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pansy/internal/service/ops.go
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steveandClaude Opus 4.8 7c1faa1515
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Fill mode: a "grid" layout that plants individual plants in rows (#77)
Steve chose option 3: keep clumps as the default primitive, add a grid/rows
fill mode, so sketching and planning are different operations with different
outputs rather than one model forced to be both.

A plop is a CLUMP, not a plant — great for "a few plops of garlic in a corner",
useless for drawing a plantable 8-rows-of-garlic bed (that came out as ~15
blobs, #77). FillLayout selects what a fill packs:
- clump (default, unchanged): radius 1.5×spacing, ~7 plants per plop.
- grid: radius spacing/2, pitch = spacing, ONE plant per plop — rows you could
  actually plant from.

The geometry is the SAME hexCenters lattice and the SAME #75 half-spacing edge
rule; only the radius→spacing relationship differs (plopRadiusFor). Grid keeps
no 15cm floor — its whole point is true spacing — while clump keeps it so a
tiny-spacing plant doesn't make invisible clumps.

Threaded through FillRegion/FillNamedRegion (empty layout = clump, so existing
callers are unchanged; unknown layout = ErrInvalidInput), the REST /fill
endpoint (`layout`), and the agent's fill_region tool (`mode`, enum clump|grid),
so "plant the bed in rows" works.

Tests: grid produces many more, single-plant plops than clump on the same bed
(radius spacing/2, derived count 1); unknown layout is refused at both the
service and the API. maxFillPlops still caps a grid fill of a huge bed.

No frontend fill affordance exists yet (fill is agent-only in the UI; the fill
UI was deferred in #82), so the mode toggle rides along when that's built —
noted. Docs: DESIGN placement-model decision.

Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01H3zbym8Doka2d7D48maSgZ
2026-07-22 00:01:27 -04:00

548 lines
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package service
import (
"context"
"fmt"
"log/slog"
"math"
"strings"
"gitea.stevedudenhoeffer.com/steve/pansy/internal/domain"
)
// This file holds pansy's bulk, "natural-language-shaped" operations — the ones
// an agent drives ("fill the NE corner with garlic", "clear the bed"). They live
// on *Service like every other operation, so agent tools (internal/agent) and any
// future REST surface inherit the same ACL enforcement via objectForRole /
// requireGardenRole. Geometry is in each object's LOCAL frame (origin at the
// object's center, +x east, +y south, so -y is NORTH).
// maxFillPlops bounds a single FillRegion so a huge bed with tiny spacing can't
// generate a runaway number of inserts. A bed with thousands of plops is already
// far past any real garden; over the cap we refuse rather than silently truncate.
const maxFillPlops = 5000
// Region is an axis-aligned rectangle in an object's local frame. (Circle/polygon
// regions are post-v1, like polygon objects; NamedRegion produces only rects.)
type Region struct {
MinX, MinY, MaxX, MaxY float64
}
// clampTo intersects the region with an object's local bounds (±halfW, ±halfH),
// so a fill can't plant outside the object it was aimed at. A region that misses
// the object entirely comes back empty — see empty().
func (r Region) clampTo(halfW, halfH float64) Region {
return Region{
MinX: math.Max(r.MinX, -halfW), MinY: math.Max(r.MinY, -halfH),
MaxX: math.Min(r.MaxX, halfW), MaxY: math.Min(r.MaxY, halfH),
}
}
// empty reports whether the region encloses nothing.
//
// This exists because clampTo expresses "no overlap" by INVERTING the region —
// Max clamps below Min — rather than by zeroing it, which is not something a
// reader guesses. Naming it once here beats a bare `MaxX < MinX` at each place
// that has to care.
func (r Region) empty() bool {
return r.MaxX < r.MinX || r.MaxY < r.MinY
}
// rect builds a rectangular region.
func rect(minX, minY, maxX, maxY float64) Region {
return Region{MinX: minX, MinY: minY, MaxX: maxX, MaxY: maxY}
}
// NamedRegion resolves a compass name to a Region in the object's local frame.
