Phase 16: Save/load full coverage + autosave + UI

Three-agent fan-out reusing the contracts-first pattern: Opus pre-wrote
World.clear_all + 4 EventBus signals (save_started/finished, load_started/
finished) before dispatch. Pattern proven across Phases 12/13/14/15/16.

Entity to_dict/from_dict + class_id tagging (Agent A):
- class_id tag added to all 18 entity to_dict methods for loader routing
- Missing pairs filled in: wolf, grave_slot, graveyard_zone, stockpile_zone,
  crate (from_dict). All defensive with d.get(field, default).
- Workbench round-trips label_text so Carpenter/Smelter/Millstone/Hearth/
  Pyre kinds survive reload
- BeautySystem + DirtinessSystem save_dict/apply_dict for sparse maps
- World.save_tilemap_layers / apply_tilemap_layers covering 5 layers
  (Terrain/Floor/Wall/Designation/Roof; Fog runtime-only skipped)

SaveSystem v2 rewrite (Agent B):
- SAVE_VERSION bumped from 1 to 2
- write_save(slot) pauses Sim, emits save_started, collects every entity
  via _collect_entities iterating all World registries, writes payload to
  user://save_<slot>.json
- apply_save full rewrite: pause sim → emit load_started → World.clear_all
  → apply autoloads (GameState/Clock/Weather/Storyteller) → apply tilemap
  layers → iterate payload.entities and dispatch to per-class factories
  → apply beauty/dirt maps → emit load_finished(slot, ok, real_seconds_away)
- Per-class factory registry: 18 class_ids dispatched to setup+add_child+
  from_dict patterns. CremationPyre detected via workbench.label_text == 'Pyre'
- Public slot API: save_to_slot/load_from_slot/has_save/delete_save/
  peek_save_metadata. Slots locked: &manual + &autosave

Autosave + UI + Resume toast (Agent C):
- autoload/autosave.gd — new Autosave autoload. Periodic every
  AUTOSAVE_INTERVAL_TICKS = 6000 (~5 in-game min at 20 Hz) + NOTIFICATION_
  APPLICATION_PAUSED (mobile) + NOTIFICATION_WM_WINDOW_FOCUS_OUT (desktop).
  Gated by _busy flag tied to EventBus.save_started/save_finished.
- TopBar extended with SaveBtn (💾) + LoadBtn buttons, 48×48 min hit area
- scenes/ui/load_menu.gd — CanvasLayer slot picker. Reads peek_save_metadata
  to show 'Manual save (Date Time)' / 'Autosave (Date Time)' rows.
  Version-mismatch warning dialog before continuing on older saves.
- scenes/ui/resume_toast.gd — top-center toast. On load_finished(ok=true):
  'Welcome back — N minutes/hours away' for 5s + 0.8s fade.
  On ok=false: 'Load failed (corrupt or version mismatch)'.
- Strings catalog: 14 new keys (ui.save / ui.load / ui.welcome_back_* /
  ui.load_failed etc.)
- main.gd mounts LoadMenu + ResumeToast as runtime CanvasLayer children

MCP runtime verified:
- Saved at tick 1137 → [save] wrote slot 'manual': 113 entities at tick 1137
- Advanced sim to tick 4600 at ULTRA speed (different state)
- load_from_slot(&manual) → [save] applied slot 'manual': 113 entities,
  0 errors, tick=1137, away=34s
- post-load: Sim.tick=1137 (restored), pawns alive=3, all furniture +
  workbenches + crops + walls + floors back in place
- Resume toast fires: [resume_toast] showing — ok=true seconds_away=34
- Autosave on focus-loss verified: [autosave] focus-loss → wrote autosave
- Screenshot shows TopBar with Save + Load buttons + post-load Lone Wolf
  storyteller modal from fresh dawn roll

Known acceptable gaps (deferred to Phase 20 tuning):
- Pawn JobRunner mid-INTERACT/mid-BUILD restarts from toil 0 on reload
  (walk toil round-trips; multi-step interact does not). Pawns lose a few
  seconds of work.
- Workbench bill mid-craft fetch state isn't fully serialized.
- Wolf.target_pawn re-resolution from name string is Agent A's documented
  pattern; Agent B's apply_save respects pawn-restoration ordering so the
  resolution works after pawns are back.

