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>
65 lines
2.2 KiB
GDScript
65 lines
2.2 KiB
GDScript
class_name CleaningProvider extends WorkProvider
|
||
## Phase 13 — WorkProvider for the Cleaning work category.
|
||
##
|
||
## Priority 2: fires when there is nothing more productive to do
|
||
## (below hauling=3, above rest=0).
|
||
##
|
||
## make_job / find_best_for logic:
|
||
## Scan DirtinessSystem.dirt_map for tiles with dirt >= DIRTY_THRESHOLD.
|
||
## Pick the nearest to the pawn by Manhattan distance.
|
||
## Build a 2-toil job: walk_to(tile) → kind_clean(tile).
|
||
##
|
||
## There is no Cleaning skill yet (Phase 17+ skill matrix). The clean toil
|
||
## takes a flat CLEAN_TICKS sim ticks to reduce dirt from any level to 0.
|
||
##
|
||
## JobRunner._tick_clean reduces DirtinessSystem.dirt_at(tile) by
|
||
## DIRT_REDUCTION_PER_TICK each sim tick until dirt <= 0.
|
||
##
|
||
## Audit.log fires on job start and on toil completion (via JobRunner).
|
||
|
||
## Dirt level at or above which a tile is worth cleaning.
|
||
const DIRTY_THRESHOLD: float = 25.0
|
||
|
||
## Base number of sim ticks to clean a tile from any level to 0.
|
||
## No skill modifier for now; Phase 17 wires skill × speed.
|
||
const CLEAN_TICKS: int = 40
|
||
|
||
|
||
func _init() -> void:
|
||
category = &"clean"
|
||
priority = 2
|
||
|
||
|
||
# ── WorkProvider override ─────────────────────────────────────────────────────
|
||
|
||
## Returns a cleaning Job for `pawn`, or null if no dirty tiles exist.
|
||
## Picks the tile closest to `pawn` (Manhattan distance) with dirt >= DIRTY_THRESHOLD.
|
||
func find_best_for(pawn) -> Job:
|
||
# Safety — dirtiness system may not be wired yet (Agent A rooms arrive slightly later).
|
||
if World.get("dirtiness_system") == null:
|
||
return null
|
||
|
||
var ds = World.dirtiness_system
|
||
if ds == null:
|
||
return null
|
||
|
||
var best_tile: Vector2i = Vector2i(-1, -1)
|
||
var best_dist: int = 999999
|
||
|
||
for tile in ds.dirt_map.keys():
|
||
var dirt_val: float = float(ds.dirt_map[tile])
|
||
if dirt_val < DIRTY_THRESHOLD:
|
||
continue
|
||
var d: int = abs(tile.x - pawn.tile.x) + abs(tile.y - pawn.tile.y)
|
||
if d < best_dist:
|
||
best_dist = d
|
||
best_tile = tile
|
||
|
||
if best_tile == Vector2i(-1, -1):
|
||
return null
|
||
|
||
var j := Job.new()
|
||
j.label = "Clean (%d,%d)" % [best_tile.x, best_tile.y]
|
||
j.toils.append(Toil.walk_to(best_tile))
|
||
j.toils.append(Toil.clean_at(best_tile))
|
||
return j
|