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Door cells don't match painted doorways — labels/glow float mid-floor (crypt + tavern) #1534

Description

@100yenadmin

Symptom (orchestrator eyeball, ship-morning frames — PR #1532 evidence dir)

In frame1_crypt.png, "To Campfire Clearing" and "To Firelit Tavern Hall" render over open floor/left wall, while the plate's painted archways sit top-center and top-right. In frame3_tavern.png, "To Crypt Antechamber" floats mid-room; the painted doorway (dark opening, left wall) is unlabeled. The glow+label mechanism works — it's anchored at the wrong cells.

crypt

Root cause (not a renderer bug)

The walkslice door cells were authored for PATHING convenience ("prop-free door zone" comments in qa/seed_gfx_walkslice.py: camp door (6,0) back-center, tavern door (0,5) left wall), not measured against where the plates PAINT doorways. The renderer faithfully labels the authored cell — the authored cell is just not under the painted archway. Same geometry-vs-paint coherence class as #1396/#1505, now for doors instead of props.

Fix direction (next cycle)

  1. Measure the painted archway positions on each canonical plate (crypt: two arches; tavern: left-wall opening; camp: gate-post gap — the new CAMP_DOOR (5,0) from walkslice: camp return door + spawn off the extended firewood footprint #1533 was measured against the paint and should be the pattern).
  2. Move each door_cells entry to the measured cell; keep the landing-ring prop-free constraint (may need a 1-cell nudge + ring re-check).
  3. Add the check to tools/derive_room_manifest.py or the coherence gate: every door_cells entry should sit inside a painted-doorway region (could reuse the grid-paint coherence instrument's cell-classification).
  4. Re-run the journey eval + a door-cross smoke after the move (cross_door landing cells change).

Punch-list linkage: this is the class the owner notices immediately (playtest #4 "can't find room transitions" was the same complaint from the other direction — labels exist now, but in the wrong place).

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