1 viewport spatial planning overlays
forgejo-actions edited this page 2026-07-11 12:38:13 +00:00

Viewport Spatial Planning Overlays

Purpose

Spatial planning overlays explain why NPC routes, mob spawn areas, spawners, and blocked tiles are accepted or rejected by authored scene rules. They turn placement logic into visible planning hints.

How It Works

Selected NPC placements project home anchors, patrol anchors, route lines, and conflict markers. Selected mob areas and spawners project heat cells, area links, population caps, blocked tile reasons, and disabled-state warnings.

The overlay is derived from scene snapshot data and editor-only projection logic. It should not be stored as authored content.

Steps

Select an NPC to inspect home and patrol route reachability. Select a mob area or spawner to inspect spawn heat, area linkage, caps, and blocked reasons. Fix unresolved or blocked markers in scene data, not by changing overlay code.

Use this page when authors ask why a route is not active or why a spawner looks valid but produces no candidates.

Expected Outputs

A successful pass shows active, blocked, conflicting, unresolved, or disabled status for the selected spatial system and points to the scene data that needs author attention.

Invariants

Status labels must distinguish active, blocked, conflicting, unresolved, and disabled states. Heat cells must respect the selected area/spawner, not unrelated scene-wide data. Overlay projections should not outlive the scene snapshot they were derived from.

Common Mistakes

Common mistakes include editing overlay projection code to hide an authored issue, overlooking disabled areas, treating zero caps as a renderer problem, or diagnosing an unselected spawner from scene-wide heat.

Recovery Paths

Missing spawn areas, disabled areas or spawners, zero population caps, empty spawn tables, blocked tiles, and unresolved NPC references are the main failure modes. If the overlay changes without scene edits, check snapshot freshness and selection state.