Files
TheriapolisV3/Theriapolis.Core/Dungeons/RoomConnection.cs
T
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

24 lines
981 B
C#

namespace Theriapolis.Core.Dungeons;
/// <summary>
/// Phase 7 M1 — a connection between two rooms in a dungeon, anchored by
/// the door tile on each side. Connections are created by
/// <see cref="RoomGraphAssembler"/> when matching one room's outgoing door
/// to another's incoming door; they're authoritative for reachability
/// (BFS over connections, not over the painted tile array).
///
/// Door coordinates are in dungeon-local tile space and address the
/// *door tile itself* (carved out of the perimeter wall). The door state
/// (open / closed / locked) lives in <see cref="Theriapolis.Core.Persistence.DungeonStateSnapshot"/>
/// — this record carries only the deterministic baseline.
/// </summary>
public readonly record struct RoomConnection(
int RoomA,
int DoorAx,
int DoorAy,
int RoomB,
int DoorBx,
int DoorBy,
/// <summary>Lock difficulty tier or "" for unlocked. Matches RoomDoor.Lock values.</summary>
string Lock = "");