fix: show furniture-occupied tiles in the floor plan editor

The editor never requested occupied tiles, so tiles holding furniture
were indistinguishable from empty floor and could be edited/voided.

- request GetOccupiedTilesMessageComposer when the editor opens
- handle RoomOccupiedTilesMessageEvent -> SET_OCCUPIED_TILES
- new Tile.occupied flag (kept separate from `blocked`/void): occupied
  tiles render with a distinct marker and are protected from PAINT/
  ERASE/ADJUST and brush-to-selection edits
- occupied is purely informational and never changes the saved tilemap
  (no accidental voiding of floor under furni)

Tests: reducer cases for SET_OCCUPIED_TILES + edit protection; container
test asserts the occupied event is non-destructive on save; route the
canvas pointer test through elementFromPoint (jsdom has no getScreenCTM).
This commit is contained in:
medievalshell
2026-05-28 09:20:20 +02:00
parent 7a65e5bf6d
commit 48ed3ad7ba
7 changed files with 87 additions and 7 deletions
@@ -52,6 +52,7 @@ export const reducer = (state: FloorplanState, action: FloorplanAction): Floorpl
{
const row = clamp64(action.row);
const col = clamp64(action.col);
if(state.tiles[row]?.[col]?.occupied) return state;
const tiles = ensureRect(state.tiles, row + 1, col + 1);
const target = { h: clampHeight(action.h), blocked: false };
const next = setTile(tiles, row, col, target);
@@ -64,6 +65,7 @@ export const reducer = (state: FloorplanState, action: FloorplanAction): Floorpl
const col = action.col | 0;
if(row < 0 || col < 0 || row >= state.tiles.length || col >= (state.tiles[0]?.length ?? 0)) return state;
const current = state.tiles[row][col];
if(current.occupied) return state;
const target = { h: current.h, blocked: true };
const next = setTile(state.tiles, row, col, target);
if(next === state.tiles) return state;
@@ -75,7 +77,7 @@ export const reducer = (state: FloorplanState, action: FloorplanAction): Floorpl
const col = action.col | 0;
if(row < 0 || col < 0 || row >= state.tiles.length || col >= (state.tiles[0]?.length ?? 0)) return state;
const current = state.tiles[row][col];
if(current.blocked) return state;
if(current.blocked || current.occupied) return state;
const newH = clampHeight(current.h + action.delta);
if(newH === current.h) return state;
const next = setTile(state.tiles, row, col, { h: newH, blocked: false });
@@ -106,6 +108,22 @@ export const reducer = (state: FloorplanState, action: FloorplanAction): Floorpl
if(value === state.wallHeight) return state;
return { ...state, wallHeight: value };
}
case 'SET_OCCUPIED_TILES':
{
// Mark tiles that currently hold furniture (server-reported). Leaves
// height + blocked untouched so it never alters the saved tilemap.
const map = action.map ?? [];
let changed = false;
const tiles = state.tiles.map((r, ri) => r.map((tile, ci) =>
{
const occ = !!map[ri]?.[ci];
if((tile.occupied ?? false) === occ) return tile;
changed = true;
return { ...tile, occupied: occ };
}));
if(!changed) return state;
return { ...state, tiles };
}
case 'BRUSH_SET':
{
const h = action.h ?? state.brush.h;
@@ -174,6 +192,7 @@ export const reducer = (state: FloorplanState, action: FloorplanAction): Floorpl
const col = parseInt(cStr, 10);
const current = tiles[row]?.[col];
if(!current) continue;
if(current.occupied) continue;
switch(state.brush.action)
{