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

@ -129,6 +129,98 @@ static func cold_thought() -> Thought:
return t
## ── Phase 13 — Room beauty / dirtiness thoughts ─────────────────────────────
# Synced in Pawn._process_thoughts() after the damp/soaked/cold block.
# All are PERSISTENT; the sync removes old ones before adding the active tier.
## Positive mood boost when average room beauty >= 4.0.
## modifier=+4, max_stacks=1, PERSISTENT.
static func beautiful_room() -> Thought:
var t := Thought.new()
t.id = &"beautiful_room"
t.label = "Beautiful room"
t.modifier = 4
t.lifetime = Thought.Lifetime.PERSISTENT
t.max_stacks = 1
return t
## Negative mood penalty when average room beauty < 0 (e.g. corpses present, Phase 14).
## modifier=-3, max_stacks=1, PERSISTENT.
static func ugly_room() -> Thought:
var t := Thought.new()
t.id = &"ugly_room"
t.label = "Ugly room"
t.modifier = -3
t.lifetime = Thought.Lifetime.PERSISTENT
t.max_stacks = 1
return t
## Positive mood boost when average room dirtiness < 25 (clean tier).
## modifier=+2, max_stacks=1, PERSISTENT.
static func clean_room() -> Thought:
var t := Thought.new()
t.id = &"clean_room"
t.label = "Clean room"
t.modifier = 2
t.lifetime = Thought.Lifetime.PERSISTENT
t.max_stacks = 1
return t
## Negative mood penalty when average room dirtiness is in dirty tier (25..60).
## modifier=-3, max_stacks=1, PERSISTENT.
static func dirty_room() -> Thought:
var t := Thought.new()
t.id = &"dirty_room"
t.label = "Dirty room"
t.modifier = -3
t.lifetime = Thought.Lifetime.PERSISTENT
t.max_stacks = 1
return t
## Strong negative mood penalty when average room dirtiness >= 60 (filthy tier).
## modifier=-6, max_stacks=1, PERSISTENT.
static func filthy_room() -> Thought:
var t := Thought.new()
t.id = &"filthy_room"
t.label = "Filthy room"
t.modifier = -6
t.lifetime = Thought.Lifetime.PERSISTENT
t.max_stacks = 1
return t
## Positive mood boost after sleeping in an indoor room.
## modifier=+3, max_stacks=1, EVENT, ~1200 ticks (~60 in-game sec at 1×).
## Phase 17 wires this into the sleep toil; factory added here for catalog completeness.
static func slept_in_room() -> Thought:
var t := Thought.new()
t.id = &"slept_in_room"
t.label = "Slept in a room"
t.modifier = 3
t.lifetime = Thought.Lifetime.EVENT
t.ticks_remaining = 1200
t.max_stacks = 1
return t
## Negative mood penalty for eating without a table nearby.
## modifier=-3, max_stacks=1, EVENT, ~800 ticks (~40 in-game sec at 1×).
## Phase 17 wires this into the eat toil; factory added here for catalog completeness.
static func ate_without_table() -> Thought:
var t := Thought.new()
t.id = &"ate_without_table"
t.label = "Ate without a table"
t.modifier = -3
t.lifetime = Thought.Lifetime.EVENT
t.ticks_remaining = 800
t.max_stacks = 1
return t
## Small mood boost after eating a cooked meal or bread.
## Fires in _tick_eat when item_type is TYPE_MEAL or TYPE_BREAD.
## Stacks up to 3 (multiple good meals compound, but cap at 3).