@pascal-app/core 1.0.4 → 1.0.5

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  1. package/dist/agent-operations/__fixtures__/add-object-cases.d.ts +102 -90
  2. package/dist/agent-operations/__fixtures__/add-object-cases.d.ts.map +1 -1
  3. package/dist/agent-operations/__fixtures__/add-object-cases.js +301 -1
  4. package/dist/agent-operations/__fixtures__/add-stair-cases.d.ts +3 -0
  5. package/dist/agent-operations/__fixtures__/add-stair-cases.d.ts.map +1 -0
  6. package/dist/agent-operations/__fixtures__/add-stair-cases.js +176 -0
  7. package/dist/agent-operations/__fixtures__/build-room-cases.d.ts.map +1 -1
  8. package/dist/agent-operations/__fixtures__/build-room-cases.js +410 -40
  9. package/dist/agent-operations/__fixtures__/cases.d.ts +18 -3
  10. package/dist/agent-operations/__fixtures__/cases.d.ts.map +1 -1
  11. package/dist/agent-operations/__fixtures__/cases.js +183 -4
  12. package/dist/agent-operations/__fixtures__/corner-window-cases.d.ts +3 -0
  13. package/dist/agent-operations/__fixtures__/corner-window-cases.d.ts.map +1 -0
  14. package/dist/agent-operations/__fixtures__/corner-window-cases.js +155 -0
  15. package/dist/agent-operations/__fixtures__/design-brief-cases.d.ts +14 -0
  16. package/dist/agent-operations/__fixtures__/design-brief-cases.d.ts.map +1 -0
  17. package/dist/agent-operations/__fixtures__/design-brief-cases.js +709 -0
  18. package/dist/agent-operations/__fixtures__/finish-cases.d.ts +7 -0
  19. package/dist/agent-operations/__fixtures__/finish-cases.d.ts.map +1 -0
  20. package/dist/agent-operations/__fixtures__/finish-cases.js +758 -0
  21. package/dist/agent-operations/__fixtures__/lot-info-cases.d.ts +3 -0
  22. package/dist/agent-operations/__fixtures__/lot-info-cases.d.ts.map +1 -0
  23. package/dist/agent-operations/__fixtures__/lot-info-cases.js +370 -0
  24. package/dist/agent-operations/__fixtures__/merge-windows-cases.d.ts +3 -0
  25. package/dist/agent-operations/__fixtures__/merge-windows-cases.d.ts.map +1 -0
  26. package/dist/agent-operations/__fixtures__/merge-windows-cases.js +321 -0
  27. package/dist/agent-operations/__fixtures__/native-materials.d.ts +2237 -0
  28. package/dist/agent-operations/__fixtures__/native-materials.d.ts.map +1 -0
  29. package/dist/agent-operations/__fixtures__/native-materials.js +82 -0
  30. package/dist/agent-operations/__fixtures__/node-read-cases.d.ts +4 -0
  31. package/dist/agent-operations/__fixtures__/node-read-cases.d.ts.map +1 -0
  32. package/dist/agent-operations/__fixtures__/node-read-cases.js +639 -0
  33. package/dist/agent-operations/__fixtures__/notation-cases.d.ts +24 -0
  34. package/dist/agent-operations/__fixtures__/notation-cases.d.ts.map +1 -0
  35. package/dist/agent-operations/__fixtures__/notation-cases.js +356 -0
  36. package/dist/agent-operations/__fixtures__/place-items-cases.d.ts.map +1 -1
  37. package/dist/agent-operations/__fixtures__/place-items-cases.js +80 -2
  38. package/dist/agent-operations/__fixtures__/roof-bearing-cases.d.ts +19726 -0
  39. package/dist/agent-operations/__fixtures__/roof-bearing-cases.d.ts.map +1 -0
  40. package/dist/agent-operations/__fixtures__/roof-bearing-cases.js +106 -0
  41. package/dist/agent-operations/__fixtures__/roof-cases.d.ts +9 -0
  42. package/dist/agent-operations/__fixtures__/roof-cases.d.ts.map +1 -0
  43. package/dist/agent-operations/__fixtures__/roof-cases.js +382 -0
  44. package/dist/agent-operations/__fixtures__/room-cases.d.ts +2 -1
  45. package/dist/agent-operations/__fixtures__/room-cases.d.ts.map +1 -1
  46. package/dist/agent-operations/__fixtures__/room-cases.js +136 -1
  47. package/dist/agent-operations/__fixtures__/scene-check-cases.d.ts +4 -0
  48. package/dist/agent-operations/__fixtures__/scene-check-cases.d.ts.map +1 -0
  49. package/dist/agent-operations/__fixtures__/scene-check-cases.js +417 -0
  50. package/dist/agent-operations/__fixtures__/search-assets-cases.d.ts.map +1 -1
  51. package/dist/agent-operations/__fixtures__/search-assets-cases.js +15 -3
  52. package/dist/agent-operations/__fixtures__/site-cases.d.ts +290 -0
  53. package/dist/agent-operations/__fixtures__/site-cases.d.ts.map +1 -0
  54. package/dist/agent-operations/__fixtures__/site-cases.js +780 -0
  55. package/dist/agent-operations/__fixtures__/structure-cases.d.ts +1 -0
  56. package/dist/agent-operations/__fixtures__/structure-cases.d.ts.map +1 -1
  57. package/dist/agent-operations/__fixtures__/structure-cases.js +630 -3
  58. package/dist/agent-operations/__fixtures__/verify-scene-cases.d.ts +311 -1
  59. package/dist/agent-operations/__fixtures__/verify-scene-cases.d.ts.map +1 -1
  60. package/dist/agent-operations/__fixtures__/verify-scene-cases.js +59 -11
  61. package/dist/agent-operations/__fixtures__/view-assets-cases.d.ts +3 -0
  62. package/dist/agent-operations/__fixtures__/view-assets-cases.d.ts.map +1 -0
  63. package/dist/agent-operations/__fixtures__/view-assets-cases.js +155 -0
  64. package/dist/agent-operations/__fixtures__/view-scene-cases.d.ts +50 -0
  65. package/dist/agent-operations/__fixtures__/view-scene-cases.d.ts.map +1 -0
  66. package/dist/agent-operations/__fixtures__/view-scene-cases.js +425 -0
  67. package/dist/agent-operations/achieved.d.ts +5 -0
  68. package/dist/agent-operations/achieved.d.ts.map +1 -1
  69. package/dist/agent-operations/achieved.js +21 -1
  70. package/dist/agent-operations/add-column.d.ts.map +1 -1
  71. package/dist/agent-operations/add-column.js +3 -1
  72. package/dist/agent-operations/add-fence.d.ts +18 -0
  73. package/dist/agent-operations/add-fence.d.ts.map +1 -0
  74. package/dist/agent-operations/add-fence.js +48 -0
  75. package/dist/agent-operations/add-level.d.ts +4 -1
  76. package/dist/agent-operations/add-level.d.ts.map +1 -1
  77. package/dist/agent-operations/add-level.js +48 -12
  78. package/dist/agent-operations/add-object.d.ts +38 -9
  79. package/dist/agent-operations/add-object.d.ts.map +1 -1
  80. package/dist/agent-operations/add-object.js +172 -11
  81. package/dist/agent-operations/add-wall.d.ts +1 -3
  82. package/dist/agent-operations/add-wall.d.ts.map +1 -1
  83. package/dist/agent-operations/add-wall.js +35 -9
  84. package/dist/agent-operations/apply-changes.d.ts +7 -1
  85. package/dist/agent-operations/apply-changes.d.ts.map +1 -1
