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