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3 commits
pr-agent-s
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4 changed files with 170 additions and 48 deletions
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@ -132,7 +132,8 @@ export default function AgentSprite({ agent, hovered, onHover }) {
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/>
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</mesh>
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{/* Agent name label */}
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{/* Agent name label — hover only (per design-critique-1 Issue 3, P1) */}
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{hovered && (
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<Text
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position={
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targetPos
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@ -148,6 +149,7 @@ export default function AgentSprite({ agent, hovered, onHover }) {
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>
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{agent.name}
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</Text>
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)}
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{/* Hover tooltip */}
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{hovered && (
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@ -3,6 +3,7 @@ import { useRef, useCallback } from 'react';
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import { useStore } from './store';
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import { rooms, agentDesks } from './officeMap';
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import { TILESET_URL, TILE_INDEX, ROOM_TILE_STYLES } from './src/tileLoader';
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import { getAgentSpriteUrl } from './src/agentSprites';
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const TILE = 32;
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const SCALE = 2; // 2x = 64px per tile
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@ -53,13 +54,16 @@ function TileSprite({ tileCol, tileRow, x, y }) {
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}
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// Render a single furniture item: an <image> element clipped to one tile
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function FurnitureItem({ tileName, tx, ty }) {
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function FurnitureItem({ tileName, tx, ty, w, h }) {
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const t = TILE_INDEX[tileName];
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if (!t) return null;
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const tw = w || 1;
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const th = h || 1;
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const clipId = `clip-f-${tx}-${ty}-${tw}-${th}`;
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return (
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<g>
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<clipPath id={`clip-f-${tx}-${ty}`}>
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<rect x={px(tx)} y={py(ty)} width={px(1)} height={py(1)} />
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<clipPath id={clipId}>
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<rect x={px(tx)} y={py(ty)} width={px(tw)} height={px(th)} />
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</clipPath>
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<image
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href={TILESET_URL}
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@ -68,7 +72,7 @@ function FurnitureItem({ tileName, tx, ty }) {
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width={TILESET_W * SCALE}
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height={TILESET_H * SCALE}
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style={{ imageRendering: 'pixelated' }}
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clipPath={`url(#clip-f-${tx}-${ty})`}
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clipPath={`url(#${clipId})`}
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/>
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</g>
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);
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@ -243,7 +247,7 @@ export default function FarmCanvas() {
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{/* Furniture from tile set */}
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{tileStyle.furniture.map((f, fi) => (
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<FurnitureItem key={`furn-${fi}`} tileName={f.tile} tx={room.x + f.tx} ty={room.y + f.ty} />
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<FurnitureItem key={`furn-${fi}`} tileName={f.tile} tx={room.x + f.tx} ty={room.y + f.ty} w={f.w} h={f.h} />
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))}
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{/* Doorways */}
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@ -312,7 +316,7 @@ export default function FarmCanvas() {
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}} />
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{/* Sprite at 48x48, centered in 56x56 container */}
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<img
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src={`/office/sprites/agent-${agent.id}.png`}
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src={getAgentSpriteUrl(agent.id)}
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alt={agent.name}
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style={{
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width: 48,
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30
src/frontend/src/agentSprites.js
Normal file
30
src/frontend/src/agentSprites.js
Normal file
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@ -0,0 +1,30 @@
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// agentSprites.js — Per-agent character sprite assignments
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// Uses LimeZu character sprites from public/agents/ directory
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// 4 base characters (Amelia, Adam, Alex, Bob) with idle/run/sit variations
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// Each agent gets a unique character for distinct silhouettes.
