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https://github.com/Such-Software/wownerogue.git
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feat(tavern): proper tavern — real bar, kegs, bottles, tables+chairs, windows, rug
Used the sheet's hand-labelled roguelikeSheet_meta.json to pick the RIGHT tiles instead of guessing: - New tile kinds + coords (window, counter, keg/barrel, shelf, table, chair, crate, rug, door) in sceneModel TAVERN_LEGEND/TILE_OF + assetPacks tileMap. - tavernMap redesigned: windowed walls, a bar counter with a shelf of bottles behind it and a keg (beer!) at each end, six tables each with a chair, a central rug, corner barrels/crates, and a door. Chairs are walkable so standing on one reads as sitting. Warm wood floor color (was a dark green in the fallback). - Bartender now stands BEHIND the bar (spawn + roam confined to the row between the top wall and the counter, sealed off by it). Still TODO from feedback: a cat (no cat sprite on the sheet — needs an asset) and richer bar bottles. Suite 57 suites / 413 tests green.
This commit is contained in:
@@ -141,17 +141,25 @@
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// keep one coherent tile per kind. (TileRenderer still accepts an array here if a
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// future theme wants subtle, same-material variation.)
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tiles: {
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floor: [5, 2], // tile 119 — wood floor (uniform)
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floor2: [6, 2], // tile 120 — stone floor (accent)
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wall: [13, 12], // tile 697 — stone masonry
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bar: [28, 0], // tile 28 — counter
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table: [20, 3], // tile 191 — table
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floor: [5, 2], // 119 — wood floor
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floor2: [6, 2], // 120 — stone floor (accent)
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wall: [13, 12], // 697 — stone masonry
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// Tavern furnishings (coords from roguelikeSheet_meta.json labels: index -> [i%57, i/57]).
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window: [42, 2], // 156 — window (in the wall)
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bar: [29, 0], // 29 — bar counter
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keg: [23, 0], // 23 — barrel / beer keg (behind the bar)
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shelf: [30, 1], // 87 — shelf of bottles (behind the bar)
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table: [27, 5], // 312 — table
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chair: [19, 3], // 190 — chair
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barrel: [23, 0], // 23 — barrel (decor)
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crate: [25, 0], // 25 — crate (decor)
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rug: [11, 16], // 923 — rug
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door: [37, 9], // 550 — door
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// Dungeon features drawn as real tiles instead of monospace glyphs.
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entrance: [37, 9], // tile 550 — door
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exit: [37, 9], // tile 550 — door
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treasure: [42, 15], // tile 897 — item
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torch: [50, 10] // tile 620 — rubble / prop
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entrance: [37, 9], // 550 — door
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exit: [37, 9], // 550 — door
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treasure: [42, 15], // 897 — item
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torch: [50, 10] // 620 — rubble / prop
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}
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}
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};
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@@ -8,14 +8,26 @@
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// Tile kinds and how each renderer treats them (glyph for ASCII, colour for tiled/fancy).
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var TAVERN_LEGEND = {
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wall: { char: '#', color: '#20262e', solid: true },
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floor: { char: '·', color: '#0c1410', solid: false },
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bar: { char: '=', color: '#5a4632', solid: true },
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table: { char: 'o', color: '#4a3a28', solid: true }
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wall: { char: '#', color: '#3a3f4b', solid: true },
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window: { char: 'W', color: '#4a6a8a', solid: true },
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floor: { char: '·', color: '#6b4d33', solid: false }, // warm wood, not the old dark green
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rug: { char: '=', color: '#7a3b39', solid: false },
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bar: { char: '=', color: '#6a4a2a', solid: true },
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keg: { char: 'k', color: '#5a4028', solid: true },
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shelf: { char: 'h', color: '#4a3a28', solid: true },
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table: { char: 'T', color: '#6a4a2a', solid: true },
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chair: { char: 'c', color: '#5a4028', solid: false }, // walkable — stand on it to "sit"
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barrel: { char: 'B', color: '#5a4028', solid: true },
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crate: { char: 'C', color: '#7a5a38', solid: true },
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door: { char: 'D', color: '#3fb950', solid: false }
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};
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// Layout character -> tile kind.