// Recognizes the quarter corners "nw|ne|sw|se", the halves
// "north|south|east|west" and their "top|bottom|left|right" synonyms, and "all".
// A trailing "corner"/"half" word is ignored ("NE corner", "south half"). North
// is -y (see the file header). Unknown names return ErrInvalidInput.
func NamedRegion(o *domain.GardenObject, name string) (Region, error) {
if o == nil {
return Region{}, domain.ErrInvalidInput
}
hw, hh := o.WidthCM/2, o.HeightCM/2
key := strings.ToLower(strings.TrimSpace(name))
key = strings.TrimSpace(strings.TrimSuffix(key, "corner"))
key = strings.TrimSpace(strings.TrimSuffix(key, "half"))
switch key {
case "all":
return rect(-hw, -hh, hw, hh), nil
case "north", "top":
return rect(-hw, -hh, hw, 0), nil
case "south", "bottom":
return rect(-hw, 0, hw, hh), nil
case "east", "right":
return rect(0, -hh, hw, hh), nil
case "west", "left":
return rect(-hw, -hh, 0, hh), nil
case "nw", "northwest":
return rect(-hw, -hh, 0, 0), nil
case "ne", "northeast":
return rect(0, -hh, hw, 0), nil
case "sw", "southwest":
return rect(-hw, 0, 0, hh), nil
case "se", "southeast":
return rect(0, 0, hw, hh), nil
default:
return Region{}, domain.ErrInvalidInput
}
}
// defaultPlopRadius is the radius a freshly-placed plop gets from its plant's
// spacing: max(1.5×spacing, 15cm) — matching the editor's placement default (#15).
func defaultPlopRadius(spacingCM float64) float64 {
return math.Max(1.5*spacingCM, 15)
}
// FillLayout selects what a fill packs (#77).
//
// A plop is a CLUMP, not a plant, and that abstraction is the right primitive for
// SKETCHING — "a few plops of garlic in one corner" — but it can't draw a real
// planting: a filled 4×8ft bed comes out as ~15 blobs, not 8 rows of garlic. So
// filling is now two operations. FillClump (the default, unchanged) drops fat
// clumps for quick coverage; FillGrid lays out individual plants at true spacing,
// producing a layout you could actually plant from.
type FillLayout string
const (
// FillClump packs fat clumps (radius 1.5×spacing). Each plop is ~7 plants.
FillClump FillLayout = "clump"
// FillGrid packs one plant per plop at true spacing (radius spacing/2, pitch
// = spacing). A bed becomes rows of individual plants.
FillGrid FillLayout = "grid"
)
// plopRadiusFor is the plop radius a fill uses, given the plant's spacing and the
// layout. Grid mode is a plain spacing/2 (so the pitch is one spacing and each
// plop's derived count is 1); clump mode keeps the 15cm floor that stops a
// tiny-spacing plant from making invisibly small clumps — a floor grid mode
// doesn't want, since its whole point is true spacing.
func plopRadiusFor(spacingCM float64, layout FillLayout) float64 {
if layout == FillGrid {
return spacingCM / 2
}
return defaultPlopRadius(spacingCM)
}
// validFillLayout normalizes a layout: empty defaults to clump (so existing
// callers are unchanged), a known value passes, anything else is rejected.
func validFillLayout(l FillLayout) (FillLayout, bool) {
switch l {
case "", FillClump:
return FillClump, true
case FillGrid:
return FillGrid, true
default:
return "", false
}
}
// FillRegion lays a hex-packed field of plops of one plant across a region of a
// plantable object the actor can edit. Plop radius comes from the plant's spacing
// (or spacingOverride) via defaultPlopRadius; centers sit on a hex lattice at 2×
// radius pitch, centered in the region, and set in from each edge by the plop's
// radius less half a spacing — see hexCenters for why that half-spacing is what
// the edge is owed. A candidate is skipped when its plop would sit entirely
// inside an existing active plop (so re-filling doesn't stack duplicates).
