class_name Room ## Phase 13 — enclosed-space data class. ## ## A Room is a set of contiguous tiles enclosed by walls (and/or doors), discovered ## by RoomDetector's BFS. Once discovered, the room may be auto-roofed (if ## `tile_count() <= ROOM_AUTOROOF_CAP`) and its tiles count as "indoor" for ## purposes of weather shelter, beauty aggregation, dirtiness, and room thoughts. ## ## A room with tile_count() > ROOM_AUTOROOF_CAP is detected but NOT roofed; it ## triggers EventBus.room_too_large so UI can surface the "split with an interior ## wall" banner. The cap is 16 per the 2026-05-11 decision (memory.md). ## ## Construction is owned by RoomDetector; entities should NEVER instantiate ## Rooms directly — query World.room_at_tile() instead. const ROOM_AUTOROOF_CAP: int = 16 ## Stable identity, assigned by RoomDetector on creation. Used as the value ## carried by EventBus.room_changed(room_id). Invalidated on destroy. var id: int = -1 ## Every floor/door tile inside this room. Walls themselves are NOT included — ## walls are the boundary, not the interior. var tiles: Array[Vector2i] = [] ## Cached AABB of `tiles`. Useful for cheap point-in-room rejection before the ## full tiles-array sweep. var bounds: Rect2i = Rect2i() ## True when RoomDetector applied auto-roof — i.e. tile_count() <= ROOM_AUTOROOF_CAP ## AND the room is fully enclosed. Drives shelter / indoor-tint checks. var is_under_roof: bool = false ## Returns the number of interior tiles (NOT including bounding walls). func tile_count() -> int: return tiles.size() ## True if `tile` is one of this room's interior tiles. Uses bounds first ## as a cheap reject before falling back to a linear search. func contains_tile(tile: Vector2i) -> bool: if not bounds.has_point(tile): return false return tile in tiles ## Recompute the bounds Rect2i from the current tiles array. Called by ## RoomDetector after populating tiles. func recompute_bounds() -> void: if tiles.is_empty(): bounds = Rect2i() return var min_x: int = tiles[0].x var min_y: int = tiles[0].y var max_x: int = tiles[0].x var max_y: int = tiles[0].y for t in tiles: if t.x < min_x: min_x = t.x if t.y < min_y: min_y = t.y if t.x > max_x: max_x = t.x if t.y > max_y: max_y = t.y bounds = Rect2i(min_x, min_y, max_x - min_x + 1, max_y - min_y + 1)