entries: the original (Infantry#N etc.) keeps its own reported position with no shell/deadline, and a new synthetic
Strike#<TypeWord><id>entry (e.g.Strike#Infantry11) carries the shell/deadline at the computed offset coord. 2 more regression tests. -
When the user deletes/replaces the map screenshot, capture whatever units they confirmed as ground truth for it.
ScreenshotImport.baseline_targets/baseline_allies(a snapshot ofboard.targets/board.alliestaken when the grid is confirmed,Target/Allyare identity-hashable so these are plain sets of the live objects) letapp.pytell "added while this screenshot was up" apart from "was already on the board".Proposalalso now recordsconfirmed_type(what the user actually accepted it as, which can differ from the detector's own guess via "Accept as..."). All of it -- every proposal's accept/reject/undecided verdict, plus every target/ally added with no matching proposal at all (a manual add or an OCR-text merge run alongside the screenshot) -- is saved viadebug_capture.save_marker_ground_truth()under.../debug_captures/marker_ground_truth/. Wired into all three places a screenshot stops being "the active one": explicit drop, a new screenshot pasted straight over it, and window close.
Resolved via a real traceback (not guessed)
- "Accept as" / "Accept all" on proposed targets doing nothing.
A real traceback from the running app nailed it:
StopIterationfromBoard.add_ally's id auto-assignment once 26 allies existed already (see the id-namespace regression entry above) — every accept attempt after that silently died before the ally/target ever got added, popover already closed by the time it happened. Fixed there; not a separate bug. - "Accept as…" (the type-picker submenu on a proposal, and "Change
type" on an already-placed entity) opening to a visibly empty/
unchanged popover. This one left no traceback at all -- confirmed
live with temporary debug prints that the button's
clickedsignal fires, the icon grid builds successfully (all N types), andPopover.set_child()on the already-open outer popover reports the rightvisible=True/width/height afterward... but the compositor never actually repaints that reused surface, so nothing new ever appeared on screen. Fixed by not resizing the existing open popover at all: popping it down and opening a genuinely new one (fresh native surface) at the same anchor point instead. Same fix applied to both call sites (_open_proposal_menu'sshow_type,_open_entity_menu'sshow_type, the latter refactored to share the same_reopen_with()helper). - New: mark a Target as underground, at a hardening tier (1-3),
rendered as the game's own Armor-tier additive badge stacked on
the icon.
Target.underground_tier: int | None, a "Mark underground" entry in the entity-edit popover (tier picker reusing the same fresh-popover fix above), andGridCanvasdraws the badge above the marker's icon, overlapping down into it by_ADDITIVE_OVERLAP_PX-- both the diamond icon's top corner and the badge's bottom are tapered to a near-point, not a flat edge, so bbox-exact touching still read as a gap; a real pixel overlap is what actually looks contiguous (confirmed against the game's own stacked-badge screenshots). Badge is scaled/positioned off the art's real opaque content (PILgetbbox()), not its PNG canvas -- the additive files carry a lot of off-center transparent padding that made the badge look tiny and floating if sized off the raw canvas.
Needs more scope / your input before I keep going
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[~] Enemy type detection needs to be more robust; read the entity id label so dedup is reliable; detect death from the log.
Started on the id-reading piece: `map_vision.read_marker_id` reads each marker's own small "#<N>" label (distinct from the big per-cell grid label `read_cell_label` reads) via the SAME template- correlation approach as `read_cell_label`, not OCR -- this text sits over the same aerial-photo backdrop that this module's own docstring says defeated every detection-based approach tried for grid labels, so pytesseract (already tried elsewhere in this repo, `ocr.py`, for a different image domain: flat scanned paper, not photo-textured) was skipped in favor of the approach already proven here. Wired end-to-end: `find_markers` -> `Proposal.detected_id` -> `debug_capture.save_marker_ground_truth`'s JSON. Reads against `ScreenshotImport.full_image` (sharper than the WORK_W image detection itself runs against) when available. Crop region and `MIN_MARKER_ID_SCORE` are a single-screenshot calibration (see `read_marker_id`'s own docstring) -- UNVALIDATED against a real ground-truth batch (none of the 6 existing captures have a confirmed id to check against, they all predate this). New unit tests (`tests/test_map_vision_marker_id.py`) only cover the synthetic-render round-trip, not real-screenshot accuracy. Measured type-detection reliability against the 6 existing `marker_ground_truth` captures (72 accepted proposals total, 2026-08-13): **0/72 (0%) had ANY confident `detected_unit` guess** -- `classify_marker` returned `None` on every single one, every side, every capture. Not "guesses wrong" -- never confident enough to answer at all. Spot-checked directly against one real marker crop (a hostile Infantry, confirmed by the user): best match was "Underground Fort" at score 0.376 (Infantry wasn't even in the top 8), against a `min_score=0.55` floor `classify_marker` requires -- not a close miss, a real correlation failure. The clean rendered icon templates `icon_bank()` matches against apparently don't correlate well with how markers actually look in a real screenshot (compression/blur/aerial-photo texture underneath), unlike text glyphs (`read_cell_label`'s measured 0.73-0.87 vs 0.40-0.56) where the same template-correlation idea works well. Added `unit_score`/ `unit_margin` to `Proposal`/ground-truth JSON (previously only pass/fail `unit` was logged) so every future capture shows exactly how far off a guess was, not just None -- there was no way to tell "barely missed the bar" from "wildly wrong" before this. Death-detection-from-log is still fully unstarted -- no log-parsing code exists in this repo at all yet, real scope work (find/access the game's log, agree a "<Type>#<id> Destroyed" grammar, wire it into a dedup key) rather than a quick pass. Follow-ups from user feedback after the above landed: - `_accept_proposal` now actually USES `detected_id` (it was only being logged before, never applied) -- an accepted proposal's entity id prefers the detected number over auto-assignment, falling back on a collision. 4 new regression tests (`tests/test_app_accept_proposal.py`). - Auto-assignment itself (`Board.add_target`/`add_ally` with no `id_`/no usable detection) changed from one shared letter sequence per group (targets, or allies) to its own 1/2/3... sequence per TYPE within each group -- Tank#1/Infantry#1 rather than Tank#A/Infantry#B, matching the game's own numbering (and what `detected_id` looks like when it IS read). This directly reverses an earlier deliberate fix in this same file (see the "Allies and enemies seem to share indices" entry above, which moved FROM per-type TO shared-per-group) -- that fix is still correct for what it fixed (targets-vs-allies must stay separate namespaces), just not for per-type-vs-shared, which the user has now clarified the other way. `_next_free_id` (the letter sequence, with its own StopIteration-safe rollover to "AA" past 26) is gone, replaced by `_next_free_numeric_id` -- a plain counter can't run out the way a fixed alphabet could, so there's no equivalent rollover concern to carry forward. Tests in `test_models.py` updated to match (renamed `test_auto_id_is_shared_across_types...` -> `test_auto_id_is_per_type...`, since it now asserts the opposite). - `detected_id` is now shown, not just logged: the proposal popover's heading (", id #8") and the pending-proposal's own on-map label (`? #8 G8 5:4`) both show it while there's still a screenshot up to check it against by eye.