Files
BreakEscape/planning_notes/new_room_layout/GRID_SYSTEM.md
Z. Cliffe Schreuders 128727536e docs: Complete comprehensive review2 of room layout plans with critical bug fixes
Performed detailed validation of room layout implementation plans against
ceo_exfil.json scenario, identifying and fixing 3 critical bugs that would
have caused implementation failure.

## Critical Bugs Fixed

1. **Negative Modulo Bug** (CRITICAL)
   - JavaScript modulo with negatives: -5 % 2 = -1 (not 1)
   - Affected all rooms with negative grid coordinates
   - Fixed: Use ((sum % 2) + 2) % 2 for deterministic placement
   - Applied to all door placement functions (N/S/E/W)

2. **Asymmetric Door Alignment Bug** (CRITICAL)
   - Single-door rooms connecting to multi-door rooms misaligned
   - Example: office1 (2 doors) ↔ office2 (1 door) = 64px misalignment
   - Fixed: Check connected room's connection array and align precisely
   - Applied to all 4 directions with index-based alignment

3. **Grid Rounding Ambiguity** (CRITICAL)
   - Math.round(-0.5) has implementation-dependent behavior
   - Fixed: Use Math.floor() consistently for grid alignment
   - Applied to all positioning functions

## Scenario Validation

- Traced ceo_exfil.json step-by-step through positioning algorithm
- Simulated door placements for all rooms
- Verified office1↔office2/office3 connections (key test case)
- Result: Would fail without fixes, will succeed with fixes

## Documents Updated

- DOOR_PLACEMENT.md: Added asymmetric alignment + negative modulo fix
- POSITIONING_ALGORITHM.md: Changed Math.round() to Math.floor()
- GRID_SYSTEM.md: Added grid alignment rounding clarification
- README.md: Updated critical fixes status, added Phase 0

## Review Documents Created

- review2/COMPREHENSIVE_REVIEW.md: Full analysis (400+ lines)
- review2/SUMMARY.md: Executive summary and status

## Confidence Assessment

- Before fixes: 40% success probability
- After fixes: 90% success probability

## Status

 Plans are self-contained and actionable
 All critical bugs fixed in specifications
 Validated against real scenario
 Ready for implementation (after Phase 0 audit)

Remaining risk: Room dimension validation (must audit before coding)
2025-11-16 02:13:21 +00:00

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Grid Unit System

Definition

The grid unit is the fundamental building block for room sizing and positioning.

Base Grid Unit

  • Width: 5 tiles = 160px
  • Height: 4 tiles = 128px (stacking height, excludes top 2 visual wall tiles)
  • Total Height: 6 tiles = 192px (including top 2 visual wall tiles)

Room Size Specification

In Tiled

Rooms are created in Tiled using standard 32px tiles:

  • Total room dimensions include all tiles (walls + floor + visual top)
  • Example: Standard room is 10 tiles wide × 8 tiles tall

In Code

Rooms are tracked using grid units for positioning:

  • Grid Width: Math.floor(tileWidth / 5)
  • Grid Height: Math.floor((tileHeight - 2) / 4) (excludes visual top)
  • Example: Standard room (10×8 tiles) = 2×1.5 grid units
    • But for alignment, we treat as 2×2 grid units (10 tiles wide × (2 + 4 + 2) tiles tall)

Calculation Formula

const TILE_SIZE = 32; // pixels
const GRID_UNIT_WIDTH_TILES = 5;
const GRID_UNIT_HEIGHT_TILES = 4; // stackable area only
const VISUAL_TOP_TILES = 2;

// Convert tile dimensions to grid units
function tilesToGridUnits(tileWidth, tileHeight) {
    const gridWidth = Math.floor(tileWidth / GRID_UNIT_WIDTH_TILES);
    const stackingHeight = tileHeight - VISUAL_TOP_TILES;
    const gridHeight = Math.floor(stackingHeight / GRID_UNIT_HEIGHT_TILES);

    return { gridWidth, gridHeight };
}

// Convert grid units to pixel dimensions
function gridUnitsToPixels(gridWidth, gridHeight) {
    const pixelWidth = gridWidth * GRID_UNIT_WIDTH_TILES * TILE_SIZE;
    const stackingHeight = gridHeight * GRID_UNIT_HEIGHT_TILES * TILE_SIZE;
    const totalHeight = stackingHeight + (VISUAL_TOP_TILES * TILE_SIZE);

    return {
        width: pixelWidth,
        height: totalHeight,
        stackingHeight: stackingHeight
    };
}

Valid Room Sizes

All rooms must be exact multiples of grid units in both dimensions.

