Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning

Three-agent fan-out — Opus pre-wrote Room class, World.rooms/room_at_tile/is_indoor,
4 EventBus signals before dispatch so the slices ran fully parallel.

DECISION: Big-room UX = bump auto-roof cap to 16, banner above. Cabin
(24 tiles) intentionally exceeds cap to exercise the warning path; a
5×5 test shed (9 interior tiles) was added to exercise the roof path.

Room detection (Agent A):
- scenes/world/room.gd — class_name Room, tiles/bounds/is_under_roof,
  contains_tile() bounds-then-list-checked, recompute_bounds()
- scenes/world/room_detector.gd — class_name RoomDetector, BFS 4-dir
  from floor/door tiles, walls/terrain as boundary, doors counted as
  room interior. Detects up to 4× cap; auto-roofs only ≤16.
- World.mark_wall_tile/mark_floor_tile/mark_door_tile hook BFS recompute
- Door._complete() now erases wall-layer stamp + registers door tile
- Designation.TOOL_NO_ROOF paint mode wired (UI button deferred Phase 17)
- EventBus.room_changed / room_too_large signals

Indoor/Shelter (Agent B):
- Pawn._is_sheltered() rerouted: World.is_indoor() first, floor-proxy fallback
- IndoorTintOverlay Node2D — _draw fills roofed-room tiles at α=0.10 warm
- Crop._on_sim_tick skips stage advance when World.is_indoor(tile)

Beauty + Dirtiness + Cleaning + Room thoughts (Agent C):
- BeautySystem sparse map, linear falloff radius=3, Quality multiplier
  (SHODDY 0.5 → LEGENDARY 2.5). Base: Bed +2, Workbench +1, Torch +3, Hearth +4
- DirtinessSystem 0-100, tier crossings (clean<25/dirty<60/filthy≥60)
  emit tile_dirtiness_changed. bump/bump_clean/bump_pawn_traffic API
- CleaningProvider priority=2, KIND_CLEAN toil, 2.5 dirt/tick for ~40 ticks
- Bed/Torch/Workbench _complete() now register with BeautySystem
- 7 room mood thoughts: clean_room (+2), dirty_room (-3), filthy_room (-6),
  beautiful_room (+4), ugly_room (-3), slept_in_room (+3 EVENT, wires Ph 17),
  ate_without_table (-3 EVENT, wires Ph 17)
- Pawn._sync_room_thoughts called from _process_thoughts after cold block,
  defensive against null rooms/systems

Integration recovery (Opus):
- Agent C's BeautySystem/DirtinessSystem/CleaningProvider/IndoorTintOverlay
  instantiation in world.gd never landed (only field declarations + entity
  hooks survived). Added preloads + runtime add_child + autoload bindings +
  CleaningProvider registration + furniture pre-seed in _ready
- Added _prestamp_test_shed_for_room_detector with _spawn_complete_wall/floor
  helpers so a 5×5 visible shed exercises the auto-roof path at boot

MCP runtime verified:
- Rooms: cabin Room#2 size=24 roofed=false (room_too_large fires),
  shed Room#3 size=9 roofed=true (auto-roof active)
- beauty_map size=50 around prebuilt furniture; bed at (47,24) beauty=4.0
- Bram teleported to (36, 25) in shed → indoor=true, sheltered=true,
  thoughts=[clean_room +2], mood=52.0
- Screenshot: shed walls + brown floor visible; cabin warmly torch-lit;
  Spring 1/12 indicator; Day 1 07:52

Delegation: 3× gdscript-refactor (Sonnet) agents in parallel;
integration recovery + MCP verify on Opus.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
megaproxy 2026-05-11 17:19:23 +01:00
parent 92f4e5c945
commit 9cf9b7dbfd
28 changed files with 1286 additions and 28 deletions

View file

@ -25,3 +25,9 @@ signal pawn_status_removed(pawn, status) ## Emitted by Pawn.remove_status_
# Phase 12 — Seasons + Weather.
signal season_changed(season: StringName) ## Emitted by Clock when current_season() rolls over (Spring → Summer → Autumn → Winter).
signal weather_changed(weather: StringName) ## Emitted by Weather autoload when the daily roll resolves to a new weather kind.
# Phase 13 — Rooms + Roofing + Beauty + Dirtiness + Cleaning.
signal room_changed(room_id: int) ## Emitted when a room is created, destroyed, or recomputed (id may be invalid post-destroy).
signal room_too_large(top_left: Vector2i, cell_count: int) ## Emitted when BFS hits ROOM_MAX_CELLS — surfaces the "split with interior wall" banner.
signal tile_beauty_changed(tile: Vector2i, beauty: float) ## Emitted when beauty recomputes for a tile (Phase 13 beauty system).
signal tile_dirtiness_changed(tile: Vector2i, dirt: float) ## Emitted when dirtiness crosses a tier threshold (clean/dirty/filthy).