Delegation: 3× gdscript-refactor (Sonnet) agents in parallel; integration
+ MCP verify on Opus.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
megaproxy 2026-05-11 19:24:59 +01:00
parent 3da7353387
commit 19d28ca9f8
37 changed files with 1546 additions and 63 deletions

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extends Node
## Autosave trigger — owns periodic + app-pause + focus-loss autosave logic.
##
## Does NOT own the write logic (that is SaveSystem.save_to_slot). This node
## only decides *when* to fire an autosave. It gates on _busy so we never
## start a save while another save/load is in-flight.
##
## Periodic cadence: every AUTOSAVE_INTERVAL_TICKS sim ticks (~5 in-game minutes
## at 20 Hz × Fast speed). The tick counter resets on every save_finished so
## that a manual save also resets the periodic clock.
##
## App-pause (mobile) and focus-loss (desktop) are immediate triggers.
const AUTOSAVE_INTERVAL_TICKS: int = 6000 # 20 Hz × 300 s = 5 in-game minutes
## Set true while a save or load is in progress so we don't re-enter.
var _busy: bool = false
## Counts sim ticks since the last autosave (or last save_finished, whichever
## came last) so we respect the interval even across manual saves.
var _ticks_since_save: int = 0
func _ready() -> void:
EventBus.sim_tick.connect(_on_sim_tick)
EventBus.save_started.connect(_on_save_started)
EventBus.save_finished.connect(_on_save_finished)
EventBus.load_started.connect(_on_load_started)
EventBus.load_finished.connect(_on_load_finished)
Audit.log("autosave", "Autosave ready — interval %d ticks" % AUTOSAVE_INTERVAL_TICKS)
func _notification(what: int) -> void:
match what:
NOTIFICATION_APPLICATION_PAUSED:
# Mobile: app sent to background — save immediately.
_trigger_autosave("app-pause")
NOTIFICATION_WM_WINDOW_FOCUS_OUT:
# Desktop: window lost focus — save immediately.
_trigger_autosave("focus-loss")
# ── signal handlers ───────────────────────────────────────────────────────────
func _on_sim_tick(tick_number: int) -> void:
if _busy:
return
_ticks_since_save += 1
if _ticks_since_save >= AUTOSAVE_INTERVAL_TICKS:
_trigger_autosave("periodic save at tick %d" % tick_number)
func _on_save_started(_slot: StringName) -> void:
_busy = true
func _on_save_finished(_slot: StringName, _ok: bool) -> void:
_busy = false
# Reset the periodic counter so any save (manual or auto) restarts the clock.
_ticks_since_save = 0
func _on_load_started(_slot: StringName) -> void:
_busy = true
func _on_load_finished(_slot: StringName, _ok: bool, _seconds: int) -> void:
_busy = false
_ticks_since_save = 0
# ── helpers ───────────────────────────────────────────────────────────────────
func _trigger_autosave(reason: String) -> void:
if _busy:
Audit.log("autosave", "skipped (%s) — save already in progress" % reason)
return
Audit.log("autosave", reason)
SaveSystem.save_to_slot(&"autosave")

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@ -45,3 +45,9 @@ signal storyteller_event_resolved(event, choice_index: int) ## Emitted after the
signal storyteller_tension_changed(tension: float) ## Emitted when running tension score changes (0..100).
signal storyteller_ghost_state_entered ## Emitted when all colonists are dead/gone — wanderer recovery clock starts.
signal storyteller_ghost_state_exited ## Emitted when a wanderer joins and the colony is alive again.
# Phase 16 — Save/load.
signal save_started(slot: StringName) ## Emitted by SaveSystem.write_save before file IO.
signal save_finished(slot: StringName, ok: bool) ## Emitted after file IO; ok=false on write failure.
signal load_started(slot: StringName) ## Emitted by SaveSystem.apply_save before clear_all.
signal load_finished(slot: StringName, ok: bool, real_seconds_away: int) ## Emitted after respawn; real_seconds_away drives the "you've been away X" toast.

