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:
parent
92f4e5c945
commit
9cf9b7dbfd
28 changed files with 1286 additions and 28 deletions
|
|
@ -33,6 +33,10 @@ var stage: Stage = Stage.SOWN
|
|||
## Progress within the current growth stage; 0..STAGE_TICKS.
|
||||
var stage_progress: int = 0
|
||||
|
||||
# Phase 13 — "no growth indoors" rule. True once we've logged the first
|
||||
# indoor detection for this crop instance so we don't flood the audit log.
|
||||
var _logged_indoor: bool = false
|
||||
|
||||
const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
|
||||
|
||||
|
||||
|
|
@ -101,10 +105,19 @@ func on_sow_tick() -> void:
|
|||
# ── growth ────────────────────────────────────────────────────────────────────
|
||||
|
||||
func _on_sim_tick(_n: int) -> void:
|
||||
# Phase 7 simplification: crops always grow regardless of roofing.
|
||||
# Phase 13 "no growth indoors" rule lands when Roof flag system is live.
|
||||
if stage == Stage.READY or stage == Stage.TILLED:
|
||||
return
|
||||
# Phase 13 — crops don't grow indoors (no sunlight under a roof).
|
||||
# World.is_indoor() returns false while RoomDetector has not yet fired, so
|
||||
# outdoor crops planted during boot are unaffected.
|
||||
if World.is_indoor(tile):
|
||||
if not _logged_indoor:
|
||||
Audit.log("crop", "%s at %s won't grow (indoor)" % [crop_kind, tile])
|
||||
_logged_indoor = true
|
||||
return
|
||||
# Crop has moved outdoors or was never indoors — reset the log flag so a
|
||||
# future re-roofing produces another audit line.
|
||||
_logged_indoor = false
|
||||
stage_progress += 1
|
||||
if stage_progress >= STAGE_TICKS:
|
||||
stage_progress = 0
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue