fix(assets): address PR #83 review — tile map corrections

Review fixes:
- Terminal: fix sightlines comment col 22 → col 28 (actual window position)
- Last Shift: fix door comment col 21 → col 22, add spatial features
  (bar counter W-stubs cols 1-2, table clusters, card table, ticker mount)
- Maintenance corridors: extend transition corridor from 26 to 40 tiles
  per D-093 spec (grid now 58x6)
- Gate ground: expand customs zone from 8 to 10 rows per D-093 spec,
  correct freight (20 tiles west) / ped (10 tiles east) layout with
  6-tile corridor between (grid now 40x34)
- Gate gallery: add staircase entrance tile (col 1 row 0 = R)
- District description: update from "Three social sites" to five locations

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-04 23:10:48 +01:00
co-authored by Claude Opus 4.6
parent 610dd78ff1
commit 895a77ae68
6 changed files with 66 additions and 53 deletions
@@ -4,8 +4,9 @@
display_name: "Sova Transit District" display_name: "Sova Transit District"
description: > description: >
A 40-year-old prefab-modular-retrofitted freight logistics hub on Station Sova. A 40-year-old prefab-modular-retrofitted freight logistics hub on Station Sova.
Three social sites: The Terminal (logistics hub), The Last Shift (bar), Five locations: The Terminal (logistics hub), The Last Shift (bar),
and maintenance corridors. maintenance corridors, gate corridor (ground level), and the observation
gallery (Commission-only, z=2 above the gate concourse).
locations: locations:
- "the-terminal" - "the-terminal"
- "the-last-shift" - "the-last-shift"
@@ -23,13 +23,13 @@ tile_bounds:
# W = Wall (solid) # W = Wall (solid)
# #
# Layout (32 wide x 10 tall): # Layout (32 wide x 10 tall):
# Row 0: North wall # Row 0: North wall with staircase entrance (col 1 = R, access point)
# Rows 1-8: Gallery floor (R tiles — restricted access) # Rows 1-8: Gallery floor (R tiles — restricted access)
# Row 9: South wall (gallery rail — transparent low wall, modeled as W; # Row 9: South wall (gallery rail — transparent low wall, modeled as W;
# cross-z LOS is handled server-side) # cross-z LOS is handled server-side)
tiles: tiles:
- "WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW" - "WRWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW"
- "WRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRW" - "WRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRW"
- "WRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRW" - "WRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRW"
- "WRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRW" - "WRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRW"
@@ -15,25 +15,26 @@ tile_bounds:
x_min: 0 x_min: 0
y_min: 0 y_min: 0
x_max: 39 x_max: 39
y_max: 31 y_max: 33
z: 1 z: 1
# Legend: # Legend:
# F = Floor (walkable) W = Wall (solid, blocks LOS) # F = Floor (walkable) W = Wall (solid, blocks LOS)
# R = Restricted (access-tier gated) # R = Restricted (access-tier gated)
# #
# Layout (40 wide x 32 tall): # Layout (40 wide x 34 tall):
# Row 0: North wall # Row 0: North wall
# Rows 1-4: Aperture chamber (centered 8 wide, R tiles — restricted) # Rows 1-4: Aperture chamber (centered 8 wide, R tiles — restricted)
# Row 5: Wall separator # Row 5: Wall separator
# Rows 6-13: Freight staging (west, 24 tiles) | passenger arrival (east, 13 tiles) # Rows 6-13: Freight staging (west, 24 tiles) | passenger arrival (east, 13 tiles)
# Row 14: Wall with door gaps (cols 12, 32) # Row 14: Wall with door gaps (cols 12, 32)
# Rows 15-22: Freight customs (west, 20 tiles, lane walls) | ped customs (east, 17 tiles, lanes) # Rows 15-24: Freight customs (west, 20 tiles, 3 lanes at 6vt + wall stubs)
# Row 23: Wall with wide opening to concourse (cols 5-34 open) # | corridor (6 tiles) | ped customs (east, 10 tiles, 3 lanes)
# Rows 24-31: Gate concourse (full 38-tile width, 8 rows — public open space) # Row 25: Wall with wide opening to concourse (cols 5-34 open)
# Rows 26-33: Gate concourse (full 38-tile width, 8 rows — public open space)
# #
# D-093 zone dimensions: freight customs 20x10, ped customs 12x10 (10 rows each)
# Corridor width: gate concourse 8vt (D-093) # Corridor width: gate concourse 8vt (D-093)
# Customs lanes: freight 2vt/lane with wall stubs, pedestrian 1vt/lane
tiles: tiles:
- "WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW" - "WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW"
@@ -51,14 +52,16 @@ tiles:
- "WFFFFFFFFFFFFFFFFFFFFFFFFWFFFFFFFFFFFFFW" - "WFFFFFFFFFFFFFFFFFFFFFFFFWFFFFFFFFFFFFFW"
- "WFFFFFFFFFFFFFFFFFFFFFFFFWFFFFFFFFFFFFFW" - "WFFFFFFFFFFFFFFFFFFFFFFFFWFFFFFFFFFFFFFW"
- "WWWWWWWWWWWWFWWWWWWWWWWWWWWWWWWWFWWWWWWW" - "WWWWWWWWWWWWFWWWWWWWWWWWWWWWWWWWFWWWWWWW"
- "WFFFFFWFFFFFWFFFFFFFFWFFFFWFFFFWFFFFFFFW" - "WFFFFFFWFFFFFFWFFFFFFWFFFFFFWFFWFFFWFFFW"
- "WFFFFFWFFFFFWFFFFFFFFWFFFFWFFFFWFFFFFFFW" - "WFFFFFFWFFFFFFWFFFFFFWFFFFFFWFFWFFFWFFFW"
- "WFFFFFWFFFFFWFFFFFFFFWFFFFWFFFFWFFFFFFFW" - "WFFFFFFWFFFFFFWFFFFFFWFFFFFFWFFWFFFWFFFW"
- "WFFFFFWFFFFFWFFFFFFFFWFFFFWFFFFWFFFFFFFW" - "WFFFFFFWFFFFFFWFFFFFFWFFFFFFWFFWFFFWFFFW"
- "WFFFFFWFFFFFWFFFFFFFFWFFFFWFFFFWFFFFFFFW" - "WFFFFFFWFFFFFFWFFFFFFWFFFFFFWFFWFFFWFFFW"
- "WFFFFFWFFFFFWFFFFFFFFWFFFFWFFFFWFFFFFFFW" - "WFFFFFFWFFFFFFWFFFFFFWFFFFFFWFFWFFFWFFFW"
- "WFFFFFWFFFFFWFFFFFFFFWFFFFWFFFFWFFFFFFFW" - "WFFFFFFWFFFFFFWFFFFFFWFFFFFFWFFWFFFWFFFW"
- "WFFFFFWFFFFFWFFFFFFFFWFFFFWFFFFWFFFFFFFW" - "WFFFFFFWFFFFFFWFFFFFFWFFFFFFWFFWFFFWFFFW"
- "WFFFFFFWFFFFFFWFFFFFFWFFFFFFWFFWFFFWFFFW"
- "WFFFFFFWFFFFFFWFFFFFFWFFFFFFWFFWFFFWFFFW"
- "WWWWWFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFWWWWW" - "WWWWWFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFWWWWW"
- "WFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFW" - "WFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFW"
- "WFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFW" - "WFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFW"
@@ -72,8 +75,9 @@ tiles:
sightlines: sightlines:
open: false open: false
notes: > notes: >
Gate concourse (rows 24-31) is wide open with full sightlines. Gate concourse (rows 26-33) is wide open with full sightlines.
Customs lanes have wall stubs creating partial occlusion between Customs lanes have wall stubs creating partial occlusion between
lanes. Aperture chamber is fully walled and restricted. Cross-z lanes. Freight customs (west, 20 tiles, 3 lanes at 6vt) is wider
LOS from the observation gallery (z=2) into the concourse is than pedestrian customs (east, 10 tiles, 3 lanes). Aperture chamber
handled server-side; the gallery rail is a transparent low wall. is fully walled and restricted. Cross-z LOS from the observation
gallery (z=2) into the concourse is handled server-side.
