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>
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scenes/world/dirtiness_system.gd
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scenes/world/dirtiness_system.gd
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class_name DirtinessSystem extends Node
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## Phase 13 — per-tile dirtiness accumulation and tier tracking.
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##
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## dirt_map: Dictionary[Vector2i, float], 0..100 scale. Only tiles with non-zero
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## dirt are keyed (sparse).
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##
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## Public API:
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## bump(tile, amount) — add dirtiness to a tile. Positive adds dirt; use
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## negative values to reduce (cleaning does this via
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## bump_clean). Phase 14 calls bump(tile, +5) per hour
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## for corpse decay and bump(tile, +20) for combat blood.
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## bump_clean(tile, amount) — specialised helper for the CleaningProvider;
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## reduces dirt and removes the tile from the map at 0.
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## dirt_at(tile) — returns the current dirtiness for a tile (0.0 default).
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##
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## Tier thresholds (per design.md):
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## Clean < 25
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## Dirty 25..60
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## Filthy >= 60
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##
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## EventBus.tile_dirtiness_changed fires on TIER crossings only, not every bump.
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## This keeps signal volume low since bumps fire 20×/s per pawn crossing.
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##
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## Pawn tile-change hook:
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## World scene calls bump_pawn_traffic(tile, indoor) each time a pawn advances
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## a tile. Indoor traffic adds 0.2; outdoor-tracked-in adds 0.5.
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## (world.gd bridges _advance_walk → DirtinessSystem via the arrived_at_destination
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## signal on each Pawn — wired in world.gd _spawn_sample_pawns / _on_pawn_ready.)
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##
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## Wire as child of the World scene (after Pathfinder). world.gd exposes the
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## instance on the World autoload as World.dirtiness_system for entity code.
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## Sparse map: only tiles with non-zero dirt are stored.
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## Keys = Vector2i tile coords; Values = float in [0, 100].
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var dirt_map: Dictionary = {}
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## Tier boundaries (thresholds match design.md; tune Phase 20).
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const DIRT_DIRTY_THRESHOLD: float = 25.0
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const DIRT_FILTHY_THRESHOLD: float = 60.0
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## Traffic bump amounts per pawn step.
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const BUMP_OUTDOOR_TRACKED: float = 0.5 # boots bringing dirt in from outside
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const BUMP_INDOOR_TRAFFIC: float = 0.2 # indoor walking
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# ── public API ────────────────────────────────────────────────────────────────
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## Returns the dirtiness score for `tile` (0.0 if clean / not in map).
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func dirt_at(tile: Vector2i) -> float:
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return float(dirt_map.get(tile, 0.0))
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## Add `amount` of dirt to `tile`. Clamped to [0, 100].
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## Emits EventBus.tile_dirtiness_changed when a tier boundary is crossed.
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## Phase 14 calls this for blood (+20) and corpse decay (+5/h).
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func bump(tile: Vector2i, amount: float) -> void:
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var old_val: float = float(dirt_map.get(tile, 0.0))
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var new_val: float = clampf(old_val + amount, 0.0, 100.0)
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if is_equal_approx(new_val, old_val):
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return
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_set_dirt(tile, old_val, new_val)
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## Reduce dirt by `amount`, flooring at 0. Removes tile from map when clean.
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## Used by CleaningProvider's KIND_CLEAN toil each tick.
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func bump_clean(tile: Vector2i, amount: float) -> void:
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var old_val: float = float(dirt_map.get(tile, 0.0))
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if old_val <= 0.0:
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return
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var new_val: float = maxf(0.0, old_val - amount)
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_set_dirt(tile, old_val, new_val)
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## Traffic-driven dirt bump. Called by World when a pawn arrives at a new tile.
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## `indoor` = true when the tile is inside a roofed room (World.is_indoor check).
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func bump_pawn_traffic(tile: Vector2i, indoor: bool) -> void:
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var amount := BUMP_INDOOR_TRAFFIC if indoor else BUMP_OUTDOOR_TRACKED
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bump(tile, amount)
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# ── internal ──────────────────────────────────────────────────────────────────
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## Apply a dirt change from old_val to new_val for `tile`.
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## Updates the map and emits the tier-crossing signal when the tier changes.
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func _set_dirt(tile: Vector2i, old_val: float, new_val: float) -> void:
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var old_tier: int = _tier_for(old_val)
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var new_tier: int = _tier_for(new_val)
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if new_val <= 0.0:
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dirt_map.erase(tile)
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else:
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dirt_map[tile] = new_val
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if old_tier != new_tier:
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EventBus.tile_dirtiness_changed.emit(tile, new_val)
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Audit.log(
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"dirtiness",
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"tile %s tier %d → %d (dirt=%.1f)" % [tile, old_tier, new_tier, new_val]
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)
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## Returns the dirtiness tier for a given value.
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## 0 = clean, 1 = dirty, 2 = filthy.
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func _tier_for(val: float) -> int:
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if val >= DIRT_FILTHY_THRESHOLD:
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return 2
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if val >= DIRT_DIRTY_THRESHOLD:
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return 1
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return 0
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