  86. package/dist/agent-operations/apply-changes.js +54 -22
  87. package/dist/agent-operations/apply-outcome.d.ts +6 -0
  88. package/dist/agent-operations/apply-outcome.d.ts.map +1 -1
  89. package/dist/agent-operations/apply-outcome.js +23 -8
  90. package/dist/agent-operations/asset-views.d.ts +75 -0
  91. package/dist/agent-operations/asset-views.d.ts.map +1 -0
  92. package/dist/agent-operations/asset-views.js +234 -0
  93. package/dist/agent-operations/author-scene.d.ts +157 -0
  94. package/dist/agent-operations/author-scene.d.ts.map +1 -0
  95. package/dist/agent-operations/author-scene.js +1076 -0
  96. package/dist/agent-operations/authored-scene-merge.d.ts +4 -0
  97. package/dist/agent-operations/authored-scene-merge.d.ts.map +1 -0
  98. package/dist/agent-operations/authored-scene-merge.js +96 -0
  99. package/dist/agent-operations/batch.d.ts +22 -0
  100. package/dist/agent-operations/batch.d.ts.map +1 -0
  101. package/dist/agent-operations/batch.js +104 -0
  102. package/dist/agent-operations/ceiling-object-observations.d.ts +31 -0
  103. package/dist/agent-operations/ceiling-object-observations.d.ts.map +1 -0
  104. package/dist/agent-operations/ceiling-object-observations.js +111 -0
  105. package/dist/agent-operations/corner-window.d.ts +19 -0
  106. package/dist/agent-operations/corner-window.d.ts.map +1 -0
  107. package/dist/agent-operations/corner-window.js +84 -0
  108. package/dist/agent-operations/create-roof.d.ts +32 -0
  109. package/dist/agent-operations/create-roof.d.ts.map +1 -0
  110. package/dist/agent-operations/create-roof.js +304 -0
  111. package/dist/agent-operations/create-room.d.ts +2 -0
  112. package/dist/agent-operations/create-room.d.ts.map +1 -1
  113. package/dist/agent-operations/create-room.js +73 -5
  114. package/dist/agent-operations/create-stair.d.ts +6 -28
  115. package/dist/agent-operations/create-stair.d.ts.map +1 -1
  116. package/dist/agent-operations/create-stair.js +187 -104
  117. package/dist/agent-operations/design-brief.d.ts +38 -0
  118. package/dist/agent-operations/design-brief.d.ts.map +1 -0
  119. package/dist/agent-operations/design-brief.js +300 -0
  120. package/dist/agent-operations/designs.d.ts +24 -0
  121. package/dist/agent-operations/designs.d.ts.map +1 -0
  122. package/dist/agent-operations/designs.js +48 -0
  123. package/dist/agent-operations/door-clearance.d.ts +16 -1
  124. package/dist/agent-operations/door-clearance.d.ts.map +1 -1
  125. package/dist/agent-operations/door-clearance.js +61 -4
  126. package/dist/agent-operations/duplicate-level.d.ts.map +1 -1
  127. package/dist/agent-operations/duplicate-level.js +2 -1
  128. package/dist/agent-operations/find-by-type.d.ts +14 -7
  129. package/dist/agent-operations/find-by-type.d.ts.map +1 -1
  130. package/dist/agent-operations/find-by-type.js +266 -43
  131. package/dist/agent-operations/furnish-room.d.ts +22 -1
  132. package/dist/agent-operations/furnish-room.d.ts.map +1 -1
  133. package/dist/agent-operations/furnish-room.js +66 -19
  134. package/dist/agent-operations/furniture-kind.d.ts +22 -0
  135. package/dist/agent-operations/furniture-kind.d.ts.map +1 -0
  136. package/dist/agent-operations/furniture-kind.js +69 -0
  137. package/dist/agent-operations/get-node.d.ts +5 -2
  138. package/dist/agent-operations/get-node.d.ts.map +1 -1
  139. package/dist/agent-operations/get-node.js +82 -10
  140. package/dist/agent-operations/hosted-services.d.ts +2 -1
  141. package/dist/agent-operations/hosted-services.d.ts.map +1 -1
  142. package/dist/agent-operations/index.d.ts +281 -69
  143. package/dist/agent-operations/index.d.ts.map +1 -1
  144. package/dist/agent-operations/index.js +66 -5
  145. package/dist/agent-operations/item-space.d.ts +22 -0
  146. package/dist/agent-operations/item-space.d.ts.map +1 -0
  147. package/dist/agent-operations/item-space.js +69 -0
  148. package/dist/agent-operations/layout-clearance.d.ts +52 -3
  149. package/dist/agent-operations/layout-clearance.d.ts.map +1 -1
  150. package/dist/agent-operations/layout-clearance.js +340 -30
  151. package/dist/agent-operations/level-height-fill.d.ts +12 -0
  152. package/dist/agent-operations/level-height-fill.d.ts.map +1 -0
  153. package/dist/agent-operations/level-height-fill.js +59 -0
  154. package/dist/agent-operations/level-reads.d.ts +5 -1
  155. package/dist/agent-operations/level-reads.d.ts.map +1 -1
  156. package/dist/agent-operations/level-reads.js +10 -3
  157. package/dist/agent-operations/list-levels.d.ts.map +1 -1
  158. package/dist/agent-operations/list-levels.js +23 -0
  159. package/dist/agent-operations/material-preset.d.ts.map +1 -1
  160. package/dist/agent-operations/material-preset.js +3 -9
  161. package/dist/agent-operations/material-refs.d.ts +7 -1
  162. package/dist/agent-operations/material-refs.d.ts.map +1 -1
  163. package/dist/agent-operations/material-refs.js +10 -5
  164. package/dist/agent-operations/merge-windows.d.ts +6 -0
  165. package/dist/agent-operations/merge-windows.d.ts.map +1 -0
  166. package/dist/agent-operations/merge-windows.js +27 -0
  167. package/dist/agent-operations/move-roofs.d.ts +9 -0
  168. package/dist/agent-operations/move-roofs.d.ts.map +1 -0
  169. package/dist/agent-operations/move-roofs.js +29 -0
  170. package/dist/agent-operations/paint.d.ts +2 -1
  171. package/dist/agent-operations/paint.d.ts.map +1 -1
  172. package/dist/agent-operations/paint.js +163 -53
  173. package/dist/agent-operations/photo-elevation.d.ts +155 -0
  174. package/dist/agent-operations/photo-elevation.d.ts.map +1 -0
  175. package/dist/agent-operations/photo-elevation.js +761 -0
  176. package/dist/agent-operations/place-in-room.d.ts +29 -0
  177. package/dist/agent-operations/place-in-room.d.ts.map +1 -0
  178. package/dist/agent-operations/place-in-room.js +403 -0
  179. package/dist/agent-operations/place-items.d.ts.map +1 -1
  180. package/dist/agent-operations/place-items.js +15 -2
  181. package/dist/agent-operations/plan-geometry.d.ts.map +1 -1
  182. package/dist/agent-operations/plan-geometry.js +3 -0
  183. package/dist/agent-operations/point-context.d.ts +139 -0
  184. package/dist/agent-operations/point-context.d.ts.map +1 -0
  185. package/dist/agent-operations/point-context.js +1 -0
