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/indoor_tint_overlay.gd
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scenes/world/indoor_tint_overlay.gd
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extends Node2D
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## Phase 13 — subtle warm overlay drawn over every tile that belongs to an
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## enclosed, roofed Room.
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##
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## Rendering model: Node2D _draw() filled on EventBus.room_changed only — NOT
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## every render frame. At MVP scale (< 20 rooms × ~10 tiles each) that's at
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## most ~200 draw_rect calls per room-topology change, which is negligible.
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##
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## Placement: child of the World Node2D, z_index = 3 (above Floor layer at 1,
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## same z as Designation — kept above floor, below pawns/entities at 4+).
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##
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## The overlay does NOT use CanvasModulate or shaders; a plain translucent rect
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## per tile is correct, cheap, and doesn't interact with the day/night modulate.
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##
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## When the room registry is empty (boot, before RoomDetector fires), _draw()
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## simply does nothing — graceful degradation.
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class_name IndoorTintOverlay
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## Warm candlelight tint. Alpha is deliberately very low (0.10) so the floor
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## and entity sprites beneath remain fully legible.
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const INDOOR_COLOR: Color = Color(1.0, 0.95, 0.85, 0.10)
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const TILE_SIZE_PX: int = 16 ## Mirror of World.TILE_SIZE_PX; standalone to avoid circular dep.
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func _ready() -> void:
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z_index = 3
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# Listen for room topology changes and redraw. room_changed fires when any
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# Room is created, destroyed, or recomputed by RoomDetector (Agent A).
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EventBus.room_changed.connect(_on_room_changed)
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func _on_room_changed(_room_id: int) -> void:
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queue_redraw()
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func _draw() -> void:
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# Iterate every room in the registry. Only draw tiles belonging to roofed rooms.
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for id in World.rooms:
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var r = World.rooms[id]
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if not r.is_under_roof:
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continue
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# r.tiles is an Array[Vector2i] per room.gd contract.
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for t in r.tiles:
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var rect := Rect2(
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float(t.x * TILE_SIZE_PX),
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float(t.y * TILE_SIZE_PX),
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float(TILE_SIZE_PX),
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float(TILE_SIZE_PX)
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)
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draw_rect(rect, INDOOR_COLOR)
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