// Returns the plops it created.
func (s *Service) FillRegion(ctx context.Context, actorID, objectID int64, region Region, plantID int64, spacingOverride *float64, layout FillLayout) ([]domain.Planting, error) {
o, _, err := s.objectForRole(ctx, actorID, objectID, roleEditor)
if err != nil {
return nil, err
}
return s.fillLoaded(ctx, actorID, o, region, plantID, spacingOverride, layout)
}
// fillLoaded is the shared body of FillRegion/FillNamedRegion given an object
// already loaded and authorized (roleEditor). It rejects a non-finite region,
// clamps the region to the object's bounds, refuses fills over maxFillPlops, and
// inserts the whole batch in one transaction rather than one round-trip per plop.
func (s *Service) fillLoaded(ctx context.Context, actorID int64, o *domain.GardenObject, region Region, plantID int64, spacingOverride *float64, layout FillLayout) ([]domain.Planting, error) {
if !o.Plantable {
return nil, domain.ErrInvalidInput
}
layout, ok := validFillLayout(layout)
if !ok {
return nil, domain.ErrInvalidInput
}
plant, err := s.visiblePlant(ctx, actorID, plantID)
if err != nil {
return nil, err
}
spacing := plant.SpacingCM
if spacingOverride != nil {
if !isFinite(*spacingOverride) || *spacingOverride < minPlantSpacingCM || *spacingOverride > maxPlantSpacingCM {
return nil, domain.ErrInvalidInput
}
spacing = *spacingOverride
}
radius := plopRadiusFor(spacing, layout)
if !isFinite(radius) || radius <= 0 {
return nil, domain.ErrInvalidInput
}
// A caller-supplied region is arbitrary floats, and non-finite ones survive
// everything downstream: clamping keeps them, the inverted-region guard can't
// see NaN (it compares false both ways), and fitAxis centres on them happily.
// Nothing corrupt reaches the table — SQLite stores NaN as NULL and the NOT
// NULL constraint refuses it — but the caller gets an opaque store error for
// NaN, and for +Inf a silent zero-plop success. Both are lies about what went
// wrong; say "bad input" here instead.
if !isFinite(region.MinX) || !isFinite(region.MinY) ||
!isFinite(region.MaxX) || !isFinite(region.MaxY) {
return nil, domain.ErrInvalidInput
}
region = region.clampTo(o.WidthCM/2, o.HeightCM/2)
centers, total := hexCenters(region, radius, spacing, maxFillPlops)
if total > maxFillPlops {
return nil, domain.ErrInvalidInput // region too large for this spacing; ask for less
}
existing, err := s.store.ListActivePlantingsForObject(ctx, o.ID)
if err != nil {
return nil, err
}
today := s.now().UTC().Format(dateLayout)
batch := make([]*domain.Planting, 0, len(centers))
for _, c := range centers {
if coveredByExisting(c.x, c.y, radius, existing) {
continue
}
p := &domain.Planting{ObjectID: o.ID, PlantID: plantID, XCM: c.x, YCM: c.y, RadiusCM: radius, PlantedAt: &today}
batch = append(batch, p)
existing = append(existing, *p) // so later candidates in THIS fill don't stack on it
}
created, err := s.store.CreatePlantings(ctx, batch)
if err != nil {
return nil, err
}
// One record call with every plop, so a fill auto-scopes into ONE change set
// with N revisions — undoing a fill is one click, not N.
changes := make([]change, 0, len(created))
for i := range created {
changes = append(changes, changeCreate(domain.EntityPlanting, created[i].ID, &created[i]))
}
s.record(ctx, o.GardenID, actorID,
fmt.Sprintf("Planted %d %s in %s", len(created), plant.Name, objectLabel(o)), changes...)
for i := range created {
created[i].DerivedCount = derivedCount(created[i].RadiusCM, spacing)
}
return created, nil
}
type localPoint struct{ x, y float64 }
// hexCenters returns hex-packed lattice centers filling a region: rows radius·√3
// apart, alternate rows offset by half a pitch, at a 2×radius pitch. The lattice
// is CENTERED, so the leftover is shared between opposite edges instead of piling
// up against the far one.