  186. package/dist/agent-operations/project-files.d.ts +9 -0
  187. package/dist/agent-operations/project-files.d.ts.map +1 -0
  188. package/dist/agent-operations/project-files.js +25 -0
  189. package/dist/agent-operations/record-made.d.ts +18 -0
  190. package/dist/agent-operations/record-made.d.ts.map +1 -0
  191. package/dist/agent-operations/record-made.js +28 -0
  192. package/dist/agent-operations/roof-footprint.d.ts +24 -0
  193. package/dist/agent-operations/roof-footprint.d.ts.map +1 -0
  194. package/dist/agent-operations/roof-footprint.js +242 -0
  195. package/dist/agent-operations/roof-writes.d.ts +20 -0
  196. package/dist/agent-operations/roof-writes.d.ts.map +1 -0
  197. package/dist/agent-operations/roof-writes.js +165 -0
  198. package/dist/agent-operations/room-findings.d.ts +54 -0
  199. package/dist/agent-operations/room-findings.d.ts.map +1 -0
  200. package/dist/agent-operations/room-findings.js +143 -0
  201. package/dist/agent-operations/room-floor-script.d.ts +23 -0
  202. package/dist/agent-operations/room-floor-script.d.ts.map +1 -0
  203. package/dist/agent-operations/room-floor-script.js +54 -0
  204. package/dist/agent-operations/room-structure.d.ts +2 -2
  205. package/dist/agent-operations/room-structure.d.ts.map +1 -1
  206. package/dist/agent-operations/scene-checkpoint.d.ts +94 -0
  207. package/dist/agent-operations/scene-checkpoint.d.ts.map +1 -0
  208. package/dist/agent-operations/scene-checkpoint.js +176 -0
  209. package/dist/agent-operations/scene-queries.d.ts +3750 -3319
  210. package/dist/agent-operations/scene-queries.d.ts.map +1 -1
  211. package/dist/agent-operations/scene-queries.js +13 -23
  212. package/dist/agent-operations/scene-review.d.ts +52 -0
  213. package/dist/agent-operations/scene-review.d.ts.map +1 -0
  214. package/dist/agent-operations/scene-review.js +106 -0
  215. package/dist/agent-operations/scene-view.d.ts +82 -15
  216. package/dist/agent-operations/scene-view.d.ts.map +1 -1
  217. package/dist/agent-operations/scene-view.js +408 -51
  218. package/dist/agent-operations/search-assets.d.ts +2 -2
  219. package/dist/agent-operations/search-assets.d.ts.map +1 -1
  220. package/dist/agent-operations/search-assets.js +4 -3
  221. package/dist/agent-operations/search-materials.d.ts +9 -3
  222. package/dist/agent-operations/search-materials.d.ts.map +1 -1
  223. package/dist/agent-operations/search-materials.js +83 -29
  224. package/dist/agent-operations/set-checkpoint.d.ts +9 -0
  225. package/dist/agent-operations/set-checkpoint.d.ts.map +1 -0
  226. package/dist/agent-operations/set-checkpoint.js +31 -0
  227. package/dist/agent-operations/set-ground-level.d.ts +12 -0
  228. package/dist/agent-operations/set-ground-level.d.ts.map +1 -0
  229. package/dist/agent-operations/set-ground-level.js +61 -0
  230. package/dist/agent-operations/site.d.ts +21 -0
  231. package/dist/agent-operations/site.d.ts.map +1 -0
  232. package/dist/agent-operations/site.js +123 -0
  233. package/dist/agent-operations/types.d.ts +66 -7
  234. package/dist/agent-operations/types.d.ts.map +1 -1
  235. package/dist/agent-operations/verify-scene.d.ts +39 -5
  236. package/dist/agent-operations/verify-scene.d.ts.map +1 -1
  237. package/dist/agent-operations/verify-scene.js +223 -44
  238. package/dist/agent-operations/wall-face-script.d.ts +28 -0
  239. package/dist/agent-operations/wall-face-script.d.ts.map +1 -0
  240. package/dist/agent-operations/wall-face-script.js +62 -0
  241. package/dist/agent-operations/wall-object-observations.d.ts +41 -0
  242. package/dist/agent-operations/wall-object-observations.d.ts.map +1 -0
  243. package/dist/agent-operations/wall-object-observations.js +249 -0
  244. package/dist/agent-operations/wall-opening.d.ts +23 -23
  245. package/dist/agent-operations/wall-opening.d.ts.map +1 -1
  246. package/dist/agent-operations/wall-skirting.d.ts +24 -0
  247. package/dist/agent-operations/wall-skirting.d.ts.map +1 -0
  248. package/dist/agent-operations/wall-skirting.js +85 -0
  249. package/dist/agent-tools/add-object.d.ts +11 -7
  250. package/dist/agent-tools/add-object.d.ts.map +1 -1
  251. package/dist/agent-tools/add-object.js +17 -11
  252. package/dist/agent-tools/assets.d.ts +8 -0
  253. package/dist/agent-tools/assets.d.ts.map +1 -1
  254. package/dist/agent-tools/assets.js +13 -1
  255. package/dist/agent-tools/author-scene.d.ts +651 -0
  256. package/dist/agent-tools/author-scene.d.ts.map +1 -0
  257. package/dist/agent-tools/author-scene.js +252 -0
  258. package/dist/agent-tools/batch.d.ts +25 -0
  259. package/dist/agent-tools/batch.d.ts.map +1 -0
  260. package/dist/agent-tools/batch.js +61 -0
  261. package/dist/agent-tools/checkpoints.d.ts +13 -0
  262. package/dist/agent-tools/checkpoints.d.ts.map +1 -0
  263. package/dist/agent-tools/checkpoints.js +16 -0
  264. package/dist/agent-tools/clear-scene.d.ts.map +1 -1
  265. package/dist/agent-tools/collections.d.ts +6 -6
  266. package/dist/agent-tools/collections.d.ts.map +1 -1
  267. package/dist/agent-tools/columns.d.ts +18 -18
  268. package/dist/agent-tools/columns.js +2 -2
  269. package/dist/agent-tools/corner-window.d.ts +46 -0
  270. package/dist/agent-tools/corner-window.d.ts.map +1 -0
  271. package/dist/agent-tools/corner-window.js +47 -0
  272. package/dist/agent-tools/create-room.d.ts +26 -25
  273. package/dist/agent-tools/create-room.d.ts.map +1 -1
  274. package/dist/agent-tools/create-room.js +11 -4
  275. package/dist/agent-tools/design-brief.d.ts +408 -0
  276. package/dist/agent-tools/design-brief.d.ts.map +1 -0
  277. package/dist/agent-tools/design-brief.js +149 -0
  278. package/dist/agent-tools/designs.d.ts +34 -0
  279. package/dist/agent-tools/designs.d.ts.map +1 -0
  280. package/dist/agent-tools/designs.js +50 -0
  281. package/dist/agent-tools/fences.d.ts +28 -0
  282. package/dist/agent-tools/fences.d.ts.map +1 -0
  283. package/dist/agent-tools/fences.js +31 -0
  284. package/dist/agent-tools/find-by-type.d.ts +8 -1
  285. package/dist/agent-tools/find-by-type.d.ts.map +1 -1
  286. package/dist/agent-tools/find-by-type.js +23 -2
  287. package/dist/agent-tools/furnish-room.d.ts +10 -8
  288. package/dist/agent-tools/furnish-room.d.ts.map +1 -1
  289. package/dist/agent-tools/furnish-room.js +3 -1
