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:
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class_name BeautySystem extends Node
## Phase 13 — per-tile beauty score, derived from nearby furniture and its quality.
##
## beauty_map stores only tiles with non-zero beauty (sparse). Default = 0.
##
## Beauty contributions (base × quality_multiplier, spread over a radius):
## Bed +2 radius 3
## Workbench +1 radius 3
## Torch +3 radius 3
## Hearth +4 radius 3 (warm glow variant of Workbench by label_text)
##
## Falloff: linear from base at the source tile to 0 at radius+1.
## Contribution at distance d = base_beauty × multiplier × max(0, 1 - d/radius)
##
## Usage:
## Call recompute_around(tile) after any furniture build or removal.
## Query beauty_at(tile) for the aggregated beauty value at a tile.
## EventBus.tile_beauty_changed fires for every tile whose beauty changes.
##
## Wire as child of the World scene (after Pathfinder). world.gd exposes the
## instance on the World autoload as World.beauty_system for entity code.
##
## Negative beauty (corpses, etc.) is Phase 14 work — just expose bump() then.
## Sparse map: only tiles with non-zero beauty are stored.
## Keys = Vector2i tile coords; Values = float beauty score.
var beauty_map: Dictionary = {}
## Registered furniture entities. Each must expose:
## tile: Vector2i
## is_completed() -> bool (or _completed var — checked via has_method)
## label_text: String (for Hearth vs generic Workbench beauty)
## and optionally:
## quality: int (Item.Quality int; defaults to NORMAL=1 if absent)
var _furniture: Array = []
## Base beauty values by duck-typed entity type (label_text takes priority for Workbench).
const BASE_BEAUTY: Dictionary = {
"Bed": 2.0,
"Torch": 3.0,
"Hearth": 4.0,
"Workbench": 1.0, # fallback for Carpenter / Smelter / Millstone etc.
"Carpenter": 1.0,
"Smelter": 1.0,
"Millstone": 1.0,
}
## Default beauty spread radius in tiles.
const DEFAULT_RADIUS: int = 3
# ── public API ────────────────────────────────────────────────────────────────
## Returns the aggregated beauty score for `tile`. 0 if tile is not in the map.
func beauty_at(tile: Vector2i) -> float:
return float(beauty_map.get(tile, 0.0))
## Register a furniture entity so BeautySystem tracks it.
## Call from the entity's _ready() or on_build_complete hook.
func register_furniture(entity) -> void:
if not _furniture.has(entity):
_furniture.append(entity)
## Unregister a furniture entity.
## Call from the entity's _exit_tree().
func unregister_furniture(entity) -> void:
_furniture.erase(entity)
## Recompute beauty for all tiles within `radius` of `tile`.
## Call after a furniture piece is built or removed.
## Emits EventBus.tile_beauty_changed for every tile whose value changes.
func recompute_around(tile: Vector2i, radius: int = DEFAULT_RADIUS) -> void:
# Collect all tiles in the affected area (square bbox, then clamp to map).
var affected_tiles: Array[Vector2i] = []
for dy in range(-radius, radius + 1):
for dx in range(-radius, radius + 1):
affected_tiles.append(Vector2i(tile.x + dx, tile.y + dy))
_recompute_tiles(affected_tiles)
Audit.log("beauty", "recompute_around %s radius=%d" % [tile, radius])
## Full recompute across all tracked furniture. Useful on load or large changes.
## Returns immediately and logs if no furniture is registered.
func recompute_all() -> void:
if _furniture.is_empty():
return
# Collect every tile that is currently in the map OR within reach of any furniture.
var dirty_tiles: Dictionary = {}
for tile in beauty_map.keys():
dirty_tiles[tile] = true
for entity in _furniture:
if not _entity_completed(entity):
continue
var t: Vector2i = entity.tile
for dy in range(-DEFAULT_RADIUS, DEFAULT_RADIUS + 1):
for dx in range(-DEFAULT_RADIUS, DEFAULT_RADIUS + 1):
dirty_tiles[Vector2i(t.x + dx, t.y + dy)] = true
_recompute_tiles(dirty_tiles.keys())
# ── internal ──────────────────────────────────────────────────────────────────
## Recompute beauty for each tile in `tiles` from scratch.
## Emits tile_beauty_changed for any tile whose value changed.
func _recompute_tiles(tiles: Array) -> void:
for tile in tiles:
var new_val: float = _compute_beauty_at(tile)
var old_val: float = float(beauty_map.get(tile, 0.0))
if is_equal_approx(new_val, old_val):
continue
if new_val == 0.0:
beauty_map.erase(tile)
else:
beauty_map[tile] = new_val
EventBus.tile_beauty_changed.emit(tile, new_val)
Audit.log("beauty", "tile %s%.2f" % [tile, new_val])
## Sum all furniture contributions at a given tile.
func _compute_beauty_at(tile: Vector2i) -> float:
var total: float = 0.0
for entity in _furniture:
if not _entity_completed(entity):
continue
var et: Vector2i = entity.tile
var dist: int = abs(et.x - tile.x) + abs(et.y - tile.y)
if dist > DEFAULT_RADIUS:
continue
var base: float = _base_beauty_for(entity)
if base == 0.0:
continue
var multiplier: float = _quality_multiplier_for(entity)
var falloff: float = maxf(0.0, 1.0 - float(dist) / float(DEFAULT_RADIUS))
total += base * multiplier * falloff
return total
## Returns the base beauty value for an entity by its label_text (or type name).
func _base_beauty_for(entity) -> float:
var label: String = ""
if "label_text" in entity:
label = str(entity.label_text)
# Check specific labels first, then fall back to class_name.
if BASE_BEAUTY.has(label):
return float(BASE_BEAUTY[label])
# Fallback by class_name string (e.g. "Bed", "Torch").
var cname: String = entity.get_class()
if BASE_BEAUTY.has(cname):
return float(BASE_BEAUTY[cname])
return 0.0
## Returns the quality multiplier for an entity.
## Uses Item.Quality int (0=SHODDY..4=LEGENDARY) → 0.5/1.0/1.5/2.0/2.5.
## Defaults to 1.0 (NORMAL) if the entity has no quality field.
func _quality_multiplier_for(entity) -> float:
var q: int = 1 # NORMAL default
if "quality" in entity:
q = int(entity.quality)
match q:
0: return 0.5 # SHODDY
1: return 1.0 # NORMAL
2: return 1.5 # EXCELLENT
3: return 2.0 # MASTERWORK
4: return 2.5 # LEGENDARY
_: return 1.0
## Returns true if `entity` has finished building.
## Checks the _completed bool directly (all furniture exposes is_completed() and the var).
func _entity_completed(entity) -> bool:
if entity.has_method("is_completed"):
return entity.is_completed()
if "_completed" in entity:
return bool(entity._completed)
return true # assume complete if we can't tell