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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parent 92f4e5c945
commit 9cf9b7dbfd
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class_name DirtinessSystem extends Node
## Phase 13 — per-tile dirtiness accumulation and tier tracking.
##
## dirt_map: Dictionary[Vector2i, float], 0..100 scale. Only tiles with non-zero
## dirt are keyed (sparse).
##
## Public API:
## bump(tile, amount) — add dirtiness to a tile. Positive adds dirt; use
## negative values to reduce (cleaning does this via
## bump_clean). Phase 14 calls bump(tile, +5) per hour
## for corpse decay and bump(tile, +20) for combat blood.
## bump_clean(tile, amount) — specialised helper for the CleaningProvider;
## reduces dirt and removes the tile from the map at 0.
## dirt_at(tile) — returns the current dirtiness for a tile (0.0 default).
##
## Tier thresholds (per design.md):
## Clean < 25
## Dirty 25..60
## Filthy >= 60
##
## EventBus.tile_dirtiness_changed fires on TIER crossings only, not every bump.
## This keeps signal volume low since bumps fire 20×/s per pawn crossing.
##
## Pawn tile-change hook:
## World scene calls bump_pawn_traffic(tile, indoor) each time a pawn advances
## a tile. Indoor traffic adds 0.2; outdoor-tracked-in adds 0.5.
## (world.gd bridges _advance_walk → DirtinessSystem via the arrived_at_destination
## signal on each Pawn — wired in world.gd _spawn_sample_pawns / _on_pawn_ready.)
##
## Wire as child of the World scene (after Pathfinder). world.gd exposes the
## instance on the World autoload as World.dirtiness_system for entity code.
## Sparse map: only tiles with non-zero dirt are stored.
## Keys = Vector2i tile coords; Values = float in [0, 100].
var dirt_map: Dictionary = {}
## Tier boundaries (thresholds match design.md; tune Phase 20).
const DIRT_DIRTY_THRESHOLD: float = 25.0
const DIRT_FILTHY_THRESHOLD: float = 60.0
## Traffic bump amounts per pawn step.
const BUMP_OUTDOOR_TRACKED: float = 0.5 # boots bringing dirt in from outside
const BUMP_INDOOR_TRAFFIC: float = 0.2 # indoor walking
# ── public API ────────────────────────────────────────────────────────────────
## Returns the dirtiness score for `tile` (0.0 if clean / not in map).
func dirt_at(tile: Vector2i) -> float:
return float(dirt_map.get(tile, 0.0))
## Add `amount` of dirt to `tile`. Clamped to [0, 100].
## Emits EventBus.tile_dirtiness_changed when a tier boundary is crossed.
## Phase 14 calls this for blood (+20) and corpse decay (+5/h).
func bump(tile: Vector2i, amount: float) -> void:
var old_val: float = float(dirt_map.get(tile, 0.0))
var new_val: float = clampf(old_val + amount, 0.0, 100.0)
if is_equal_approx(new_val, old_val):
return
_set_dirt(tile, old_val, new_val)
## Reduce dirt by `amount`, flooring at 0. Removes tile from map when clean.
## Used by CleaningProvider's KIND_CLEAN toil each tick.
func bump_clean(tile: Vector2i, amount: float) -> void:
var old_val: float = float(dirt_map.get(tile, 0.0))
if old_val <= 0.0:
return
var new_val: float = maxf(0.0, old_val - amount)
_set_dirt(tile, old_val, new_val)
## Traffic-driven dirt bump. Called by World when a pawn arrives at a new tile.
## `indoor` = true when the tile is inside a roofed room (World.is_indoor check).
func bump_pawn_traffic(tile: Vector2i, indoor: bool) -> void:
var amount := BUMP_INDOOR_TRAFFIC if indoor else BUMP_OUTDOOR_TRACKED
bump(tile, amount)
# ── internal ──────────────────────────────────────────────────────────────────
## Apply a dirt change from old_val to new_val for `tile`.
## Updates the map and emits the tier-crossing signal when the tier changes.
func _set_dirt(tile: Vector2i, old_val: float, new_val: float) -> void:
var old_tier: int = _tier_for(old_val)
var new_tier: int = _tier_for(new_val)
if new_val <= 0.0:
dirt_map.erase(tile)
else:
dirt_map[tile] = new_val
if old_tier != new_tier:
EventBus.tile_dirtiness_changed.emit(tile, new_val)
Audit.log(
"dirtiness",
"tile %s tier %d%d (dirt=%.1f)" % [tile, old_tier, new_tier, new_val]
)
## Returns the dirtiness tier for a given value.
## 0 = clean, 1 = dirty, 2 = filthy.
func _tier_for(val: float) -> int:
if val >= DIRT_FILTHY_THRESHOLD:
return 2
if val >= DIRT_DIRTY_THRESHOLD:
return 1
return 0