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
|
|
@ -17,14 +17,19 @@ const TOOL_NONE: StringName = &"none"
|
|||
const TOOL_BUILD_WALL: StringName = &"build_wall"
|
||||
const TOOL_BUILD_FLOOR: StringName = &"build_floor"
|
||||
const TOOL_BUILD_DOOR: StringName = &"build_door"
|
||||
# Phase 13 — no-roof designation: painted tiles become courtyards; RoomDetector
|
||||
# excludes them from auto-roofing. Calls World.toggle_no_roof_at() on apply.
|
||||
const TOOL_NO_ROOF: StringName = &"no_roof"
|
||||
|
||||
# Atlas coords on the shared placeholder tileset (source 0).
|
||||
# build_wall → stone-grey (2, 0); build_floor → dirt-brown (1, 0).
|
||||
# build_door → dark stone (3, 0) so the ghost reads visually distinct from walls.
|
||||
# no_roof → grass (0, 0) with the designation layer modulate tinting it visibly.
|
||||
const _ATLAS_BY_TOOL: Dictionary = {
|
||||
&"build_wall": Vector2i(2, 0),
|
||||
&"build_floor": Vector2i(1, 0),
|
||||
&"build_door": Vector2i(3, 0),
|
||||
&"no_roof": Vector2i(0, 0),
|
||||
}
|
||||
|
||||
# Placeholder source ID — mirrors World.PLACEHOLDER_SOURCE_ID.
|
||||
|
|
@ -63,7 +68,7 @@ func bind(paint_layer: TileMapLayer, selection: Selection = null) -> void:
|
|||
## Activate a paint tool. Pass TOOL_NONE to deactivate.
|
||||
func set_active_tool(tool: StringName) -> void:
|
||||
assert(
|
||||
tool in [TOOL_NONE, TOOL_BUILD_WALL, TOOL_BUILD_FLOOR, TOOL_BUILD_DOOR],
|
||||
tool in [TOOL_NONE, TOOL_BUILD_WALL, TOOL_BUILD_FLOOR, TOOL_BUILD_DOOR, TOOL_NO_ROOF],
|
||||
"Designation.set_active_tool: unknown tool '%s'" % tool
|
||||
)
|
||||
_tool = tool
|
||||
|
|
@ -153,6 +158,13 @@ func _apply_ghost(cell: Vector2i) -> void:
|
|||
var ok: bool = _cell_is_placeable(cell)
|
||||
_paint_layer.modulate = Color(0.4, 1.0, 0.4, 0.7) if ok else Color(1.0, 0.4, 0.4, 0.7)
|
||||
|
||||
# Phase 13 — no-roof tool: toggle the tile in World.no_roof_cells and
|
||||
# trigger an immediate room recompute. No build job is queued.
|
||||
if _tool == TOOL_NO_ROOF:
|
||||
World.toggle_no_roof_at(cell)
|
||||
Audit.log("designation", "no_roof toggled at %s" % cell)
|
||||
return
|
||||
|
||||
designation_added.emit(cell, _tool)
|
||||
EventBus.designation_added.emit(cell, _tool)
|
||||
Audit.log("designation", "painted %s at %s (placeable=%s)" % [_tool, cell, ok])
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue