FEnigma/TODO.md
Dominik Roth 896c7dc36a Fix silent proposal-popover repaint bug; add underground target marker
"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>
2026-08-13 18:44:36 +02:00

163 lines
10 KiB
Markdown

# 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.
All three are real computer-vision/OCR feature work (better marker
classification in `map_vision.py`'s `classify_marker`, a new OCR pass
reading each marker's id label off the map screenshot, and a
"<Type>#<id> 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 the `debug_capture` failure/maybe_map
screenshots above to develop against.