@@ -16,7 +16,7 @@ description: >
tile_bounds: tile_bounds:
x_min: 0 x_min: 0
y_min: 0 y_min: 0
x_max: 43 x_max: 57
y_max: 5 y_max: 5
z: 0 z: 0
@@ -24,29 +24,31 @@ tile_bounds:
# F = Floor (walkable) W = Wall (solid, blocks LOS) # F = Floor (walkable) W = Wall (solid, blocks LOS)
# R = Restricted (access-tier gated) # R = Restricted (access-tier gated)
# #
# Layout (44 wide x 6 tall): # Layout (58 wide x 6 tall):
# Row 0: North wall # Row 0: North wall
# Row 1: Restricted storage (west, 8 tiles) | wall | corridor (26) | wall | hatch room (east, 6) # Row 1: Restricted storage (west, 8 tiles) | wall | corridor (40 tiles) | wall | hatch room (east, 6)
# Row 2: Doors connect rooms (F in wall positions at cols 9 and 36) # Row 2: Doors connect rooms (F in wall positions at cols 9 and 50)
# Row 3-4: Same as row 1 (walls between rooms) # Row 3-4: Same as row 1 (walls between rooms)
# Row 5: South wall # Row 5: South wall
# #
# Corridor width: 2vt visible at rows 1-4 (internal height, standard maintenance) # Corridor width: 2vt visible at rows 1-4 (internal height, maintenance standard)
# Transition corridor: 26 tiles (~26m at 1m/vt) between storage and hatch # Transition corridor: 40 tiles (~40m at 1m/vt) between storage and hatch per D-093
# Restricted storage: R tiles for access restriction # Restricted storage: R tiles for access restriction
# Maintenance hatch: F tiles (cross-z connection is future movement feature) # Maintenance hatch: F tiles (cross-z connection is future movement feature)
# Design: mundane maintenance appearance per D-093 G-08
tiles: tiles:
- "WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW" - "WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW"
- "WRRRRRRRRWFFFFFFFFFFFFFFFFFFFFFFFFFFWFFFFFFW" - "WRRRRRRRRWFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFWFFFFFFW"
- "WRRRRRRRRFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFW" - "WRRRRRRRRFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFW"
- "WRRRRRRRRWFFFFFFFFFFFFFFFFFFFFFFFFFFWFFFFFFW" - "WRRRRRRRRWFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFWFFFFFFW"
- "WRRRRRRRRWFFFFFFFFFFFFFFFFFFFFFFFFFFWFFFFFFW" - "WRRRRRRRRWFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFWFFFFFFW"
- "WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW" - "WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW"
sightlines: sightlines:
open: false open: false
notes: > notes: >
Long straight corridor with limited concealment. Storage and hatch Long straight corridor (40 tiles) with limited concealment. Storage and
rooms are separated by walls with single-tile doors. Mundane hatch rooms are separated by walls with single-tile doors at row 2.
appearance per D-093 G-08 — no visually suspicious tile arrangements. Mundane appearance per D-093 G-08 — no visually suspicious tile
arrangements.
@@ -20,13 +20,17 @@ tile_bounds:
# Legend: # Legend:
# F = Floor (walkable) W = Wall (solid, blocks LOS) # F = Floor (walkable) W = Wall (solid, blocks LOS)
# V = Void (outside building) R = Restricted (access-tier gated)
# #
# Layout (34 wide x 22 tall): # Layout (34 wide x 22 tall):
# Row 0: North exterior wall # Row 0: North exterior wall
# Rows 1-4: Main floor + corner booth (NE, cols 26-31, walled alcove) # Rows 1-4: Main floor + corner booth (NE, cols 26-31, walled alcove)
# Rows 5-16: Open main floor (bar counter is furniture on F tiles) # Row 5: Bar counter starts (cols 1-2 = W fixture)
# Row 17: Back room north wall with door (col 21 = F) # Rows 6-10: Bar counter (cols 1-2 W), tables (W stubs), card table (col 25)
# Row 11: Open transition floor
# Rows 12-14: Table clusters (W stubs at cols 8, 16, 24)
# Row 15: News ticker mount (col 31 = W stub)
# Row 16: Open floor
# Row 17: Back room north wall with door (col 22 = F)
# Rows 18-20: Main floor (west) + back room (east, cols 22-32) # Rows 18-20: Main floor (west) + back room (east, cols 22-32)
# Row 21: South wall with alley exit gap (cols 29-32 = F) # Row 21: South wall with alley exit gap (cols 29-32 = F)
@@ -36,17 +40,17 @@ tiles:
- "WFFFFFFFFFFFFFFFFFFFFFFFFFWFFFFFFW" - "WFFFFFFFFFFFFFFFFFFFFFFFFFWFFFFFFW"
- "WFFFFFFFFFFFFFFFFFFFFFFFFFWFFFFFFW" - "WFFFFFFFFFFFFFFFFFFFFFFFFFWFFFFFFW"
- "WFFFFFFFFFFFFFFFFFFFFFFFFFWFFFFFFW" - "WFFFFFFFFFFFFFFFFFFFFFFFFFWFFFFFFW"
- "WWWFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFW"
- "WWWFFFFFFFFFFFFFFFFFFFFFFWFFFFFFFW"
- "WWWFFFFFFFWFFFFFFFWFFFFFFWFFFFFFFW"
- "WWWFFFFFFFWFFFFFFFWFFFFFFFFFFFFFFW"
- "WWWFFFFFFFFFFFWFFFFFFFFFFFFFFFFFFW"
- "WWWFFFFFFFFFFFWFFFFFFFFFFFFFFFFFFW"
- "WFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFW" - "WFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFW"
- "WFFFFFFFWFFFFFFFWFFFFFFFWFFFFFFFFW"
- "WFFFFFFFWFFFFFFFWFFFFFFFWFFFFFFFFW"
- "WFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFW" - "WFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFW"
- "WFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFW" - "WFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFWFW"
- "WFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFW"
- "WFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFW"
- "WFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFW"
- "WFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFW"
- "WFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFW"
- "WFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFW"
- "WFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFW"
- "WFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFW"
- "WFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFW" - "WFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFW"
- "WFFFFFFFFFFFFFFFFFFFFWFWFFFFFFFFFW" - "WFFFFFFFFFFFFFFFFFFFFWFWFFFFFFFFFW"
- "WFFFFFFFFFFFFFFFFFFFFWFFFFFFFFFFFW" - "WFFFFFFFFFFFFFFFFFFFFWFFFFFFFFFFFW"
@@ -59,7 +63,9 @@ sightlines:
notes: > notes: >
Corner booth (NE alcove, rows 1-4) has LOS to bar counter, card table Corner booth (NE alcove, rows 1-4) has LOS to bar counter, card table
area, main entrance, and back room door. Bar counter along west wall area, main entrance, and back room door. Bar counter along west wall
gives staff full sightlines across the main floor. Back room is (cols 1-2, rows 5-10) gives staff full sightlines across the main
partially occluded by wall at col 21. floor. Back room is partially occluded by wall at col 21. Back room
door at col 22. Table W-stubs create partial cover but do not fully
block sightlines.
social_site: "bar" social_site: "bar"
@@ -27,7 +27,7 @@ tile_bounds:
# Rows 1-4: Restricted storage (NW, 11 tiles) + corridor + supervisor office (NE, 9 tiles) # Rows 1-4: Restricted storage (NW, 11 tiles) + corridor + supervisor office (NE, 9 tiles)
# Row 5: Storage south wall; corridor + office continue # Row 5: Storage south wall; corridor + office continue
# Rows 6-8: Open corridor; supervisor office east side # Rows 6-8: Open corridor; supervisor office east side
# Row 7: ** Supervisor window — col 22 is F (LOS gap into office) ** # Row 7: ** Supervisor window — col 28 is F (LOS gap into office) **
# Row 9: Supervisor office south wall # Row 9: Supervisor office south wall
# Rows 10-11: Main corridor (full width chokepoint — high sightline value) # Rows 10-11: Main corridor (full width chokepoint — high sightline value)
# Rows 12-17: Manifest processing (west, 14 tiles) + break room (east, 13 tiles) # Rows 12-17: Manifest processing (west, 14 tiles) + break room (east, 13 tiles)
@@ -70,7 +70,7 @@ tiles:
sightlines: sightlines:
open: false open: false
notes: > notes: >
Supervisor office window faces main corridor at row 7, col 22 (F gap in Supervisor office window faces main corridor at row 7, col 28 (F gap in
wall line). Player standing in the corridor has direct LOS into the wall line). Player standing in the corridor has direct LOS into the
office interior. This is the primary investigative discovery moment. office interior. This is the primary investigative discovery moment.