pixtuoid 0.8.0

Terminal pixel-art office for AI coding agents
Documentation
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//! Live debug layer toggled by `w`: the walkable mask (red), each furniture's
//! allowed approach sides (green) / on-furniture seat cells (magenta), and the
//! live A* route polylines of walking agents (cyan), composited over the
//! finished scene before the half-block flush.
//!
//! This is a debug VIEW over the SAME data the renderer + router already use —
//! `layout.is_walkable` (the one walkable mask), `furniture_def(_).approach`
//! (the one approach model, rotated by facing), and each agent's frozen
//! `walk_path` — never a second source. Off by default; transient (not config).

use std::collections::HashMap;

use pixtuoid_core::sprite::{Rgb, RgbBuffer};
use pixtuoid_core::{AgentId, SceneState};

use super::palette::blend_over;
use crate::tui::layout::{
    desk_walk_anchor, furniture_def, Facing, Furniture, Layout, Point, Size, WaypointKind,
};
use crate::tui::motion::MotionState;

const BLOCKED: Rgb = Rgb {
    r: 220,
    g: 60,
    b: 60,
}; // walkable mask — blocked ground
const APPROACH: Rgb = Rgb {
    r: 70,
    g: 220,
    b: 110,
}; // allowed approach cell (off a side)
const SEAT: Rgb = Rgb {
    r: 235,
    g: 80,
    b: 215,
}; // occupies_pos cell (sprite sits ON it)
const ROUTE: Rgb = Rgb {
    r: 70,
    g: 210,
    b: 235,
}; // live A* route polyline

/// N, S, E, W unit dirs (same axes `ApproachSides::allows` expects).
const DIRS: [(i32, i32); 4] = [(0, -1), (0, 1), (1, 0), (-1, 0)];

pub(super) fn paint(
    buf: &mut RgbBuffer,
    layout: &Layout,
    scene: &SceneState,
    motion: &HashMap<AgentId, MotionState>,
) {
    paint_mask(buf, layout);
    paint_approach(buf, layout);
    paint_routes(buf, scene, motion);
}

fn tint(buf: &mut RgbBuffer, x: i32, y: i32, c: Rgb, t: f32) {
    if x < 0 || y < 0 {
        return;
    }
    let (x, y) = (x as u16, y as u16);
    if x >= buf.width || y >= buf.height {
        return;
    }
    let color = blend_over(buf, x, y, c, t);
    buf.put(x, y, color);
}

/// 3×3 marker centred on `(cx, cy)`.
fn blob(buf: &mut RgbBuffer, cx: i32, cy: i32, c: Rgb, t: f32) {
    for dy in -1..=1 {
        for dx in -1..=1 {
            tint(buf, cx + dx, cy + dy, c, t);
        }
    }
}

fn paint_mask(buf: &mut RgbBuffer, layout: &Layout) {
    for y in 0..layout.buf_h {
        for x in 0..layout.buf_w {
            if !layout.is_walkable(x, y) {
                tint(buf, x as i32, y as i32, BLOCKED, 0.38);
            }
        }
    }
}

/// First A*-REACHABLE walkable cell scanning `(dx, dy)` from `origin`, stepping
/// DEEPER through the contiguous walkable run past any coarse-rejected EDGE cell
/// (e.g. a back-row desk's gap edge). Mirrors `core::approach_point`'s seat scan
/// so the green dots land exactly where the agent actually routes; the `entered`
/// guard stops at the first blocked pixel so it never hops a second obstacle.
/// `None` if the side has no reachable cell. ONE scan for both the waypoint seats
/// and the home desks below.
fn first_reachable_on_side(layout: &Layout, origin: Point, dx: i32, dy: i32) -> Option<Point> {
    let mut entered = false;
    for dist in 1..=SEAT_APPROACH_SCAN {
        let cx = origin.x as i32 + dx * dist;
        let cy = origin.y as i32 + dy * dist;
        if cx < 0 || cy < 0 {
            break;
        }
        let c = Point {
            x: cx as u16,
            y: cy as u16,
        };
        if layout.is_walkable(c.x, c.y) {
            entered = true;
            if layout.reachable.reaches(c) {
                return Some(c);
            }
        } else if entered {
            break;
        }
    }
    None
}

