Trees/rocks fully enclosed by impassable tiles have no passable neighbour
for A* to jump from — pathfinding always returns null, causing a tight
1.5 s retry loop that fills the work log with identical entries.
- Add hasAdjacentPassable() helper: checks all 8 neighbours of a tile
- pickJob now skips chop/mine candidates with no passable neighbour
- idleScanTimer on pathfind failure raised 1500 → 4000 ms as safety net
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Clicking a Nisse opens a top-left panel showing name, AI status,
energy bar, active job, job priority buttons, and a live work log
(last 10 of 20 runtime-only entries). Closes via ESC, ✕, or clicking
another Nisse. Dynamic parts (status/energy/job/log) refresh each
frame without rebuilding the full group.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
F3 toggles a debug overlay with:
- FPS
- Mouse world/tile coordinates
- Tile type under cursor
- Resources, buildings, crops on hovered tile
- Nisse count broken down by AI state (idle/walking/working/sleeping)
- Active jobs by type (chop/mine/farm)
- Pathfinding visualization: cyan lines + destination highlight
drawn in world space via DebugSystem
Added DebugSystem to GameScene. VillagerSystem exposes
getActivePaths() for the path visualization. JSDoc added to all
previously undocumented methods in VillagerSystem, WorldSystem,
GameScene, and UIScene.
Replaces plain cam.setZoom() with zoom-to-mouse: after each zoom step
the scroll is corrected by (mouseOffset from center) * (1/zBefore - 1/zAfter),
keeping the world point under the cursor fixed. Also fixes getCenterWorld()
which previously divided by zoom incorrectly. Added JSDoc to all methods.
- Scroll wheel now zooms toward the mouse cursor instead of screen center
- Middle mouse button held: pan camera by dragging
- Both actions respect current zoom level