Initial commit: Theriapolis baseline at port/godot branch point
Captures the pre-Godot-port state of the codebase. This is the rollback anchor for the Godot port (M0 of theriapolis-rpg-implementation-plan-godot-port.md). All Phase 0 through Phase 6.5 work is included; Phase 7 is in flight. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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namespace Theriapolis.Core.Dungeons;
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/// <summary>
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/// Phase 7 M1 — runtime state for a single room inside a generated dungeon.
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///
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/// A Room records its template id, its dungeon-local axis-aligned bounding
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/// box (top-left corner + dimensions, in tactical tiles), the clade that
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/// built it (drives clade-responsive movement cost per Phase 7 plan §5.4),
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/// and the role it occupies in the dungeon's layout. Mutable runtime state
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/// (cleared / looted flags) lives on the <see cref="DungeonState"/>
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/// snapshot, not here, so this record stays a deterministic baseline view.
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/// </summary>
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public sealed class Room
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{
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/// <summary>Stable id within a dungeon (0..Dungeon.Rooms.Length-1).</summary>
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public int Id { get; init; }
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/// <summary>Reference back to the source <see cref="Theriapolis.Core.Data.RoomTemplateDef.Id"/>.</summary>
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public string TemplateId { get; init; } = "";
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/// <summary>Dungeon-local AABB top-left X (tile units). Inclusive.</summary>
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public int AabbX { get; init; }
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/// <summary>Dungeon-local AABB top-left Y (tile units). Inclusive.</summary>
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public int AabbY { get; init; }
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/// <summary>AABB width in tactical tiles (matches the source template's <c>footprint_w_tiles</c>).</summary>
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public int AabbW { get; init; }
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/// <summary>AABB height in tactical tiles (matches the source template's <c>footprint_h_tiles</c>).</summary>
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public int AabbH { get; init; }
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/// <summary>
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/// Builder clade — drives the clade-responsive movement multiplier
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/// (<c>ClademorphicMovement.GetCostMultiplier</c>) the player pays
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/// while moving through this room. Empty / "none" means no penalty.
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/// </summary>
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public string BuiltBy { get; init; } = "none";
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/// <summary>Role assigned at layout-build time.</summary>
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public RoomRole Role { get; init; }
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/// <summary>
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/// Optional environmental-storytelling prose surfaced by the
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/// InteractionScreen scent-overlay panel (Phase 6.5 M1) and the
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/// dungeon-clear coda. Null when the source template doesn't carry one.
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/// </summary>
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public string? NarrativeText { get; init; }
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public override string ToString()
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=> $"Room[id={Id} role={Role} aabb=({AabbX},{AabbY},{AabbW}x{AabbH}) tpl={TemplateId}]";
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}
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