fn paint_approach(buf: &mut RgbBuffer, layout: &Layout) {
    for wp in &layout.waypoints {
        let def = furniture_def(wp.kind.furniture());
        if def.occupies_pos {
            // Seat / stand-on cell — the sprite SETTLES ON `pos` (magenta).
            blob(buf, wp.pos.x as i32, wp.pos.y as i32, SEAT, 0.7);
            // ...but A* routes to an APPROACH POINT off an allowed side (green),
            // then a post-A* settle bridges approach → seat. Mark the first
            // walkable + reachable cell on each ALLOWED side (facing-rotated) so
            // the approach point reads DISTINCT from the seat — the viewer can
            // confirm the agent enters from its natural side, not the backrest.
            for (dx, dy) in DIRS {
                if !def.approach.allows(wp.facing, (dx, dy)) {
                    continue;
                }
                if let Some(c) = first_reachable_on_side(layout, wp.pos, dx, dy) {
                    blob(buf, c.x as i32, c.y as i32, APPROACH, 0.7);
                }
            }
            continue;
        }
        // Obstacle: mark the cell just off each ALLOWED side (facing-rotated).
        // Pantry's footprint is runtime-sized.
        let fp = if wp.kind == WaypointKind::Pantry {
            Some(layout.pantry_counter_size)
        } else {
            def.footprint
        };
        let Some(Size { w, h }) = fp else {
            continue;
        };
        let (hx, hy) = ((w / 2) as i32, (h / 2) as i32);
        for (dx, dy) in DIRS {
            if def.approach.allows(wp.facing, (dx, dy)) {
                blob(
                    buf,
                    wp.pos.x as i32 + dx * (hx + 1),
                    wp.pos.y as i32 + dy * (hy + 1),
                    APPROACH,
                    0.7,
                );
            }
        }
    }
    // Home desks: the chair (`desk_walk_anchor` == `seated_foot_cell(Desk)`) is
    // the SEAT the sprite settles onto (magenta, inside the blocked footprint),
    // and A* now routes to an APPROACH POINT off an allowed N/E/W side (green) —
    // the SAME split as the seats. Mirror `desk_approach_cell`'s per-side scan
    // from the CHAIR (not the top-left corner) so every allowed+reachable side
    // shows, including the east (the corner scan can't clear the 16px body).
    let desk_def = furniture_def(Furniture::Desk);
    for desk in &layout.home_desks {
        let chair = desk_walk_anchor(*desk);
        blob(buf, chair.x as i32, chair.y as i32, SEAT, 0.7);
        for (dx, dy) in DIRS {
            if !desk_def.approach.allows(Facing::South, (dx, dy)) {
                continue;
            }
            if let Some(c) = first_reachable_on_side(layout, chair, dx, dy) {
                blob(buf, c.x as i32, c.y as i32, APPROACH, 0.7);
            }
        }
    }
}

fn paint_routes(buf: &mut RgbBuffer, scene: &SceneState, motion: &HashMap<AgentId, MotionState>) {
    for agent in scene.agents.values() {
        let Some(ms) = motion.get(&agent.agent_id) else {
            continue;
        };
        let Some(wp) = &ms.walk_path else {
            continue;
        };
        for seg in wp.path.windows(2) {
            line(buf, seg[0], seg[1], ROUTE);
        }
    }
}

/// Scan this far from a seat centre to clear the (wide) furniture body and land
/// on the first floor cell — mirrors `approach.rs::SEAT_APPROACH_SCAN`.
const SEAT_APPROACH_SCAN: i32 = 14;

/// Integer Bresenham line between two pixel points.
fn line(buf: &mut RgbBuffer, a: Point, b: Point, c: Rgb) {
    let (mut x0, mut y0) = (a.x as i32, a.y as i32);
    let (x1, y1) = (b.x as i32, b.y as i32);
    let dx = (x1 - x0).abs();
    let dy = -(y1 - y0).abs();
    let sx = if x0 < x1 { 1 } else { -1 };
    let sy = if y0 < y1 { 1 } else { -1 };
    let mut err = dx + dy;
    loop {
        tint(buf, x0, y0, c, 0.8);
        if x0 == x1 && y0 == y1 {
            break;
        }
        let e2 = 2 * err;
        if e2 >= dy {
            err += dy;
            x0 += sx;
        }
        if e2 <= dx {
            err += dx;
            y0 += sy;
        }
    }
}

#[cfg(test)]
mod tests {
    use super::*;
    use crate::tui::layout::SceneLayout;

    fn greenish(c: Rgb) -> bool {
        c.g > c.r && c.g > c.b
    }
    fn magentaish(c: Rgb) -> bool {
        c.r > c.g && c.b > c.g
    }

    /// The `w` overlay must show a seat's APPROACH POINT (green, where A* routes)
    /// distinct from the SEAT cell (magenta, where the sprite settles) — so a
    /// viewer can confirm the agent enters from its natural side, not the seat.
    #[test]
    fn overlay_marks_seat_approach_sides_distinct_from_the_seat_cell() {
        let l = SceneLayout::compute_with_seed(200, 130, 8, 0).unwrap();
        let couch = l
            .waypoints
            .iter()
            .find(|w| w.kind == WaypointKind::Couch)
            .expect("a lounge couch seat");
        let mut buf = RgbBuffer::filled(l.buf_w, l.buf_h, Rgb { r: 0, g: 0, b: 0 });
        paint_approach(&mut buf, &l);

        assert!(
            magentaish(buf.get(couch.pos.x, couch.pos.y)),
            "seat cell must be tinted toward SEAT (magenta), got {:?}",
            buf.get(couch.pos.x, couch.pos.y)
        );

        let def = furniture_def(couch.kind.furniture());
        let mut found_green_approach = false;
        for (dx, dy) in DIRS {
            if !def.approach.allows(couch.facing, (dx, dy)) {
                continue;
            }
            for dist in 1..=SEAT_APPROACH_SCAN {
                let (cx, cy) = (
                    couch.pos.x as i32 + dx * dist,
                    couch.pos.y as i32 + dy * dist,
                );
                if cx < 0 || cy < 0 {
                    break;
                }
                let c = Point {
                    x: cx as u16,
                    y: cy as u16,
                };
                if l.is_walkable(c.x, c.y) {
                    if l.reachable.reaches(c) && greenish(buf.get(c.x, c.y)) {
                        found_green_approach = true;
                    }
                    break;
                }
            }
        }
        assert!(
            found_green_approach,
            "at least one allowed, reachable approach cell must be tinted toward APPROACH (green)"
        );
    }

    /// The home desk joined the unified approach model: its chair
    /// (`desk_walk_anchor` == `seated_foot_cell(Desk)`) is the SEAT (magenta,
    /// inside the blocked footprint) and A* routes to an APPROACH POINT off an
    /// allowed N/E/W side (green). The `w` overlay must show them distinct — the
    /// same split as the seats — so a viewer can confirm the entry walks AROUND
    /// to a side, not through the desk front.
    #[test]
    fn overlay_marks_desk_approach_distinct_from_the_chair() {
        use pixtuoid_core::layout::{Facing, Furniture};
        let l = SceneLayout::compute_with_seed(200, 130, 8, 0).unwrap();
        let desk = *l.home_desks.first().expect("a home desk");
        let chair = desk_walk_anchor(desk);
        let mut buf = RgbBuffer::filled(l.buf_w, l.buf_h, Rgb { r: 0, g: 0, b: 0 });
        paint_approach(&mut buf, &l);

        assert!(
            magentaish(buf.get(chair.x, chair.y)),
            "the desk chair must be tinted toward SEAT (magenta), got {:?}",
            buf.get(chair.x, chair.y)
        );