  290. package/dist/agent-tools/hosted-services.d.ts +177 -141
  291. package/dist/agent-tools/hosted-services.d.ts.map +1 -1
  292. package/dist/agent-tools/hosted-services.js +47 -14
  293. package/dist/agent-tools/index.d.ts +894 -215
  294. package/dist/agent-tools/index.d.ts.map +1 -1
  295. package/dist/agent-tools/index.js +47 -3
  296. package/dist/agent-tools/levels.d.ts +11 -3
  297. package/dist/agent-tools/levels.d.ts.map +1 -1
  298. package/dist/agent-tools/levels.js +16 -5
  299. package/dist/agent-tools/measurement.d.ts +38 -20
  300. package/dist/agent-tools/measurement.d.ts.map +1 -1
  301. package/dist/agent-tools/measurement.js +117 -67
  302. package/dist/agent-tools/merge-windows.d.ts +10 -0
  303. package/dist/agent-tools/merge-windows.d.ts.map +1 -0
  304. package/dist/agent-tools/merge-windows.js +12 -0
  305. package/dist/agent-tools/nodes.d.ts.map +1 -1
  306. package/dist/agent-tools/nodes.js +1 -1
  307. package/dist/agent-tools/notation-inventory.d.ts +16 -0
  308. package/dist/agent-tools/notation-inventory.d.ts.map +1 -0
  309. package/dist/agent-tools/notation-inventory.js +105 -0
  310. package/dist/agent-tools/paint.d.ts +5 -5
  311. package/dist/agent-tools/paint.d.ts.map +1 -1
  312. package/dist/agent-tools/paint.js +1 -1
  313. package/dist/agent-tools/photo-elevation.d.ts +32 -0
  314. package/dist/agent-tools/photo-elevation.d.ts.map +1 -0
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  866. package/package.json +36 -10
@@ -0,0 +1,304 @@
1
+ import { refuse } from '../agent-tools/refusal.js';
2
+ import { gapBridges } from '../building/wall-gaps.js';
3
+ import { exteriorWallLoops, exteriorWallOutlines } from '../lib/exterior-wall-loops.js';
4
+ import { getActiveRoofHeight, getSegmentSlopeFrame, RoofNode, RoofSegmentNode, } from '../schema/index.js';
5
+ import { planRoofLevel, roofsOver } from '../services/roof-level.js';
6
+ import { resolveRoofElevation } from '../systems/roof/roof-elevation.js';
7
+ import { applySceneChanges } from './apply-changes.js';
8
+ import { requireLevel } from './level-target.js';
9
+ import { finishSurface, requireMaterialRef } from './material-refs.js';
10
+ import { buildingFrame, roofRectangles } from './roof-footprint.js';
11
+ import { levelRole, levelsOf } from './scene-queries.js';
12
+ const mm = (value) => Math.round(value * 1000) / 1000;
13
+ /** A storey a roof can cover: one with a footprint (`footprintPolygons`). */
14
+ const hasFootprint = (nodes, levelId) => footprintPolygons(nodes, levelId).length > 0;
15
+ const buildingLevels = (nodes, level) => levelsOf(nodes).filter((other) => other.parentId === level.parentId);
16
+ /** The segment fields the fascia input writes: none without a band. */
17
+ function fasciaFields({ fasciaHeight, fasciaMaterialPreset }) {
18
+ if (fasciaHeight === undefined && !fasciaMaterialPreset)
19
+ return {};
20
+ return {
21
+ fascia: true,
22
+ ...(fasciaHeight !== undefined ? { fasciaHeight } : {}),
23
+ ...(fasciaMaterialPreset ? { fasciaMaterialPreset } : {}),
24
+ };
25
+ }
26
+ /** A level a roof can cap: not a roof level, not a support level. */
27
+ const isStorey = (nodes, level) => levelRole(nodes, level).role === 'occupied';
28
+ /**
29
+ * The storey a roof covers: the one named when it has a footprint, else the highest storey of its
30
+ * building with one; none named, the top storey with one of the building in view. A rectangle of
31
+ * its own needs no footprint: the storey named, else the top one that holds something. The floor
32
+ * in view does not decide: a person looking at the ground floor who asks for a roof means the
33
+ * house's. A roof level named stands for the storey under it.
34
+ */
35
+ function coveredStorey(nodes, input, rectangle, context) {
36
+ const { levelId, level } = input;
37
+ if (levelId && level && levelId !== level)
38
+ refuse('conflicting_level', `levelId (${levelId}) and level (${level}) disagree; they are the same field, pass one.`, { levelId, level });
39
+ const named = levelId ?? level;
40
+ const requested = named ? requireLevel(nodes, named) : null;
41
+ if (requested && isStorey(nodes, requested) && (rectangle || hasFootprint(nodes, requested.id)))
42
+ return { storey: requested };
43
+ const viewed = context.activeLevelId ? nodes[context.activeLevelId] : undefined;
44
+ const scope = requested ?? (viewed?.type === 'level' ? viewed : null);
45
+ const candidates = (scope ? buildingLevels(nodes, scope) : levelsOf(nodes)).filter((candidate) => isStorey(nodes, candidate));
46
+ const eligible = rectangle
47
+ ? candidates.filter((candidate) => candidate.children.length > 0)
48
+ : candidates.filter((candidate) => hasFootprint(nodes, candidate.id));
49
+ // With no level in view (the MCP), the last level by ordinal would pick a building by its id;
50
+ // a rectangle with no level holding anything falls back to every candidate, so asks of those.
51
+ const buildingIds = [
52
+ ...new Set((rectangle && !eligible.length ? candidates : eligible).map((candidate) => candidate.parentId)),
53
+ ];
54
+ if (!scope && buildingIds.length > 1)
55
+ refuse('building_required', `The scene has ${buildingIds.length} buildings to roof; pass a level of the one to roof: ${buildingIds.join(', ')}.`, { buildingIds });
56
+ if (rectangle) {
57
+ const top = eligible.at(-1) ?? candidates.at(-1);
58
+ if (!top)
59
+ refuse('no_levels', 'The scene has no storey to roof yet.');
60
+ return { storey: top };
61
+ }
62
+ const storey = eligible.at(-1);
63
+ if (!storey)
64
+ refuse('no_rooms', `No rooms or closed walls on ${requested ? `${requested.id} or any other level of its building` : 'any level'}: create rooms first, or pass width and depth to roof a rectangle of your own.`, requested ? { levelId: requested.id } : {});
65
+ return {
66
+ storey,
67
+ ...(requested &&
68
+ requested.id !== storey.id && {
69
+ note: `Level ${requested.id} has no rooms or closed walls; the roof covers ${storey.name ?? storey.id} (${storey.id}), the highest level with rooms.`,
70
+ }),
71
+ };
72
+ }
73
+ /**
74
+ * The storey's outline from its walls, every gap bridged as L5 finds them: a roof covers the
75
+ * building, not only the rooms closed so far (the 290 traced from its PNG, its doors and windows
76
+ * still gaps, got a roof over a few rooms only).
