The hip-hop room has stock (7 racks, 47 bins, 2,865 records); the entry hall and
back room are empty. Import all four anyway: the empty rooms are the connective
tissue, and they are the only floor in the building big enough to get an office
chair up to speed.
A portal pair is one doorway seen from both sides, so the importer walks the graph
and places each room by making its portal land exactly on its neighbour's. Every
pair here sits on parallel walls with opposite facings, so each join is a pure
translation — and when one isn't, it says so rather than quietly getting it wrong.
It then recentres the union, emits the interior walls with a gap at each doorway,
and puts the spawn in the entry hall, because that is the way in.
hiphop-room <-> entry-hall <-> shop-floor <-> back-room
12.96 x 15.41 m - 36 racks - 325 bins - 302 real genre labels - 24,024 records
Levels.record_store() now takes the walls and rooms from the import, hangs the
street glazing on the entry hall's outer wall, and lays a light grid across
whatever footprint the rooms came out as.
probe_store.gd also checks the new facts: five doorways exist, and the spawn has
nothing in it (excluding the player, who is supposed to be standing there — that
false positive was the probe's bug, not the level's).
All gates green: smoke clean, 7/7 sites 0.00 m/s, overlap CLEAN, all probes pass.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>