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var TAVERN_TILE_OF = { '#': 'wall', '.': 'floor', '@': 'floor', '=': 'bar', 'o': 'table' };
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var TAVERN_TILE_OF = {
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'#': 'wall', 'W': 'window', '.': 'floor', '@': 'floor', 'r': 'rug',
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'=': 'bar', 'k': 'keg', 'h': 'shelf', 'T': 'table', 'c': 'chair',
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'B': 'barrel', 'C': 'crate', 'D': 'door'
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};
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var AVATAR_COLORS = { 'default': '#9aa4b2', green: '#3fb950', amber: '#d29922', red: '#f85149' };
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@@ -69,8 +69,9 @@
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}
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function bartendersArea(cols, rows) {
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// Bartender roams along the top interior (bar counter row ~ y=2).
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return { minY: 1, maxY: 3, minX: 2, maxX: Math.max(5, cols - 3) };
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// Behind the bar: the row between the top wall and the counter (y=1). Sealed off by the
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// counter, so the bartender stays back there and never wanders onto the customer floor.
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return { minY: 1, maxY: 1, minX: 3, maxX: Math.max(5, cols - 5) };
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}
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function patronsArea(cols, rows) {
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// Patrons roam the middle/lower floor.
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@@ -195,8 +196,8 @@
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return { x: 1, y: 1 };
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}
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// Bartender near the bar (top area).
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var barSpot = findFloor(Math.floor(cols / 2), 3);
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// Bartender BEHIND the bar (row 1, between the top wall and the counter).
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var barSpot = findFloor(Math.floor(cols / 2), 1);
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var bartender = makeNPC('bartender', 'bartender', 'char-merchant', barSpot.x, barSpot.y, {
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label: 'Bartender', color: '#c9a25e', role: 'bartender',
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roamArea: bartendersArea(cols, rows)
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@@ -1,26 +1,22 @@
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/**
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* Default Tavern layout — a small room with hand-placed props (bar, tables), generated
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* procedurally so every row is guaranteed the same width.
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* Default Tavern layout — a hand-built room rendered through the theme atlas. Every row is the same
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* width (ragged ASCII maps are a classic off-by-one collision bug), and the legend below drives both
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* the client tiles (sceneModel TAVERN_LEGEND/TILE_OF) and Room walkability.
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*
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* Legend:
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* '#' wall '=' bar counter 'o' table / stool (all solid)
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* '.' floor '@' spawn point (walkable)
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* '#' wall 'W' window '=' bar counter 'k' keg (barrel) 'h' shelf of bottles
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* 'T' table 'c' chair 'B' barrel 'C' crate 'D' door
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* '.' floor 'r' rug '@' spawn
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*
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* Anything NOT in FLOOR_CHARS is treated as solid by the Room engine. The layout is
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* generated procedurally so every row is guaranteed the same width (ragged ASCII maps
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* are a classic source of off-by-one collision bugs).
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* Walkable = FLOOR_CHARS ('.', '@', 'r' rug, 'c' chair, 'D' door). Everything else is solid, so
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* players weave between the furniture. The bartender stands BEHIND the bar (the row between the top
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* wall and the counter).
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*/
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// Characters an Occupant may stand on.
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const FLOOR_CHARS = new Set(['.', '@']);
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// Characters an Occupant may stand on. Chairs are walkable so standing on one reads as "sitting".
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const FLOOR_CHARS = new Set(['.', '@', 'r', 'c', 'D']);
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/**
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* Build the default tavern as an array of equal-length strings.