77
+ */
78
+ function wallOutline(nodes, storeyId) {
79
+ const walls = Object.values(nodes).filter((node) => node.type === 'wall' && node.parentId === storeyId);
80
+ if (walls.length < 3)
81
+ return [];
82
+ const bridges = gapBridges(walls).map((gap, index) => ({
83
+ ...walls[0],
84
+ id: `wall_roof_gap_${index}`,
85
+ start: gap.start,
86
+ end: gap.end,
87
+ thickness: gap.thickness,
88
+ curveOffset: 0,
89
+ }));
90
+ // Ends a few centimetres apart are one corner: a vectorised plan's near-misses.
91
+ const closed = [...walls, ...bridges];
92
+ const outlines = exteriorWallOutlines(closed, NEAR_MISS);
93
+ if (!outlines.length)
94
+ return [];
95
+ // Out to the walls' outer faces, as a floor plate reaches: half the outline walls' thickness.
96
+ const thickness = new Map(closed.map((wall) => [wall.id, wall.thickness ?? 0.2]));
97
+ const onOutline = exteriorWallLoops(closed, NEAR_MISS)
98
+ .flat()
99
+ .map((face) => thickness.get(face.wallId) ?? 0.2)
100
+ .sort((a, b) => a - b);
101
+ const half = (onOutline[Math.floor(onOutline.length / 2)] ?? 0.2) / 2;
102
+ return outlines.map((polygon) => grown(polygon, half));
103
+ }
104
+ /**
105
+ * How far a mitre may reach, in multiples of the distance moved: past it (a corner under about
106
+ * 29°, or an edge folding back on itself) the corner is bevelled, as an SVG stroke's is.
107
+ */
108
+ const MITER_LIMIT = 4;
109
+ /** A polygon moved out by `distance` along each edge's outward normal, corners mitred up to the limit. */
110
+ export function grown(polygon, distance) {
111
+ const n = polygon.length;
112
+ let area = 0;
113
+ for (let i = 0; i < n; i++) {
114
+ const [ax, az] = polygon[i];
115
+ const [bx, bz] = polygon[(i + 1) % n];
116
+ area += ax * bz - bx * az;
117
+ }
118
+ const side = area > 0 ? 1 : -1;
119
+ const normal = (a, b) => {
120
+ const [dx, dz] = [b[0] - a[0], b[1] - a[1]];
121
+ const length = Math.hypot(dx, dz) || 1;
122
+ return [(side * dz) / length, (-side * dx) / length];
123
+ };
124
+ return polygon.flatMap((point, i) => {
125
+ const before = normal(polygon[(i - 1 + n) % n], point);
126
+ const after = normal(point, polygon[(i + 1) % n]);
127
+ const dot = before[0] * after[0] + before[1] * after[1];
128
+ // The mitre reaches distance × √(2 / (1 + dot)): unbounded as the edges fold onto each other.
129
+ if (1 + dot < 2 / MITER_LIMIT ** 2)
130
+ return [
131
+ [point[0] + before[0] * distance, point[1] + before[1] * distance],
132
+ [point[0] + after[0] * distance, point[1] + after[1] * distance],
133
+ ];
134
+ // Along the bisector, as far as both edges move by `distance`.
135
+ const scale = distance / (1 + dot);
136
+ return [[point[0] + (before[0] + after[0]) * scale, point[1] + (before[1] + after[1]) * scale]];
137
+ });
138
+ }
139
+ const NEAR_MISS = 0.1;
140
+ /**
141
+ * A storey's footprint: its walls' outline, every gap bridged, else its floor plates (a balcony's
142
+ * left out; overlapping plates are one footprint), else its rooms.
143
+ */
144
+ function footprintPolygons(nodes, storeyId) {
145
+ const outline = wallOutline(nodes, storeyId);
146
+ if (outline.length)
147
+ return outline;
148
+ const on = (type) => Object.values(nodes).filter((node) => node.type === type &&
149
+ node.parentId === storeyId &&
150
+ !(node.type === 'slab' &&
151
+ node.metadata &&
152
+ node.metadata.balcony));
153
+ const plates = on('slab');
154
+ return (plates.length ? plates : on('zone')).map((node) => node.polygon);
155
+ }
156
+ /** Rectangles in the storey's own frame and the turn back to the world, from its footprint. */
157
+ function footprintOf(nodes, storeyId) {
158
+ const frame = buildingFrame(footprintPolygons(nodes, storeyId));
159
+ const { rectangles, roofType } = roofRectangles(frame.polygons);
160
+ return { rectangles, roofType, angle: frame.angle, toWorld: frame.toWorld };
161
+ }
162
+ /**
163
+ * `create_roof`: a roof over a storey, one segment per rectangle of its footprint (or the one
164
+ * rectangle asked for), on the building's roof level above it, standing on the storey's walls.
165
+ */
166
+ export const createRoof = (nodes, input, context) => {
167
+ const { width, depth } = input;
168
+ // A finish the library lacks would render as the default.
169
+ const materialPreset = input.materialPreset === undefined
170
+ ? undefined
171
+ : requireMaterialRef(input.materialPreset, 'materialPreset', finishSurface('roof'));
172
+ const fasciaMaterialPreset = input.fasciaMaterialPreset === undefined
173
+ ? undefined
174
+ : requireMaterialRef(input.fasciaMaterialPreset, 'fasciaMaterialPreset', finishSurface('roof'));
175
+ if ((width === undefined) !== (depth === undefined))
176
+ refuse('rectangle_incomplete', 'A rectangle of your own takes width and depth together; pass both, or neither to cover the footprint.', { width, depth });
177
+ const rectangle = width !== undefined && depth !== undefined;
178
+ const { storey, note } = coveredStorey(nodes, input, rectangle, context);
179
+ if (!storey.parentId)
180
+ refuse('storey_without_building', `${storey.name ?? storey.id} (${storey.id}) is not in a building, so no roof level can stand above it. Put the level in a building first.`, { levelId: storey.id });
181
+ const existing = roofsOver(nodes, storey.id);
182
+ if (existing.length)
183
+ refuse('roof_exists', `${storey.name ?? storey.id} (${storey.id}) already has a roof, ${existing.map((roof) => roof.id).join(', ')}: a storey takes one. Edit it, or delete_node it first if the person asked for a new one.`, { levelId: storey.id, roofIds: existing.map((roof) => roof.id) });
184
+ let rectangles;
185
+ let chosenType;
186
+ let angle = 0;
187
+ let toWorld = ([x, z]) => [x, z];
188
+ if (rectangle) {
189
+ const [x = 0, z = 0] = input.center ?? [];
190
+ const r = { minX: x - width / 2, maxX: x + width / 2, minZ: z - depth / 2, maxZ: z + depth / 2 };
191
+ rectangles = [r];
192
+ // The size as asked, the type as the footprint rule would give it.
