Replaces jam-quality code with production engine features (addresses #248):
- cos_level.py: Replace custom BinaryRoomNode/RoomGraph with mcrfpy.BSP
for room generation, using adjacency graph for corridor placement
- cos_solver.py: New Sokoban BFS solvability checker; levels retry up
to 10 times if unsolvable
- game.py: Add ColorLayer fog of war with room-reveal mechanic
(visible/discovered/unknown states), compute_fov per player move
- cos_entities.py: Enemy AI state machine (idle/aggressive/fleeing)
with A* pathfinding, fix duplicate direction bug on line 428/444
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Remove color, color_overlay, tilesprite, tile_overlay, uisprite from
UIGridPoint - these are now accessed through named layers
- Keep only walkable and transparent as protected GridPoint properties
- Update isProtectedLayerName() to only protect walkable/transparent
- Fix default layer z-index to -1 (below entities) instead of 0
- Remove dead rendering code from GridChunk (layers handle rendering)
- Update cos_level.py demo to use explicit layer definitions
- Update UITestScene.cpp to use layer API instead of GridPoint properties
Part of #150 - Grid layer system migration
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
This squash commit includes changes from April 21st through 28th, 2024, and the past 3 days of work at 7DRL.
Rather than resume my feature branch work, I made minor changes to safe the C++ functionality and wrote workarounds in Python.
I'm very likely to delete this commit from history by rolling master back to the previous commit, and squash merging a finished feature branch.