feat(maps): Building Interior generator#149
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- generateBuilding: 2-ring shell, optional L-shaped plan (party wall + wing, dead corner returns to exterior mass), recursive wall-line partition where the split tree is the connectivity spanning tree - Doors punch in a SECOND pass after every wall exists, at spots open on both sides — punching during the split let a child wall land flush against a parent's door and seal a room (caught by the seed-14 connectivity test) - Furnishings: hearth, sparse columns, cellar stair, density-scaled trap/treasure; scale-aware names (Townhouse/Manor Floor/Grand Hall) - Household tagging: party at the front door, boss in the deepest room, far half hostile; grim household flavor pools (the knives are all accounted for except one) - 'building' joins the Layout select on both pages; freeze pin added Closes #146
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PR 2 of milestone #8 Map Layouts & Scale. Closes #146. Stacked on #148 (PR 1) — merge that first.
What changed
generateBuilding: a 2-ring shell encloses a floor plan that's optionally L-shaped (party wall + shorter wing; the dead corner returns to exterior mass). A recursive wall-line partition divides the interior — and because every cut separates exactly two regions, the split tree doubles as the connectivity spanning tree.Tests
6 new building tests with fallback-proof discriminators (house names, ≤1 stair, interior floor-dominance, household archetypes — the naive versions passed on the dungeon fallback and were sharpened until they failed properly). Full suite 663 passing; typecheck, lint, build clean. Verified on the static build: 16×12 Townhouse with Front Hall, Hearth, and Chapel Niche.