rimlike/scenes/world/room.gd
megaproxy 9cf9b7dbfd 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>
2026-05-11 17:19:23 +01:00

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GDScript

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)