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:
jwinterm
2026-07-11 06:50:05 -04:00
parent 3eb4959e9a
commit 24e738c733
5 changed files with 79 additions and 51 deletions
+1 -1
View File
@@ -9,7 +9,7 @@ describe('sceneFromTavern (render kit adapter)', () => {
};
const state = {
cols: 3, rows: 2,
layout: ['#=@', 'o..'],
layout: ['#=@', 'T..'],
occupants: [{ id: 'a', x: 2, y: 0, avatar: 'green', appearance, facing: 'left', name: 'Al' }]
};
const s = scene.sceneFromTavern(state, 'a');