193
+ chosenType = roofRectangles([
194
+ [
195
+ [r.minX, r.minZ],
196
+ [r.maxX, r.minZ],
197
+ [r.maxX, r.maxZ],
198
+ [r.minX, r.maxZ],
199
+ ],
200
+ ]).roofType;
201
+ }
202
+ else {
203
+ const footprint = footprintOf(nodes, storey.id);
204
+ rectangles = footprint.rectangles;
205
+ chosenType = footprint.roofType;
206
+ angle = footprint.angle;
207
+ toWorld = footprint.toWorld;
208
+ }
209
+ const roofType = input.roofType ?? chosenType;
210
+ if (input.roofSystem === 'glazed' && !['gable', 'shed', 'barrel'].includes(roofType))
211
+ refuse('unsupported_glazing', 'Glazed roofs support gable, straight shed, and barrel shapes.');
212
+ const minX = Math.min(...rectangles.map((r) => r.minX));
213
+ const maxX = Math.max(...rectangles.map((r) => r.maxX));
214
+ const minZ = Math.min(...rectangles.map((r) => r.minZ));
215
+ const maxZ = Math.max(...rectangles.map((r) => r.maxZ));
216
+ const centerX = (minX + maxX) / 2;
217
+ const centerZ = (minZ + maxZ) / 2;
218
+ const wallHeight = input.wallHeight ?? 0;
219
+ const segments = rectangles.map((r) => {
220
+ // To the millimetre: snapped coordinates subtract to 6.199999…
221
+ const span = { width: mm(r.maxX - r.minX), depth: mm(r.maxZ - r.minZ) };
222
+ // A cone stands on a circle.
223
+ const size = roofType === 'conical'
224
+ ? { width: Math.max(span.width, span.depth), depth: Math.max(span.width, span.depth) }
225
+ : span;
226
+ if (roofType === 'barrel' &&
227
+ input.barrelRise !== undefined &&
228
+ input.barrelRise > size.depth / 2)
229
+ refuse('invalid_barrel_rise', 'Barrel rise must not exceed half the span.');
230
+ const segment = RoofSegmentNode.parse({
231
+ roofSystem: input.roofSystem,
232
+ glazing: input.glazing,
233
+ barrelRise: input.barrelRise,
234
+ barrelSegments: input.barrelSegments,
235
+ ...(input.wallThickness !== undefined && { wallThickness: input.wallThickness }),
236
+ ...size,
237
+ roofType,
238
+ wallHeight,
239
+ position: [(r.minX + r.maxX) / 2 - centerX, 0, (r.minZ + r.maxZ) / 2 - centerZ],
240
+ ...(input.pitch !== undefined && { pitch: input.pitch }),
241
+ ...(input.overhang !== undefined && { overhang: input.overhang }),
242
+ ...fasciaFields({ ...input, fasciaMaterialPreset }),
243
+ });
244
+ // The overhang is asked as the eaves' reach past the walls, in plan, as a builder says it and
245
+ // Architect's roofs take it; the segment stores it along the slope.
246
+ // A barrel's overhang is at its ends, already in plan.
247
+ if (roofType === 'barrel')
248
+ return segment;
249
+ return { ...segment, overhang: segment.overhang / getSegmentSlopeFrame(segment).cosTheta };
250
+ });
251
+ const peak = Math.max(...segments.map((segment) => getActiveRoofHeight(segment)));
252
+ const plan = planRoofLevel(nodes, storey.id, wallHeight + peak);
253
+ if (plan.kind === 'storey') {
254
+ const above = nodes[plan.levelId];
255
+ refuse('storey_above', `${storey.name ?? storey.id} (${storey.id}) has a storey above it, ${above.name ?? above.id} (${above.id}): create_roof caps the top storey, and its roof covers the floors under it. A roof over a lower wing or a porch of ${storey.name ?? storey.id} stands on its walls, below the top storey's: do not roof it from the top storey; the person draws it with the Roof tool on ${storey.name ?? storey.id}.`, { levelId: storey.id, storeyAboveId: above.id });
256
+ }
257
+ const changes = {
258
+ create: plan.create ? [{ node: plan.create, parentId: plan.create.parentId ?? undefined }] : [],
259
+ update: plan.update,
260
+ };
261
+ const [roofX, roofZ] = toWorld([centerX, centerZ]);
262
+ const placed = RoofNode.parse({
263
+ name: input.name ?? 'Roof',
264
+ parentId: plan.levelId,
265
+ position: [roofX, 0, roofZ],
266
+ rotation: angle,
267
+ support: { kind: 'walls' },
268
+ children: segments.map((segment) => segment.id),
269
+ ...(materialPreset && { materialPreset }),
270
+ });
271
+ const draft = [
272
+ { node: placed, parentId: plan.levelId },
273
+ ...segments.map((segment) => ({
274
+ node: { ...segment, parentId: placed.id },
275
+ parentId: placed.id,
276
+ })),
277
+ ];
278
+ // The eave on the storey's wall tops, as the editor's own follow resolves it: walls taller than
279
+ // their storey lift it, and the editor makes no second write after the call.
280
+ const seated = applySceneChanges(nodes, { ...changes, create: [...changes.create, ...draft] });
281
+ const elevation = resolveRoofElevation(seated[placed.id], seated);
282
+ const roof = { ...placed, position: [roofX, elevation, roofZ] };
283
+ // A roof level made for it is as tall as the roof rises over it, the eave's lift included.
284
+ if (plan.create)
285
+ changes.create[0] = {
286
+ node: { ...plan.create, height: Math.max(elevation + wallHeight + peak, 0.2) },
287
+ parentId: plan.create.parentId ?? undefined,
288
+ };
289
+ changes.create.push({ node: roof, parentId: plan.levelId }, ...draft.slice(1));
290
+ return {
291
+ result: {
292
+ ok: true,
293
+ roofId: roof.id,
294
+ roofLevelId: plan.levelId,
295
+ createdRoofLevelId: plan.create?.id ?? null,
296
+ coveredLevelId: storey.id,
297