Standard Sizes

IMPORTANT: Total room height must equal: 2 + (gridHeight × 4) tiles

  • 2 tiles for visual top wall
  • gridHeight × 4 tiles for stackable area

Valid Heights: 6, 10, 14, 18, 22, 26... (formula: 2 + 4N where N ≥ 1)

Room Type Tiles (W×H) Grid Units Pixels (W×H) Formula Check
Closet 5×6 1×1 160×192 2 + (1×4) = 6 ✓
Standard 10×10 2×2 320×320 2 + (2×4) = 10 ✓
Wide Hall 20×6 4×1 640×192 2 + (1×4) = 6 ✓
Tall Hall 10×6 2×1 320×192 2 + (1×4) = 6 ✓
Tall Room 10×14 2×3 320×448 2 + (3×4) = 14 ✓
Large Room 15×10 3×2 480×320 2 + (2×4) = 10 ✓

Important Notes

  1. Total Height Calculation:

    • Grid units count stackable area only (4 tiles per grid unit)
    • Add 2 tiles for visual top wall
    • Formula: totalHeight = 2 + (gridHeight × 4)
    • Valid heights ONLY: 6, 10, 14, 18, 22, 26... (increments of 4 after initial 2)
  2. Minimum Floor Space:

    • After removing walls (1 tile each side)
    • Minimum: 3 tiles wide × 2 tiles tall
    • Closet (5×6): 3×2 floor area
  3. Door Space:

    • North/South doors: 1 tile wide, need 1.5 tile inset
    • East/West doors: 1 tile tall, placed at edges
    • Minimum width: 5 tiles (supports 1 door per side)
    • Multiple E/W doors: minimum 8 tiles height recommended
  4. Invalid Room Sizes:

    • Width not multiple of 5: Invalid
    • Height not matching formula: Invalid (e.g., 8, 9, 11, 12, 13 are all invalid)
    • Height less than 6: Too small

Grid Coordinate System

Purpose

Used for deterministic door placement and overlap detection.

Coordinates

Grid Origin (0, 0) = Starting Room Top-Left

    -2  -1   0   1   2   3   (grid X)
-2  [ ][ ][  ][  ][  ][  ]
-1  [ ][ ][  ][  ][  ][  ]
 0  [ ][ ][R0][R0][  ][  ]  <- Starting room at (0,0), size 2×2
 1  [ ][ ][R0][R0][  ][  ]
 2  [ ][ ][  ][  ][  ][  ]
 3  [ ][ ][  ][  ][  ][  ]

(grid Y)

Conversion

// World position to grid coordinates
function worldToGrid(worldX, worldY) {
    const gridX = Math.floor(worldX / (GRID_UNIT_WIDTH_TILES * TILE_SIZE));
    const gridY = Math.floor(worldY / (GRID_UNIT_HEIGHT_TILES * TILE_SIZE));
    return { gridX, gridY };
}

// Grid coordinates to world position
function gridToWorld(gridX, gridY) {
    const worldX = gridX * GRID_UNIT_WIDTH_TILES * TILE_SIZE;
    const worldY = gridY * GRID_UNIT_HEIGHT_TILES * TILE_SIZE;
    return { worldX, worldY };
}

Overlap Detection

Algorithm

function checkRoomOverlap(room1, room2) {
    // Get grid positions and sizes
    const r1 = {
        gridX: room1.gridX,
        gridY: room1.gridY,
        gridWidth: room1.gridWidth,
        gridHeight: room1.gridHeight
    };

    const r2 = {
        gridX: room2.gridX,
        gridY: room2.gridY,
        gridWidth: room2.gridWidth,
        gridHeight: room2.gridHeight
    };

