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

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@ -187,6 +187,14 @@ Same scope as locked in `~/claude/ideas/rimlike/plan.md`. Realistic timeline 3
- **MCP runtime verified all paths.** Top-bar shows "Spring 1/12", rain droplets render across screen, storm white-flash caught mid-animation, wet status flipped 0→Damp(26)→Soaked(65) with mood thought sync, cold status fired on cold_snap with -4 mood. `_is_sheltered()` proxy (has floor) works for v1; Phase 13 Room BFS replaces it.
- Next: Phase 13 (Rooms, roofing, beauty, dirtiness, cleaning) is the natural follow-up — it pays the `_is_sheltered()` debt and unlocks beauty/dirty mood thoughts.
- **Phase 13 (Rooms + Beauty + Dirtiness + Cleaning) shipped same day.** Three-agent fan-out reusing the Phase 12 contracts-first pattern (`Room` class, `World.rooms`/`room_at_tile`/`is_indoor`, 4 EventBus signals pre-written by Opus before dispatch).
- **DECISION: Big-room UX = bump cap to 16, banner above.** Auto-roof activates for rooms ≤16 interior tiles; rooms above that emit `room_too_large` with no roof. Cabin (24 tiles) intentionally exceeds cap so the warning path is exercised at boot. Test shed (3×3 = 9 tiles) exercises the roof path.
- **Agent C wiring loss + recovery.** Agent C reported wiring `BeautySystem` / `DirtinessSystem` / `CleaningProvider` / `IndoorTintOverlay` into `world.gd` but the instantiation code never landed — only the autoload field declarations and the entity-side `register_furniture` hooks survived. Opus added the missing 4 instantiations + work-provider registration + pre-built furniture seed in a follow-up edit. Recovery time ~5 min via runtime probe. Pattern: **trust but verify agent reports against actual file state**, especially for "I wired this into the scene/autoload" claims. Don't repeat by asking for "show me the diff" alongside the report.
- **Demo seed extended.** Added `_prestamp_test_shed_for_room_detector` + `_spawn_complete_wall` / `_spawn_complete_floor` helpers — instantiates entities in completed state for a 5×5 walled shed at (34, 23). Demonstrates the auto-roof path side-by-side with the cabin's over-cap path.
- **Sheltering proxy debt paid.** `Pawn._is_sheltered()` now reads `World.is_indoor(tile)` first, falling back to the floor-has-cell proxy for graceful degradation while RoomDetector populates.
- Phase 10 wolves' raid cooldown is set to 4800 ticks (1 in-game day). Combined with `darkness_factor ≥ 0.8` trigger gate, wolves continue to spawn nightly. No tuning required this phase.
- Next: Phase 14 (Death + corpses + burial) — closes the death loop. Pairs naturally with Phase 13's `DirtinessSystem.bump()` API for combat-blood spikes.
## External references
- **Forgejo repo:** https://git.rdx4.com/megaproxy/rimlike (private)