- desk_cubicle now has blocksNavigation: true with navPadding: 0
(tight blocking, no inflation — aisles stay clear)
- buildNavGrid reads per-item navPadding from ITEM_METADATA
- getDeskLocations targets y-5 (chair position, above desk blocked zone)
- Agents route AROUND desks instead of through them
- Chair stays passable so agents can reach their sitting position
Fixes object passthrough for desks. Other large passable items
(doors, lamps) unchanged — they remain non-blocking by design.
Co-authored-by: Neo (subagent) <neo@openclaw.local>
Co-authored-by: Luke The Dev <252071647+iamlukethedev@users.noreply.github.com>
* Remote openclaw connection enabled and agent added
* 2 worlds connected
* Performance improvement
* Performance improvements
* Added documentation
* feat(office): add multi-agent beta remote office support
Add a second-office beta that can mirror remote Claw3D presence or derive remote gateway presence so teams can visualize and message agents across instances. Harden the new remote flows, document setup, and keep the branch green with full validation.
Made-with: Cursor
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Co-authored-by: iamlukethedev <iamlukethedev@users.noreply.github.com>
Co-authored-by: iamlukethedev <lucas.guilherme@smartwayslfl.com>
* fix(issue-4): add missing solid floor props to BLOCKING_TYPES
Audited all furniture types defined in furnitureDefaults.ts and
geometry.ts (ITEM_FOOTPRINT) against BLOCKING_TYPES in navigation.ts.
Added five previously missing solid floor props:
- water_cooler: freestanding floor appliance, agents pathfound through it
- server_terminal: floor-standing terminal in the server room
- dishwasher: floor appliance in the kitchen area
- easel: floor-standing art-room prop
- beanbag: floor seat large enough to obstruct walking paths
Also adds a unit test asserting every newly-added type is correctly
blocked in the nav grid, and that non-solid desk decorations (keyboard)
remain free.
* refactor(nav): replace hardcoded BLOCKING_TYPES with metadata-driven ITEM_METADATA
Previously, buildNavGrid() maintained a hardcoded BLOCKING_TYPES set in
navigation.ts. The issue #4 fix added the five missing solid props directly
to that set, but this approach is brittle — every new furniture type requires
a separate PR touching navigation.ts to stay correct.
This rework introduces ITEM_METADATA in geometry.ts (alongside the existing
ITEM_FOOTPRINT record) as the single source of truth for per-type navigation
properties:
export const ITEM_METADATA: Record<string, { blocksNavigation: boolean }>
Each item type explicitly declares blocksNavigation: true/false. The five
props fixed in issue #4 (water_cooler, server_terminal, dishwasher, easel,
beanbag) retain their blocking status. Unknown types default to false, so
future decorative items never accidentally block navigation.
Changes:
- geometry.ts: add ITEM_METADATA export (64 type entries)
- navigation.ts: remove BLOCKING_TYPES set; add itemBlocksNavigation() helper
that reads ITEM_METADATA[type]?.blocksNavigation ?? false; update buildNavGrid()
to call it
- tests/unit/navigation.navBlockers.test.ts: retain original 5 solid-prop tests;
add metadata-driven test suite covering: all blocking types from metadata,
all non-blocking types from metadata, runtime-added type with blocksNavigation:true,
and unknown-type safe fallback
All 10 tests pass; lint clean; only pre-existing TS2367 (issue #13) remains.
* test(navigation): add extended nav blocker tests (issue #4)
Additional tests for buildNavGrid and astar pathfinding:
- Adjacent blocking items create a continuous impassable wall
- Blocking item near grid edge/boundary causes no out-of-bounds errors
- Full pathfinding integration: astar routes AROUND a cabinet placed between
start and end (not just that cells are blocked)
- desk_cubicle explicitly does NOT block — confirmed via ITEM_METADATA
- door explicitly does NOT block — agents must walk through doors
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Co-authored-by: Neo (subagent) <neo@openclaw.local>