//
// # How close to the edge the outer row goes
//
// Spacing is a constraint BETWEEN NEIGHBOURING PLANTS competing for the same
// soil, light and water. A bed edge is not a competitor, so the outer row only
// owes it HALF the spacing — the half it would otherwise share with a neighbour.
// That is the arithmetic inside every square-foot-gardening chart: 4 per square
// is 6" apart and 3" from the square's edge; 9 per square is 4" apart and 2"
// from the edge. Garlic at 9 per square goes in 2" from the frame, not 6".
//
// A plop is a CLUMP, not a plant — defaultPlopRadius makes it 1.5×spacing, so
// three spacings across — and its plants sit out to its rim. So keeping the whole
// circle inside the bed would inset the outer row by a full 1.5 spacings, three
// times what the rule allows. Instead the clump may hang over the edge by up to
// half a spacing, which puts its outermost plants exactly the half-spacing from
// the edge that the rule asks for. Overhang is capped there and nowhere near the
// full radius: a clump mostly outside the bed is a drawing of plants in the path.
//
// Do not "simplify" this back to anchoring at the region's min corner. That is
// what #75 was: staggered rows start a full pitch in, and the leftover all lands
// on the far edge, where clumps hang outside a bed that nothing clips them to.
//
// # Counting before building
//
// hexCenters returns the total alongside the points, and works that total out
// BEFORE building anything: a fill large enough to be refused shouldn't allocate
// its whole lattice first just to be counted and thrown away. Over `limit` it
// returns (nil, total), so the caller can still refuse with the real number.
func hexCenters(r Region, radius, spacing float64, limit int) ([]localPoint, int) {
if radius <= 0 {
return nil, 0
}
// An empty region has no inside to plant. The old loop-until-past-MaxX form
// got this for free by never entering the loop; counting positions up front
// does not, and would site a plop off the bed.
if r.empty() {
return nil, 0
}
pitch := 2 * radius
rowH := pitch * math.Sqrt(3) / 2
// How far a clump's centre must stay inside the edge: its own radius, less the
// half-spacing of overhang the rule allows. Never negative, and never past the
// centre of the clump.
inset := math.Max(0, radius-math.Max(0, spacing)/2)
rows, y0 := fitAxis(r.MaxY-r.MinY, rowH, inset)
cols, x0 := fitAxis(r.MaxX-r.MinX, pitch, inset)
// Exact, not an upper bound: staggered rows hold one fewer, so rows*cols would
// over-reserve by ~12% — and, more to the point, allocating it is the thing we
// are trying to avoid when the answer is "too many".
staggered := cols
if cols > 1 {
staggered = cols - 1
}
total := (rows+1)/2*cols + rows/2*staggered
if total > limit {
return nil, total
}
pts := make([]localPoint, 0, total)
for row := 0; row < rows; row++ {
y := r.MinY + y0 + float64(row)*rowH
n, x := cols, r.MinX+x0
// The stagger falls out of centering: an offset row holds one fewer plop,
// and centering THAT run puts it exactly half a pitch off its neighbours.
// A single-column region has nothing to stagger against.
if row%2 == 1 && cols > 1 {
n, x = staggered, r.MinX+x0+pitch/2
}
for i := 0; i < n; i++ {
pts = append(pts, localPoint{x + float64(i)*pitch, y})
}
}
return pts, total
}
// fitAxis returns how many lattice positions fit along a span at `step`, keeping
// at least `inset` from each end, and the offset from the span's start that
// centers them — so the leftover is split between the two edges rather than all
// landing on the far one.
//
// A span too small to hold even one position at that inset still gets one, in the
// middle: filling a bed narrower than a single plop with one plop is a better
// answer than refusing to plant it.
