Fix gas poisoning, explosion hit detection and render order

- Move gas poisoning from Gas.move() to Gas.collisions() so all rats are
  registered in the collision system before the poison query runs.
- Shrink gas and explosion bboxes so rats must be well inside the tile to
  be poisoned/killed.
- Use AABB overlap instead of partial_move threshold for gas poisoning.
- Draw mobile units first, then top-layer effects (gas, mines, bombs,
  explosions) so rats appear under the gas.
- Add draw_on_top hint to Unit base class and top-layer units.
This commit is contained in:
2026-06-16 19:19:14 +02:00
parent 3e8cd97fda
commit 2f8e3e8b28
7 changed files with 88 additions and 33 deletions
+15 -1
View File
@@ -516,7 +516,21 @@ class MiceMaze:
# Pass 2: RESOLVE and DRAW
for unit in sorted_units:
unit.collisions()
unit.draw()
# Draw mobile units first so ground effects appear on top
for unit in sorted_units:
if not getattr(unit, "draw_on_top", False):
unit.draw()
# Draw top-layer effects on top of mobile units
for unit in sorted_units:
if getattr(unit, "draw_on_top", False) and not getattr(unit, "draw_last", False):
unit.draw()
# Draw foreground/last-layer units (points) on top of everything
for unit in sorted_units:
if getattr(unit, "draw_last", False):
unit.draw()
self.graphics.draw_cave_foreground()
self.render_engine.draw_pointer(self.pointer[0] * self.cell_size, self.pointer[1] * self.cell_size)