View file

@ -262,6 +262,9 @@ func mark_wall_tile(tile: Vector2i, material: StringName) -> void:
# Real material→atlas mapping lands when assets are imported.
var atlas := Vector2i(2, 0) if material == &"stone" else Vector2i(3, 0)
wall_layer.set_cell(tile, 0, atlas)
# Phase 13 — trigger room recompute around the changed tile.
if room_detector != null:
room_detector.recompute_around(tile)
func mark_floor_tile(tile: Vector2i, material: StringName) -> void:
@ -269,6 +272,33 @@ func mark_floor_tile(tile: Vector2i, material: StringName) -> void:
return
var atlas := Vector2i(1, 0) if material == &"dirt" else Vector2i(2, 0)
floor_layer.set_cell(tile, 0, atlas)
# Phase 13 — trigger room recompute around the changed tile.
if room_detector != null:
room_detector.recompute_around(tile)
## Phase 13 — Called by Door._complete() to notify RoomDetector that a door
## has been placed (doors are interior boundary tiles, not walls).
func mark_door_tile(tile: Vector2i) -> void:
if room_detector != null:
room_detector.recompute_around(tile)
## Phase 13 — Toggle a tile's no-roof designation. Tiles in no_roof_cells are
## treated as open-sky by RoomDetector's BFS, so rooms containing them will be
## detected but NOT auto-roofed (courtyard behaviour).
## This is also the test-helper entry point the spec asks for:
## World.toggle_no_roof_at(tile)
func toggle_no_roof_at(tile: Vector2i) -> void:
if no_roof_cells.has(tile):
no_roof_cells.erase(tile)
Audit.log("room", "no-roof cleared at %s" % tile)
else:
no_roof_cells[tile] = true
Audit.log("room", "no-roof designated at %s" % tile)
# Recompute the room that may have contained this tile.
if room_detector != null:
room_detector.recompute_around(tile)
# Returns the first StockpileZone OR Crate covering `tile`, or null.
@ -279,3 +309,52 @@ func stockpile_at_tile(tile: Vector2i):
if sp.covers_tile(tile):
return sp
return null
# ── Phase 13 — Room registry + lookup ────────────────────────────────────────
# RoomDetector (scenes/world/room_detector.gd) populates this dict.
# Keys = stable room ids (int), values = Room class instances.
# Callers should treat this as read-only.
var rooms: Dictionary = {}
# Reference to the RoomDetector child of the World scene node.
# Set by World._ready() so mark_wall_tile / mark_floor_tile / mark_door_tile
# can trigger recompute_around() without a get_node() call.
var room_detector = null
# Persistent set of tiles the player has designated as no-roof (courtyards).
# Keys are Vector2i, value is unused boolean. Written by toggle_no_roof_at().
var no_roof_cells: Dictionary = {}
## Returns the Room covering `tile`, or null if the tile is outdoor / unenclosed.
## O(rooms) bounds-checked sweep — cheap at MVP scale (< 20 rooms).
func room_at_tile(tile: Vector2i):
for id in rooms:
var r = rooms[id]
if r.contains_tile(tile):
return r
return null
## True if the tile is inside an enclosed, roofed room. Replaces Phase 12's
## "has floor below" shelter proxy — Pawn._is_sheltered() will reroute here once
## RoomDetector is live.
func is_indoor(tile: Vector2i) -> bool:
var r = room_at_tile(tile)
return r != null and r.is_under_roof
# ── Phase 13 — Beauty + Dirtiness systems ────────────────────────────────────
# Set by World scene's _ready() after adding BeautySystem / DirtinessSystem
# as child nodes. All callers use World.get("beauty_system") defensively.
## BeautySystem child of the World scene.
## Exposes: beauty_at(tile), register_furniture(entity), recompute_around(tile).
var beauty_system = null
## DirtinessSystem child of the World scene.
## Exposes: dirt_at(tile), bump(tile, amount), bump_clean(tile, amount),
## bump_pawn_traffic(tile, indoor).
var dirtiness_system = null