//
// The step<=0 half of that guard is currently unreachable — hexCenters, the only
// caller, returns early unless radius > 0, which makes both steps it passes
// positive. It stays because dividing by a non-positive step yields ±Inf and then
// a garbage int conversion, and a helper this small should not require reading
// its caller to know it is safe. Deliberate, not an oversight.
func fitAxis(length, step, inset float64) (n int, start float64) {
if step <= 0 || length < 2*inset {
return 1, length / 2
}
// The epsilon keeps an exact fit from being lost to floating point — a 60cm
// span at a 30cm step should give 2 positions, not 1 because the division
// landed on 0.9999999.
const eps = 1e-9
n = int(math.Floor((length-2*inset)/step+eps)) + 1
return n, (length - float64(n-1)*step) / 2
}
// coveredByExisting reports whether a new plop (center, radius) would sit
// entirely inside some existing active plop.
func coveredByExisting(x, y, radius float64, existing []domain.Planting) bool {
for _, e := range existing {
if math.Hypot(x-e.XCM, y-e.YCM)+radius <= e.RadiusCM {
return true
}
}
return false
}
// FillNamedRegion is FillRegion addressed by a compass name ("ne", "south half")
// instead of a resolved Region — the ergonomic form for agent tools, which don't
// hold the object's geometry. It resolves the name against the object, then fills.
func (s *Service) FillNamedRegion(ctx context.Context, actorID, objectID int64, regionName string, plantID int64, spacingOverride *float64, layout FillLayout) ([]domain.Planting, error) {
o, _, err := s.objectForRole(ctx, actorID, objectID, roleEditor)
if err != nil {
return nil, err
}
region, err := NamedRegion(o, regionName)
if err != nil {
return nil, err
}
return s.fillLoaded(ctx, actorID, o, region, plantID, spacingOverride, layout)
}
// ClearObject soft-removes every active plop in an object the actor can edit (one
// UPDATE), returning how many were cleared. Distinct from deleting the object.
// Unlike FillRegion it does NOT require the object be plantable: an object toggled
// non-plantable after it was planted must still be clearable (you can always
// remove existing plops, only not add new ones).
func (s *Service) ClearObject(ctx context.Context, actorID, objectID int64) (int, error) {
o, g, err := s.objectForRole(ctx, actorID, objectID, roleEditor)
if err != nil {
return 0, err
}
// Snapshot the rows the bulk UPDATE is about to touch, since it reports only a
// count — then clear exactly those ids. Clearing "every active plop" instead
// would let a plop created between this read and the UPDATE be removed with no
// revision recorded: cleared, with no way to undo it.
before, err := s.store.ListActivePlantingsForObject(ctx, objectID)
if err != nil {
return 0, err
}
ids := make([]int64, 0, len(before))
for i := range before {
ids = append(ids, before[i].ID)
}
today := s.now().UTC().Format(dateLayout)
n, err := s.store.ClearObjectPlantings(ctx, objectID, today, ids)
if err != nil || n == 0 {
return n, err
}
// From here the clear HAS happened. A failure to build the history entry must
// not be reported as a failed clear — the caller would retry an operation that
// already applied. Log the gap and report success, matching how record()
// treats its own write failures.
after, err := s.store.ListPlantingsForObject(ctx, objectID)
if err != nil {
slog.Error("service: clear succeeded but history could not be recorded",
"error", err, "object", objectID, "cleared", n)
return n, nil
}
afterByID := make(map[int64]*domain.Planting, len(after))
for i := range after {
afterByID[after[i].ID] = &after[i]
}
changes := make([]change, 0, len(before))
for i := range before {
b := before[i]
a, ok := afterByID[b.ID]
if !ok {
continue // deleted outright between the two reads; nothing coherent to record
}
changes = append(changes, changeUpdate(domain.EntityPlanting, b.ID, &b, a))
}
s.record(ctx, g.ID, actorID, fmt.Sprintf("Cleared %s (%d plantings)", objectLabel(o), n), changes...)
return n, nil
}
// DescribeResult is a structured summary of a garden for prompting an agent.
type DescribeResult struct {
GardenID int64 `json:"gardenId"`
Name string `json:"name"`
WidthCM float64 `json:"widthCm"`
HeightCM float64 `json:"heightCm"`
UnitPref string `json:"unitPref"`
Objects []DescribeObject `json:"objects"`
}
// DescribeObject is one object plus its active plantings, for DescribeResult.