+ segmentIds: segments.map((segment) => segment.id),
298
+ roofType,
299
+ message: `Created a ${roofType} roof of ${segments.length} segment${segments.length === 1 ? '' : 's'} over ${storey.name ?? storey.id}, on the roof level ${plan.levelId}.`,
300
+ ...(note && { note }),
301
+ },
302
+ changes,
303
+ };
304
+ };
@@ -8,6 +8,7 @@ type OpeningSpec = {
8
8
  height?: number;
9
9
  sillHeight?: number;
10
10
  hingesSide?: 'left' | 'right';
11
+ handleSide?: 'left' | 'right';
11
12
  swingDirection?: 'inward' | 'outward';
12
13
  style?: string;
13
14
  };
@@ -18,6 +19,7 @@ type CreateRoomInput = LevelTargetInput & {
18
19
  wallHeight?: number;
19
20
  wallThickness?: number;
20
21
  outdoor?: boolean;
22
+ rename?: boolean;
21
23
  doors?: OpeningSpec[];
22
24
  windows?: OpeningSpec[];
23
25
  };
@@ -1 +1 @@
1
- {"version":3,"file":"create-room.d.ts","sourceRoot":"","sources":["../../src/agent-operations/create-room.ts"],"names":[],"mappings":"AAMA,OAAO,EAAE,KAAK,gBAAgB,EAAe,MAAM,gBAAgB,CAAA;AACnE,OAAO,EAAe,KAAK,IAAI,EAAE,MAAM,iBAAiB,CAAA;AAExD,OAAO,KAAK,EAAE,cAAc,EAAc,MAAM,SAAS,CAAA;AAEzD,KAAK,WAAW,GAAG;IACjB,SAAS,EAAE,MAAM,CAAA;IACjB,CAAC,CAAC,EAAE,MAAM,CAAA;IACV,KAAK,CAAC,EAAE,MAAM,CAAA;IACd,MAAM,CAAC,EAAE,MAAM,CAAA;IACf,UAAU,CAAC,EAAE,MAAM,CAAA;IACnB,UAAU,CAAC,EAAE,MAAM,GAAG,OAAO,CAAA;IAC7B,cAAc,CAAC,EAAE,QAAQ,GAAG,SAAS,CAAA;IACrC,KAAK,CAAC,EAAE,MAAM,CAAA;CACf,CAAA;AAED,KAAK,eAAe,GAAG,gBAAgB,GAAG;IACxC,IAAI,EAAE,MAAM,CAAA;IACZ,OAAO,EAAE,MAAM,EAAE,EAAE,CAAA;IACnB,KAAK,CAAC,EAAE,MAAM,CAAA;IACd,UAAU,CAAC,EAAE,MAAM,CAAA;IACnB,aAAa,CAAC,EAAE,MAAM,CAAA;IACtB,OAAO,CAAC,EAAE,OAAO,CAAA;IACjB,KAAK,CAAC,EAAE,WAAW,EAAE,CAAA;IACrB,OAAO,CAAC,EAAE,WAAW,EAAE,CAAA;CACxB,CAAA;AAYD,mGAAmG;AACnG,wBAAgB,cAAc,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,SAAS,MAAM,EAAE;;;EAWxE;AA+CD;;;;GAIG;AACH,eAAO,MAAM,UAAU,EAAE,cAAc,CAAC,eAAe,CA+HtD,CAAA"}
1
+ {"version":3,"file":"create-room.d.ts","sourceRoot":"","sources":["../../src/agent-operations/create-room.ts"],"names":[],"mappings":"AAkBA,OAAO,EAAE,KAAK,gBAAgB,EAAe,MAAM,gBAAgB,CAAA;AACnE,OAAO,EAAe,KAAK,IAAI,EAAE,MAAM,iBAAiB,CAAA;AAExD,OAAO,KAAK,EAAE,cAAc,EAAc,MAAM,SAAS,CAAA;AAEzD,KAAK,WAAW,GAAG;IACjB,SAAS,EAAE,MAAM,CAAA;IACjB,CAAC,CAAC,EAAE,MAAM,CAAA;IACV,KAAK,CAAC,EAAE,MAAM,CAAA;IACd,MAAM,CAAC,EAAE,MAAM,CAAA;IACf,UAAU,CAAC,EAAE,MAAM,CAAA;IACnB,UAAU,CAAC,EAAE,MAAM,GAAG,OAAO,CAAA;IAC7B,UAAU,CAAC,EAAE,MAAM,GAAG,OAAO,CAAA;IAC7B,cAAc,CAAC,EAAE,QAAQ,GAAG,SAAS,CAAA;IACrC,KAAK,CAAC,EAAE,MAAM,CAAA;CACf,CAAA;AAED,KAAK,eAAe,GAAG,gBAAgB,GAAG;IACxC,IAAI,EAAE,MAAM,CAAA;IACZ,OAAO,EAAE,MAAM,EAAE,EAAE,CAAA;IACnB,KAAK,CAAC,EAAE,MAAM,CAAA;IACd,UAAU,CAAC,EAAE,MAAM,CAAA;IACnB,aAAa,CAAC,EAAE,MAAM,CAAA;IACtB,OAAO,CAAC,EAAE,OAAO,CAAA;IACjB,MAAM,CAAC,EAAE,OAAO,CAAA;IAChB,KAAK,CAAC,EAAE,WAAW,EAAE,CAAA;IACrB,OAAO,CAAC,EAAE,WAAW,EAAE,CAAA;CACxB,CAAA;AAYD,mGAAmG;AACnG,wBAAgB,cAAc,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,SAAS,MAAM,EAAE;;;EAWxE;AAiDD;;;;GAIG;AACH,eAAO,MAAM,UAAU,EAAE,cAAc,CAAC,eAAe,CAuMtD,CAAA"}
@@ -1,8 +1,13 @@
1
1
  import { isAgentRefusal, refuse } from '../agent-tools/refusal.js';
2
2
  import { doorFacing, planWallOpening } from '../building/wall-openings.js';
3
- import { createZone } from '../commands/structure/create-zone.js';
3
+ import { createZone, walledRoomAt } from '../commands/structure/create-zone.js';
4
4
  import { structureChangeBatch } from '../commands/structure/shared.js';
5
- import { generateId } from '../schema/index.js';
5
+ import { levelFootprintLoops } from '../lib/building-footprint.js';
6
+ import { foundationReadingOfLevel } from '../lib/foundation-construction.js';
7
+ import { foundationWallRule, levelHoldsFoundationWalls } from '../lib/foundation-wall.js';
8
+ import { isAllocatedRoomName } from '../lib/room-name.js';
9
+ import { lotOverhang } from '../lib/site-placement.js';
10
+ import { generateId, } from '../schema/index.js';
6
11
  import { applySceneChanges } from './apply-changes.js';
7
12
  import { targetLevel } from './level-target.js';
8
13
  import { polygonArea } from './plan-geometry.js';
@@ -58,6 +63,7 @@ function derivedSurfaces(nodes, levelId, zoneId) {
58
63
  const ceiling = children.find((node) => node.type === 'ceiling' && node.boundary === 'auto' && node.zoneId === zoneId);
59
64
  return { slabId: slab?.id ?? null, ceilingId: ceiling?.id ?? null };
60
65
  }
66
+ const roundArea = (value) => Math.round(value * 100) / 100;
61
67
  const plural = (count, noun) => `${count} ${noun}${count === 1 ? '' : 's'}`;
62
68
  /**
63
69
  * `create_room`: the editor's room command — walls where no wall runs yet, the zone that names the
@@ -69,6 +75,13 @@ export const createRoom = (nodes, input, context) => {
69
75
  if (levelRole(nodes, level).role === 'roof')
70
76
  refuse('roof_level', `${level.name || level.id} is a roof level, not a storey: build the room on the storey below it.`, { levelId: level.id });
71
77
  const polygon = input.polygon;
78
+ // A room a person named stands where these walls are: no twin zone, and no silent rename. The
79
+ // agent passes rename: true to give it the new name, or asks the person.