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* @param {number} cols
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* @param {number} rows
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* @returns {string[]}
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*/
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function buildDefaultTavern(cols = 26, rows = 13) {
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function buildDefaultTavern(cols = 28, rows = 15) {
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const grid = [];
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for (let y = 0; y < rows; y++) {
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const row = new Array(cols);
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@@ -30,25 +26,36 @@ function buildDefaultTavern(cols = 26, rows = 13) {
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}
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grid.push(row);
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}
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// set: overwrite anything (incl. walls, for windows/door). put: don't clobber walls.
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const set = (x, y, ch) => { if (grid[y] && x >= 0 && x < cols) grid[y][x] = ch; };
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const put = (x, y, ch) => { if (grid[y] && grid[y][x] !== undefined && grid[y][x] !== '#') grid[y][x] = ch; };
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const put = (x, y, ch) => {
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if (grid[y] && grid[y][x] !== undefined && grid[y][x] !== '#') grid[y][x] = ch;
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};
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// Windows punched into the top wall and the two side walls.
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for (let x = 3; x < cols - 3; x += 4) set(x, 0, 'W');
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for (let y = 4; y < rows - 3; y += 4) { set(0, y, 'W'); set(cols - 1, y, 'W'); }
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// Bar counter along the top interior wall.
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for (let x = 3; x <= 16; x++) put(x, 2, '=');
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// The bar: a counter across the top interior (row 2), a shelf of bottles behind it (row 1),
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// and a keg (barrel) bracketing each end. Row 1 is the bartender's space, sealed off by the
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// counter — players can't get behind it.
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const barY = 2, barX0 = 3, barX1 = cols - 5;
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for (let x = barX0; x <= barX1; x++) set(x, barY, '=');
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for (let x = barX0; x <= barX1; x += 2) set(x, barY - 1, 'h'); // bottles behind the bar
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set(barX0 - 1, barY, 'k'); set(barX1 + 1, barY, 'k'); // kegs bracket the counter
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// Table + stool clusters (2x2 blocks of 'o').
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const tables = [[5, 5], [12, 5], [18, 5], [5, 9], [12, 9], [18, 9]];
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for (const [tx, ty] of tables) {
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put(tx, ty, 'o'); put(tx + 1, ty, 'o');
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put(tx, ty + 1, 'o'); put(tx + 1, ty + 1, 'o');
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}
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// Tables (each with a chair below it), spread across the main floor with walkable aisles.
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const tables = [[5, 6], [12, 6], [19, 6], [5, 10], [12, 10], [19, 10]];
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for (const [tx, ty] of tables) { put(tx, ty, 'T'); put(tx, ty + 1, 'c'); }
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// Spawn pad near the entrance (bottom-center). Two tiles so early tests have a
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// deterministic adjacent pair to exercise occupant-collision rules.
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put(12, 11, '@');
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put(13, 11, '@');
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// A rug in the centre of the room.
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for (let y = 8; y <= 9; y++) for (let x = 11; x <= 15; x++) put(x, y, 'r');
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// Corner decor — barrels and crates.
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put(1, 1, 'B'); put(cols - 2, 1, 'C'); put(1, rows - 2, 'C'); put(cols - 2, rows - 2, 'B');
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// Door + spawn pad at the bottom-centre (two spawn tiles for deterministic adjacency tests).
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const mid = Math.floor(cols / 2);
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set(mid, rows - 1, 'D');
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put(mid, rows - 2, '@'); put(mid - 1, rows - 2, '@');
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return grid.map(r => r.join(''));
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}
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@@ -9,7 +9,7 @@ describe('sceneFromTavern (render kit adapter)', () => {
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};
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const state = {
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cols: 3, rows: 2,
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layout: ['#=@', 'o..'],
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layout: ['#=@', 'T..'],
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occupants: [{ id: 'a', x: 2, y: 0, avatar: 'green', appearance, facing: 'left', name: 'Al' }]
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};
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const s = scene.sceneFromTavern(state, 'a');
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