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// Character base URL
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export const SPRITES_BASE = '/agents/';
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// Per-agent character assignments
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// character: which NPC base to use
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// pose: idle, run, or sit (defaults to idle)
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// Each agent gets a DIFFERENT character so they're distinguishable by silhouette
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export const AGENT_SPRITES = {
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cos: { character: 'Alex', pose: 'idle' },
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engineering: { character: 'Adam', pose: 'idle' },
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'senior-eng': { character: 'Bob', pose: 'idle' },
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trust: { character: 'Amelia', pose: 'idle' },
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market: { character: 'Adam', pose: 'run' },
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health: { character: 'Amelia', pose: 'sit' },
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content: { character: 'Alex', pose: 'sit' },
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presentations: { character: 'Bob', pose: 'run' },
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vault: { character: 'Bob', pose: 'sit' },
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};
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// Get the sprite URL for an agent
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export function getAgentSpriteUrl(agentId) {
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const sprite = AGENT_SPRITES[agentId];
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if (!sprite) return `${SPRITES_BASE}Amelia_idle.png`;
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return `${SPRITES_BASE}${sprite.character}_${sprite.pose}.png`;
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}
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@ -38,68 +38,154 @@ export const TILE_INDEX = {
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};
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// Per-room tile style assignments
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// furniture: array of { tile: TILE_INDEX key, tx: room-relative x, ty: room-relative y }
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// furniture: array of { tile: TILE_INDEX key, tx: room-relative x, ty: room-relative y, w?: width in tiles, h?: height in tiles }
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// Room dimensions (from officeMap.js): briefing 7x5, commons 7x5, warroom 7x5, engineering 7x5, quiet 7x5, ops 7x5
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// All rooms are 7 wide x 5 tall in tile coordinates
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export const ROOM_TILE_STYLES = {
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briefing: {
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floor: 'floor_light_wood',
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wall: 'wall_inner',
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// Conference room layout: central table, chairs around it, AV setup at front
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furniture: [
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{ tile: 'conf_table', tx: 2.5, ty: 2 },
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{ tile: 'chair_down', tx: 1.5, ty: 2.5 },
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{ tile: 'chair_up', tx: 5.7, ty: 2.5 },
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// Central conference table (spans 3 tiles wide)
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{ tile: 'conf_table', tx: 2, ty: 1.5, w: 3, h: 1 },
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{ tile: 'conf_table', tx: 2, ty: 2.5, w: 3, h: 1 },
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// Chairs around the table
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{ tile: 'chair_down', tx: 1.5, ty: 1.5 }, // left side
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{ tile: 'chair_up', tx: 1.5, ty: 2.5 },
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{ tile: 'chair_down', tx: 5.5, ty: 1.5 }, // right side
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{ tile: 'chair_up', tx: 5.5, ty: 2.5 },
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// Monitor/screen at front
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{ tile: 'monitor', tx: 3.5, ty: 0.5 },
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// Plants for ambiance
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{ tile: 'plant', tx: 0.5, ty: 0.5 },
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{ tile: 'plant', tx: 6.5, ty: 0.5 },
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// Whiteboard
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{ tile: 'whiteboard', tx: 6.5, ty: 3.5 },
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],
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},
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commons: {
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floor: 'floor_modern',
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wall: 'wall_inner',
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// Lounge layout: seating area, coffee station, bulletin board
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furniture: [
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// Sofa cluster (two facing sofas)
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{ tile: 'sofa', tx: 1, ty: 1.5 },
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{ tile: 'sofa', tx: 1, ty: 2.5 },
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{ tile: 'desk', tx: 4, ty: 2.5 },
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{ tile: 'plant', tx: 0.5, ty: 0.5 },
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{ tile: 'whiteboard', tx: 5, ty: 0.5 },
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{ tile: 'sofa', tx: 2.5, ty: 1.5 },
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// Coffee table between sofas
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{ tile: 'conf_table', tx: 1.5, ty: 2.5, w: 2, h: 1 },
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// Standing desk / counter area
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{ tile: 'desk', tx: 5, ty: 1.5, w: 2, h: 1 },
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{ tile: 'desk', tx: 5, ty: 2.5, w: 2, h: 1 },
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// Decoration
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{ tile: 'plant', tx: 0.5, ty: 3.5 },
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{ tile: 'whiteboard', tx: 6.5, ty: 0.5 },
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// Reading nook
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{ tile: 'bookshelf', tx: 6.5, ty: 3.5 },
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],
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},
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warroom: {
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floor: 'floor_dark_wood',
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wall: 'wall_inner',
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// Command center: large central table, wall screens, command chairs
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furniture: [
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{ tile: 'conf_table', tx: 2.5, ty: 2 },
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{ tile: 'chair_down', tx: 1.5, ty: 3 },
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{ tile: 'chair_up', tx: 5.5, ty: 3 },
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{ tile: 'monitor', tx: 0.5, ty: 1.5 },
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// Central war table (large, spans 4 tiles)
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{ tile: 'conf_table', tx: 1.5, ty: 1.5, w: 4, h: 1 },
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{ tile: 'conf_table', tx: 1.5, ty: 2.5, w: 4, h: 1 },
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// Command chairs
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{ tile: 'chair_down', tx: 1, ty: 1.5 },
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{ tile: 'chair_down', tx: 5.5, ty: 1.5 },
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{ tile: 'chair_up', tx: 1, ty: 2.5 },
