FEnigma/TODO.md
Dominik Roth d2f70675b8 Auto-ids per type not per group; show detected_id in proposal UI
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>
2026-08-13 19:28:01 +02:00

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# Bug Backlog (from user report, 2026-08-11)
Status legend: [x] fixed+tested, [~] partially addressed, [ ] open/needs input
- [x] 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`).
- [x] 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)` raises
`StopIteration` the instant all 26 are taken, silently killing
whatever button click triggered `add_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`).
- [x] Ally type 'ally' is called Enemy on map title.
`icons._target_type_label` (now public `icons.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
printed `obj.type.value` directly instead, so an Ally with the
ad-hoc TargetType.ENEMY still showed "Enemy" everywhere except the
picker itself. Fixed in `app.py` (`_display_name`, and the three
spots using it).
- [x] Reordering firing commands lags UI hard.
`FiringPanel._reorder()` was calling `self.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 local `self.refresh()` instead.
- [x] "Always show geo" doesn't reliably work / blast radius should stay
shown too.
`GridCanvas._draw_geo_overlays()`'s candidate list was
`reference_points + targets` only — Allies have a `show_geo_desc` pin
in the UI and can carry OCR'd clues too, but were never drawn.
Added. `_draw_blast_radius()` only ever looked at `self.selected`,
ignoring `show_geo_desc` entirely, so pinning it and then selecting/
deselecting something else made it vanish; now iterates every
selected-or-pinned target.
- [x] Clearing the board doesn't clear allies.
`Board.clear()` cleared everything except `self.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.
- [x] 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.
- [x] 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 into
`app.py`'s `_start_map_import`.
- [x] When the user corrects the grid, store screenshot + ground truth too.
`debug_capture.save_grid_correction()`, wired into `_accept_grid`:
fires only when the accepted `GridSolution` isn't the one auto-solve
produced (the user actually dragged a handle in GridFixDialog), saves
both solutions under `.../debug_captures/corrections/`.
- [x] 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_all` found nothing at all. Saved under
`.../debug_captures/maybe_map/`.
- [x] 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 <time>" deadline (no "Requested"/
dashes), and either a direct "on our position at <coord>" or a
bearing/distance offset from that same inline position (not a named
board entity, so resolved directly via
`solver.point_from_bearing_distance` rather than through a Clue).
New extractors in `ocr.py`, wired into `parse_intel_blocks`'s
`flush()`. 3 new regression tests, all passing (`tests/test_ocr.py`).
- [x] 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.
- [x] 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 of
`board.targets`/`board.allies` taken when the grid is confirmed,
`Target`/`Ally` are identity-hashable so these are plain sets of the
live objects) let `app.py` tell "added while this screenshot was up"
apart from "was already on the board". `Proposal` also now records
`confirmed_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 via
`debug_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)
- [x] "Accept as" / "Accept all" on proposed targets doing nothing.
A real traceback from the running app nailed it: `StopIteration`
from `Board.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.
- [x] "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 `clicked` signal
fires, the icon grid builds successfully (all N types), and
`Popover.set_child()` on the already-open outer popover reports the
right `visible=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`'s `show_type`,
`_open_entity_menu`'s `show_type`, the latter refactored to share
the same `_reopen_with()` helper).
- [x] 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), and `GridCanvas` draws 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 (PIL `getbbox()`), 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
- [~] 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.