"Accept as..." (proposal type-picker) and "Change type" (entity-edit) opened to a visibly empty/unchanged popover with no traceback: swapping an already-open Popover's child and re-popup()ing it reported the right size internally but the compositor never repainted the reused surface. Confirmed live via temporary debug instrumentation, not guessed. Fixed by popping the old popover down and opening a genuinely new one at the same anchor point instead of resizing in place. Also adds a Target.underground_tier (1-3) marker: a "Mark underground" entry in the entity-edit popover, rendered as the game's own Armor-tier additive badge stacked directly on the unit icon. The badge is scaled/positioned off its real opaque content (PIL bbox), not its PNG canvas, since the additive art carries a lot of off-center transparent padding; and overlaps down into the icon by a fixed pixel amount, since both shapes taper to a point at the seam and exact bbox-touching still read as a visible gap. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
10 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
- Enemy type detection needs to be more robust; read the entity id
label so dedup is reliable; detect death from the log.
All three are real computer-vision/OCR feature work (better marker
classification in
map_vision.py'sclassify_marker, a new OCR pass reading each marker's id label off the map screenshot, and a "# Destroyed" log-scan tied into a dedup key that includes that read id) rather than bugs with a small fix. Worth its own pass once there's a batch of thedebug_capturefailure/maybe_map screenshots above to develop against.