    // Check for overlap using AABB (Axis-Aligned Bounding Box)
    const noOverlap = (
        r1.gridX + r1.gridWidth <= r2.gridX ||  // r1 is left of r2
        r2.gridX + r2.gridWidth <= r1.gridX ||  // r2 is left of r1
        r1.gridY + r1.gridHeight <= r2.gridY || // r1 is above r2
        r2.gridY + r2.gridHeight <= r1.gridY    // r2 is above r1
    );

    return !noOverlap;
}

Usage

  • Check all room pairs after positioning
  • Log errors for any overlaps found
  • Continue loading despite overlaps (for debugging)

Alignment Requirements

CRITICAL: Grid Alignment Rounding

Important: All positioning code must use Math.floor() for grid alignment, NOT Math.round().

Reason: JavaScript's Math.round() has ambiguous behavior with negative 0.5:

  • Math.round(-0.5) could be -0 or -1 (implementation-dependent)
  • Math.floor(-0.5) is always -1 (consistent)

Correct Implementation:

function alignToGrid(worldX, worldY) {
    const gridX = Math.floor(worldX / GRID_UNIT_WIDTH_PX);
    const gridY = Math.floor(worldY / GRID_UNIT_HEIGHT_PX);
    return {
        x: gridX * GRID_UNIT_WIDTH_PX,
        y: gridY * GRID_UNIT_HEIGHT_PX
    };
}

Examples:

// Positive coordinates
alignToGrid(80, 0)  (0, 0)  // rounds down
alignToGrid(160, 128)  (160, 128)  // exact

// Negative coordinates
alignToGrid(-80, -256)  (-160, -256)  // rounds toward -infinity
alignToGrid(0, -64)  (0, -128)  // rounds toward -infinity

Room Positions

All room positions must align to grid boundaries:

function validateRoomAlignment(worldX, worldY) {
    const gridUnitWidthPx = GRID_UNIT_WIDTH_TILES * TILE_SIZE;
    const gridUnitHeightPx = GRID_UNIT_HEIGHT_TILES * TILE_SIZE;

    const alignedX = (worldX % gridUnitWidthPx) === 0;
    const alignedY = (worldY % gridUnitHeightPx) === 0;

    if (!alignedX || !alignedY) {
        console.error(`Room not aligned to grid: (${worldX}, ${worldY})`);
        console.error(`Expected multiples of (${gridUnitWidthPx}, ${gridUnitHeightPx})`);
    }

    return alignedX && alignedY;
}

Door Alignment

Doors between rooms must align perfectly:

  • Both rooms calculate door position independently
  • Positions must match exactly (within 1px tolerance for floating point)
  • Misalignment indicates positioning error

Migration Notes

Existing Rooms

Current standard rooms (320×320px) are 10×10 tiles:

  • New interpretation: 2×2 grid units with extra tiles
  • Actual size needed: 10×8 tiles (2×2 grid units)
  • Action: Update room JSONs to 10×8 tiles

Backward Compatibility

The system should gracefully handle non-aligned rooms:

  • Calculate nearest grid position
  • Log warning about alignment
  • Continue with nearest valid position
  • Note: Not needed per requirements, but good for debugging

Testing

Unit Tests

// Test grid unit calculations
assert(tilesToGridUnits(5, 6) === {gridWidth: 1, gridHeight: 1});
assert(tilesToGridUnits(10, 8) === {gridWidth: 2, gridHeight: 1.5}); // rounds to 2×2
assert(tilesToGridUnits(20, 6) === {gridWidth: 4, gridHeight: 1});

// Test grid alignment
assert(validateRoomAlignment(0, 0) === true);
assert(validateRoomAlignment(160, 128) === true);
assert(validateRoomAlignment(100, 100) === false);

Integration Tests

  • Create scenario with various room sizes
  • Verify all rooms align to grid
  • Verify no overlaps
  • Verify door alignment