// Version is included so an agent can move/edit the object (the mutation guard).
type DescribeObject struct {
ID int64 `json:"id"`
Kind string `json:"kind"`
Name string `json:"name"`
Shape string `json:"shape"`
WidthCM float64 `json:"widthCm"`
HeightCM float64 `json:"heightCm"`
XCM float64 `json:"xCm"`
YCM float64 `json:"yCm"`
RotationDeg float64 `json:"rotationDeg"`
Plantable bool `json:"plantable"`
Version int64 `json:"version"`
Plantings []DescribePlanting `json:"plantings"`
}
// DescribePlanting is one plop with a rough compass location, for DescribeResult.
type DescribePlanting struct {
PlantID int64 `json:"plantId"`
Plant string `json:"plant"`
Count int `json:"count"`
Location string `json:"location"`
RadiusCM float64 `json:"radiusCm"`
}
// DescribeGarden returns a structured summary — dimensions, objects, and each
// object's active plantings (plant, effective count, rough location) — for a
// garden the actor can view. Built on GardenFull so it inherits the ACL check.
func (s *Service) DescribeGarden(ctx context.Context, actorID, gardenID int64) (*DescribeResult, error) {
full, err := s.GardenFull(ctx, actorID, gardenID, nil)
if err != nil {
return nil, err
}
plantByID := make(map[int64]domain.Plant, len(full.Plants))
for _, p := range full.Plants {
plantByID[p.ID] = p
}
plopsByObject := make(map[int64][]domain.Planting)
for _, pl := range full.Plantings {
plopsByObject[pl.ObjectID] = append(plopsByObject[pl.ObjectID], pl)
}
res := &DescribeResult{
GardenID: full.Garden.ID,
Name: full.Garden.Name,
WidthCM: full.Garden.WidthCM,
HeightCM: full.Garden.HeightCM,
UnitPref: full.Garden.UnitPref,
Objects: make([]DescribeObject, 0, len(full.Objects)),
}
for _, o := range full.Objects {
do := DescribeObject{
ID: o.ID, Kind: o.Kind, Name: o.Name, Shape: o.Shape,
WidthCM: o.WidthCM, HeightCM: o.HeightCM, XCM: o.XCM, YCM: o.YCM,
RotationDeg: o.RotationDeg, Plantable: o.Plantable, Version: o.Version,
Plantings: []DescribePlanting{},
}
for _, pl := range plopsByObject[o.ID] {
count := pl.DerivedCount
if pl.Count != nil {
count = *pl.Count
}
do.Plantings = append(do.Plantings, DescribePlanting{
PlantID: pl.PlantID,
Plant: plantByID[pl.PlantID].Name,
Count: count,
Location: describeLocation(pl.XCM, pl.YCM),
RadiusCM: pl.RadiusCM,
})
}
res.Objects = append(res.Objects, do)
}
return res, nil
}
// describeLocation reverse-maps a local point to a rough compass location — the
// inverse of NamedRegion's quarters/halves ("NE corner", "south", "center").
func describeLocation(x, y float64) string {
const eps = 1e-6
ns := ""
switch {
case y < -eps:
ns = "N"
case y > eps:
ns = "S"
}
ew := ""
switch {
case x < -eps:
ew = "W"
case x > eps:
ew = "E"
}
switch {
case ns == "" && ew == "":
return "center"
case ns != "" && ew != "":
return ns + ew + " corner"
case ns == "N":
return "north"
case ns == "S":
return "south"
case ew == "E":
return "east"
default:
return "west"
}
}