Files
Christopher Wiebe b451f83174 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>
2026-04-30 20:40:51 -07:00

50 lines
2.3 KiB
C#

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