80
+ const named = walledRoomAt(nodes, level.id, polygon);
81
+ if (named && !isAllocatedRoomName(named.name) && !input.rename)
82
+ refuse('room_named_by_person', named.name === input.name
83
+ ? `The walls here already enclose the room "${named.name}", with a name of its own, so there is nothing to create: its walls, doors and windows are there. Add what is missing with add_door and add_window.`
84
+ : `The walls here already enclose the room "${named.name}", which has a name of its own (not a number the editor gave it). Creating "${input.name}" would stack a second room on it. To give it the name "${input.name}", pass rename: true only if the person asked for the rename; otherwise ask them whether to rename it. To keep it, leave it as it is.`, { zoneId: named.id, roomName: named.name });
72
85
  let plan;
73
86
  try {
74
87
  plan = createZone(nodes, {
@@ -76,6 +89,7 @@ export const createRoom = (nodes, input, context) => {
76
89
  polygon,
77
90
  name: input.name,
78
91
  enclose: !input.outdoor,
92
+ ...(input.rename ? { adoptNamed: true } : {}),
79
93
  ...(input.outdoor
80
94
  ? { intent: { hasCeiling: false } }
81
95
  : {
@@ -99,7 +113,18 @@ export const createRoom = (nodes, input, context) => {
99
113
  if (plan.conflicts?.length)
100
114
  refuse(plan.conflicts[0].code.replaceAll('-', '_'), plan.conflicts.map((conflict) => conflict.message).join(' '), { conflicts: plan.conflicts });
101
115
  const roomChanges = structureChangeBatch(plan.changes);
102
- if (input.color)
116
+ if (input.color && plan.renamed)
117
+ roomChanges.update = [
118
+ ...roomChanges.update.filter((entry) => entry.id !== plan.zoneId),
119
+ {
120
+ id: plan.zoneId,
121
+ data: {
122
+ ...roomChanges.update.find((entry) => entry.id === plan.zoneId)?.data,
123
+ color: input.color,
124
+ },
125
+ },
126
+ ];
127
+ else if (input.color)
103
128
  roomChanges.create = roomChanges.create.map((entry) => entry.node.id === plan.zoneId
104
129
  ? { ...entry, node: { ...entry.node, color: input.color } }
105
130
  : entry);
@@ -135,23 +160,66 @@ export const createRoom = (nodes, input, context) => {
135
160
  const windowIds = place('window', input.windows);
136
161
  const wallIds = polygon.map((a, i) => wallsAlong(scene, level.id, a, polygon[(i + 1) % polygon.length])[0]?.id ?? null);
137
162
  const reusedWalls = wallIds.filter((id) => id && nodes[id]).length;
163
+ // the room and the walls it raised, their mitred bands: what crosses the lot line
164
+ const raised = new Set(roomChanges.create.flatMap((entry) => (entry.node.type === 'wall' ? [entry.node.id] : [])));
165
+ const holdsFoundation = raised.size > 0 &&
166
+ !input.outdoor &&
167
+ input.wallThickness === undefined &&
168
+ levelHoldsFoundationWalls(scene, level.id);
169
+ const foundation = holdsFoundation
170
+ ? [...raised].filter((id) => scene[id]?.assembly)
171
+ : [];
172
+ const partitions = holdsFoundation ? raised.size - foundation.length : 0;
173
+ const reading = foundationReadingOfLevel(scene, level.id);
174
+ const site = lotOverhang(scene, level.id, [
175
+ polygon,
176
+ ...levelFootprintLoops(scene, scene[level.id], null, raised),
177
+ ]);
138
178
  const result = {
139
179
  ok: true,
140
180
  zoneId: plan.zoneId,
141
181
  wallIds,
142
182
  reusedWalls,
143
- areaSqMeters: Math.round(polygonArea(polygon) * 100) / 100,
183
+ areaSqMeters: roundArea(polygonArea(plan.renamed ? nodes[plan.zoneId].polygon : polygon)),
144
184
  doorIds,
145
185
  windowIds,
146
186
  ...(skippedOpenings.length ? { skippedOpenings } : {}),
187
+ ...(site ? { site } : {}),
188
+ ...(foundation.length
189
+ ? {
190
+ construction: {
191
+ assembly: reading.construction.description,
192
+ foundationWallIds: foundation,
193
+ region: reading.region,
194
+ basis: reading.basis,
195
+ },
196
+ }
197
+ : {}),
147
198
  message: [
148
- `Created ${input.outdoor ? 'outdoor room' : 'room'} "${input.name}" on ${level.name || level.id}`,
199
+ plan.renamed
200
+ ? `Named the ${input.outdoor ? 'outdoor room' : 'room'} the walls already enclose "${input.name}" (it was ${plan.renamed}) on ${level.name || level.id}`
201
+ : `Created ${input.outdoor ? 'outdoor room' : 'room'} "${input.name}" on ${level.name || level.id}`,
149
202
  ...(reusedWalls ? [`reused ${plural(reusedWalls, 'wall')} already there`] : []),
203
+ ...(foundation.length
204
+ ? [
205
+ `${plural(foundation.length, 'new wall')} against the ground ${foundation.length === 1 ? 'is a foundation wall' : 'are foundation walls'} (${reading.construction.description}; ${reading.basis})`,
206
+ ]
207
+ : []),
208
+ ...(partitions
209
+ ? [
210
+ `${plural(partitions, 'new wall')} inside the outline ${partitions === 1 ? 'is an ordinary wall' : 'are ordinary walls'}: ${foundationWallRule(reading)}`,
211
+ ]
212
+ : []),
150
213
  ...(doorIds.length ? [plural(doorIds.length, 'door')] : []),
151
214
  ...(windowIds.length ? [plural(windowIds.length, 'window')] : []),
152
215
  ...(skippedOpenings.length
153
216
  ? [`skipped ${plural(skippedOpenings.length, 'opening')} (see skippedOpenings)`]
154
217
  : []),
218
+ ...(site
219
+ ? [
220
+ `it reaches ${site.overhangM} m past the lot line (${site.sides.join(', ')}): the house belongs inside the buildable area (get_site, place_building)`,
221
+ ]
222
+ : []),
155
223
  ].join(', '),
156
224
  };
157
225
  return {
@@ -1,33 +1,11 @@
1
- import { type LevelTargetInput } from './level-target.js';
1
+ import type { CreateStairInput } from '../agent-tools/stairs.js';
2
2
  import type { AgentOperation } from './types.js';
3
- type CreateStairInput = LevelTargetInput & {
4
- x: number;
5
- z: number;
6
- rotation?: number;
7
- width?: number;
8
- length?: number;
9
- height?: number;
10
- steps?: number;
11
- toLevelId?: string;
12
- railingMode?: 'none' | 'left' | 'right' | 'both';
13
- materialPreset?: string;
14
- name?: string;
15
- createDestinationSlabOpening?: boolean;
16
- createSourceCeilingOpening?: boolean;
17
- destinationSlabId?: string;
18
- sourceCeilingId?: string;
19
- openingWidth?: number;
20
- openingLength?: number;
21
- openingOffset?: number;
22
- openingCenter?: [number, number];
23
- openingRotation?: number;
24
- };
25
3
  /**
26
- * `create_stair`: a straight flight placed as the editor's stair tool places one — rising to the
27
- * next level (made when there is none), its floor openings owned and cut by the stair. With the
28
- * opening controls create_stair_between_levels had, the opening is cut as given instead, owned by
29
- * the stair as main's are, and the stair's own opening is off so nothing is cut twice.
4
+ * `create_stair`: a straight, L or U stair placed as the editor's stair tool places one — rising to
5
+ * the next level (made when there is none), its floor openings owned and cut by the stair — or a
6
+ * flight to no level, which rises as asked and cuts nothing. With the opening controls
7
+ * create_stair_between_levels had, the opening is cut as given instead, owned by the stair as main's
8
+ * are, and the stair's own opening is off so nothing is cut twice.
30
9
  */
31
10
  export declare const createStair: AgentOperation<CreateStairInput>;
32
- export {};
33
11
  //# sourceMappingURL=create-stair.d.ts.map
@@ -1 +1 @@
1
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+ {"version":3,"file":"create-stair.d.ts","sourceRoot":"","sources":["../../src/agent-operations/create-stair.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAE,gBAAgB,EAAE,MAAM,uBAAuB,CAAA;AAsB7D,OAAO,KAAK,EAAE,cAAc,EAA4B,MAAM,SAAS,CAAA;AA6DvE;;;;;;GAMG;AACH,eAAO,MAAM,WAAW,EAAE,cAAc,CAAC,gBAAgB,CAiQxD,CAAA"}