        // Scan from the CHAIR (== production `desk_approach_cell`), not the desk
        // corner — that is what makes every allowed side reachable.
        let def = furniture_def(Furniture::Desk);
        let mut found_green_approach = false;
        for (dx, dy) in DIRS {
            if !def.approach.allows(Facing::South, (dx, dy)) {
                continue;
            }
            for dist in 1..=SEAT_APPROACH_SCAN {
                let (cx, cy) = (chair.x as i32 + dx * dist, chair.y as i32 + dy * dist);
                if cx < 0 || cy < 0 {
                    break;
                }
                let c = Point {
                    x: cx as u16,
                    y: cy as u16,
                };
                if l.is_walkable(c.x, c.y) {
                    if l.reachable.reaches(c) && greenish(buf.get(c.x, c.y)) {
                        found_green_approach = true;
                    }
                    break;
                }
            }
        }
        assert!(
            found_green_approach,
            "at least one allowed, reachable desk approach cell must be tinted green"
        );
    }

    fn slot(id: AgentId) -> pixtuoid_core::AgentSlot {
        use pixtuoid_core::state::{ActivityState, GlobalDeskIndex};
        use std::path::PathBuf;
        use std::sync::Arc;
        use std::time::SystemTime;
        let now = SystemTime::UNIX_EPOCH;
        pixtuoid_core::AgentSlot {
            agent_id: id,
            source: Arc::from("claude-code"),
            session_id: Arc::from("s"),
            cwd: Arc::from(PathBuf::from("/x").as_path()),
            label: Arc::from("x"),
            state: ActivityState::Idle,
            state_started_at: now,
            created_at: now,
            last_event_at: now,
            exiting_at: None,
            pending_idle_at: None,
            desk_index: GlobalDeskIndex(0),
            floor_idx: 0,
            tool_call_count: 0,
            active_ms: 0,
            unknown_cwd: false,
            parent_id: None,
        }
    }

    // paint_routes skips an agent absent from the motion map (187) and one whose
    // MotionState has no frozen walk_path (190); it draws the route polyline for
    // an agent with a frozen walk_path. A path endpoint at/past the buffer edge
    // also exercises tint's out-of-bounds guard (63).
    #[test]
    fn paint_routes_draws_frozen_paths_and_skips_the_rest() {
        use crate::tui::motion::{MotionState, WalkPathSnapshot};
        use std::collections::HashMap;

        let mut scene = SceneState::uniform(8);
        let id_path = AgentId::from_transcript_path("/with_path.jsonl");
        let id_nopath = AgentId::from_transcript_path("/no_path.jsonl");
        let id_absent = AgentId::from_transcript_path("/absent.jsonl");
        for id in [id_path, id_nopath, id_absent] {
            scene.agents.insert(id, slot(id));
        }
        let mut motion: HashMap<AgentId, MotionState> = HashMap::new();
        let mut ms_path = MotionState::new(id_path);
        ms_path.walk_path = Some(WalkPathSnapshot {
            from: Point { x: 5, y: 5 },
            to: Point { x: 80, y: 80 },
            path: vec![Point { x: 5, y: 5 }, Point { x: 80, y: 80 }],
        });
        motion.insert(id_path, ms_path);
        motion.insert(id_nopath, MotionState::new(id_nopath)); // walk_path: None
                                                               // id_absent intentionally NOT inserted into the motion map.

        let bg = Rgb { r: 0, g: 0, b: 0 };
        let mut buf = RgbBuffer::filled(50, 50, bg);
        paint_routes(&mut buf, &scene, &motion);
        let painted = (0..50u16)
            .flat_map(|y| (0..50u16).map(move |x| (x, y)))
            .any(|(x, y)| buf.get(x, y) != bg);
        assert!(painted, "the frozen walk_path must draw a route polyline");
    }

    // first_reachable_on_side breaks the moment the scan steps to a negative
    // coordinate (cx < 0 || cy < 0), returning None — the line-101 break.
    #[test]
    fn first_reachable_on_side_breaks_on_negative_coords() {
        let l = SceneLayout::compute_with_seed(200, 130, 8, 0).unwrap();
        assert_eq!(
            first_reachable_on_side(&l, Point { x: 0, y: 0 }, -1, 0),
            None,
            "scanning into negative x must break and return None"
        );
        assert_eq!(
            first_reachable_on_side(&l, Point { x: 0, y: 0 }, 0, -1),
            None,
            "scanning into negative y must break and return None"
        );
    }
}