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{ tile: 'chair_up', tx: 5.5, ty: 2.5 },
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// Wall-mounted monitors
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{ tile: 'monitor', tx: 0.5, ty: 0.5 },
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{ tile: 'monitor', tx: 3.5, ty: 0.5 },
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{ tile: 'monitor', tx: 6.5, ty: 0.5 },
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// Equipment rack
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{ tile: 'cabinet', tx: 6.5, ty: 3.5 },
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],
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},
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engineering: {
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floor: 'floor_tile',
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wall: 'wall_inner',
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// Dev workspace: rows of desks with monitors, gear, books
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furniture: [
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{ tile: 'computer_desk', tx: 2.5, ty: 2.5 },
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{ tile: 'monitor', tx: 3.5, ty: 2 },
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{ tile: 'chair_down', tx: 3, ty: 3.5 },
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// Workstation row 1
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{ tile: 'computer_desk', tx: 1.5, ty: 1.5 },
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{ tile: 'computer_desk', tx: 3.5, ty: 1.5 },
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{ tile: 'computer_desk', tx: 5.5, ty: 1.5 },
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// Monitors above desks
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{ tile: 'monitor', tx: 1.5, ty: 0.5 },
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{ tile: 'monitor', tx: 3.5, ty: 0.5 },
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{ tile: 'monitor', tx: 5.5, ty: 0.5 },
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// Workstation row 2
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{ tile: 'computer_desk', tx: 1.5, ty: 3 },
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{ tile: 'computer_desk', tx: 3.5, ty: 3 },
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{ tile: 'computer_desk', tx: 5.5, ty: 3 },
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// Chairs
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{ tile: 'chair_down', tx: 2, ty: 2.5 },
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{ tile: 'chair_down', tx: 4, ty: 2.5 },
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{ tile: 'chair_down', tx: 6, ty: 2.5 },
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{ tile: 'chair_up', tx: 2, ty: 3.5 },
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{ tile: 'chair_up', tx: 4, ty: 3.5 },
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{ tile: 'chair_up', tx: 6, ty: 3.5 },
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// Reference books and gear
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{ tile: 'bookshelf', tx: 0.5, ty: 0.5 },
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{ tile: 'bookshelf', tx: 0.5, ty: 3.5 },
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{ tile: 'plant', tx: 6.5, ty: 4.5 },
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],
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},
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quiet: {
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floor: 'floor_rug',
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wall: 'wall_inner',
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// Reading/relaxation zone: comfortable seating, books, soft lighting
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furniture: [
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{ tile: 'sofa', tx: 2.5, ty: 2.5 },
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// Central sofa / reading area
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{ tile: 'sofa', tx: 2.5, ty: 1.5, w: 2, h: 1 },
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// Side table / reading desk
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{ tile: 'desk', tx: 2, ty: 2.5 },
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{ tile: 'chair_up', tx: 2, ty: 3.5 },
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// Bookshelves lining walls
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{ tile: 'bookshelf', tx: 0.5, ty: 0.5 },
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{ tile: 'plant', tx: 5, ty: 0.5 },
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{ tile: 'bookshelf', tx: 6.5, ty: 0.5 },
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{ tile: 'bookshelf', tx: 0.5, ty: 2.5 },
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{ tile: 'bookshelf', tx: 6.5, ty: 2.5 },
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// Plants and ambiance
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{ tile: 'plant', tx: 4.5, ty: 0.5 },
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{ tile: 'plant', tx: 0.5, ty: 4.5 },
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],
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},
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ops: {
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floor: 'floor_tile',
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wall: 'wall_inner',
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// Operations center: multi-console setup with central visibility
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furniture: [
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{ tile: 'desk', tx: 2, ty: 2 },
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{ tile: 'desk', tx: 2, ty: 3 },
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{ tile: 'desk', tx: 4, ty: 2 },
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{ tile: 'desk', tx: 4, ty: 3 },
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{ tile: 'monitor', tx: 2.5, ty: 1.5 },
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{ tile: 'chair_down', tx: 3, ty: 2.5 },
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// Main ops desk row
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{ tile: 'desk', tx: 1, ty: 1 },
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{ tile: 'desk', tx: 1, ty: 2 },
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{ tile: 'desk', tx: 1, ty: 3 },
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// Secondary ops row
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{ tile: 'desk', tx: 3, ty: 2 },
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{ tile: 'desk', tx: 3, ty: 3 },
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// Monitoring station
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{ tile: 'computer_desk', tx: 5, ty: 2 },
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{ tile: 'computer_desk', tx: 5, ty: 3 },
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// Wall monitors
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{ tile: 'monitor', tx: 0.5, ty: 0.5 },
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{ tile: 'monitor', tx: 3, ty: 0.5 },
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{ tile: 'monitor', tx: 5.5, ty: 0.5 },
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// Chairs at consoles
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{ tile: 'chair_down', tx: 2, ty: 1.5 },
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{ tile: 'chair_down', tx: 2, ty: 2.5 },
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{ tile: 'chair_down', tx: 2, ty: 3.5 },
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{ tile: 'chair_down', tx: 4, ty: 2.5 },
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{ tile: 'chair_down', tx: 4, ty: 3.5 },
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{ tile: 'chair_up', tx: 6, ty: 2.5 },
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{ tile: 'chair_up', tx: 6, ty: 3.5 },
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// Infrastructure
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{ tile: 'cabinet', tx: 6.5, ty: 0.5 },
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{ tile: 'cabinet', tx: 6.5, ty: 1.5 },
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],
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},
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};
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