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@ -1,71 +1,682 @@
extends Node
## Save/load — version field, file IO, save-between-ticks contract.
## SaveSystem v2 — full entity serialization + clear-and-respawn load.
##
## Saves only happen between sim ticks (Sim owns the loop). JobRunner mid-toil
## state must round-trip from day one — see docs/architecture.md "Save format".
## Save contract (docs/architecture.md "Save format"):
## - Saves only happen between sim ticks (Sim owns the loop). apply_save()
## pauses the sim so no tick fires mid-rebuild.
## - Every entity's to_dict() must include a "class_id" field (Agent A's work).
## The factory registry here dispatches on that key.
## - Save files: user://save_<slot>.json (slot = StringName, e.g. &"manual").
## - Autosave uses slot &"autosave"; manual save uses &"manual".
##
## Phase 3: pawn states (including mid-walk + JobRunner) round-trip via
## Pawn.to_dict() / Pawn.from_dict() — gated by has_method() so the pre-Phase-3
## Pawn (which lacked the methods) didn't break here.
## Phase 16 expands to tilemap data, storyteller state, items, furniture, etc.
## Public slot API (Agent C surface):
## save_to_slot(slot) → bool
## load_from_slot(slot) → bool
## has_save(slot) → bool
## delete_save(slot) → bool
## peek_save_metadata(slot) → {exists, saved_at_unix, version}
##
## Phase 16 — replaces the Phase 3 pawn-only stub.
const SAVE_VERSION: int = 1
const SAVE_PATH: String = "user://save_slot.json"
const SAVE_VERSION: int = 2
func write_save() -> bool:
var pawn_dicts: Array = []
for p in World.pawns:
if p.has_method("to_dict"):
pawn_dicts.append(p.to_dict())
# ── PackedScene preloads (mirror world.gd constants) ──────────────────────────
# Keep in sync with scenes/world/world.gd SCENE constants.
# If a scene path changes, update both files.
var payload := {
"version": SAVE_VERSION,
"sim_tick": Sim.tick,
"game_state": GameState.save_dict(),
"pawns": pawn_dicts,
}
var f := FileAccess.open(SAVE_PATH, FileAccess.WRITE)
if f == null:
push_error("SaveSystem.write_save: cannot open %s" % SAVE_PATH)
const _PAWN_SCENE: PackedScene = preload("res://scenes/pawn/pawn.tscn")
const _TREE_SCENE: PackedScene = preload("res://scenes/entities/tree.tscn")
const _ROCK_SCENE: PackedScene = preload("res://scenes/entities/rock.tscn")
const _ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
const _WALL_SCENE: PackedScene = preload("res://scenes/entities/wall.tscn")
const _FLOOR_SCENE: PackedScene = preload("res://scenes/entities/floor.tscn")
const _DOOR_SCENE: PackedScene = preload("res://scenes/entities/door.tscn")
const _WORKBENCH_SCENE: PackedScene = preload("res://scenes/entities/workbench.tscn")
const _CROP_SCENE: PackedScene = preload("res://scenes/entities/crop.tscn")
const _BED_SCENE: PackedScene = preload("res://scenes/entities/bed.tscn")
const _TORCH_SCENE: PackedScene = preload("res://scenes/entities/torch.tscn")
const _STOCKPILE_SCENE: PackedScene = preload("res://scenes/world/stockpile_zone.tscn")
const _CRATE_SCENE: PackedScene = preload("res://scenes/world/crate.tscn")
const _WOLF_SCENE: PackedScene = preload("res://scenes/entities/wolf.tscn")
const _CORPSE_SCENE: PackedScene = preload("res://scenes/entities/corpse.tscn")
# Script-only entities (no .tscn); spawned via Node2D.new() + set_script().
const _GRAVEYARD_ZONE_SCRIPT: Script = preload("res://scenes/world/graveyard_zone.gd")
const _GRAVE_SLOT_SCRIPT: Script = preload("res://scenes/entities/grave_slot.gd")
const _GRAVE_MARKER_SCRIPT: Script = preload("res://scenes/entities/grave_marker.gd")
# ── factory registry ───────────────────────────────────────────────────────────
# Keys are the class_id strings that entities embed in their to_dict() output.
# Values are Callables: func(world_scene: Node, d: Dictionary) -> void.
# Populated in _ready(); dispatch via _spawn_entity().
var _factories: Dictionary = {}
func _ready() -> void:
_register_factories()
# ── public slot API ────────────────────────────────────────────────────────────
## Write the current world state to the named slot. Returns true on success.
func save_to_slot(slot: StringName) -> bool:
return write_save(slot)
## Load the named slot and apply it to the live world. Returns true on success.
func load_from_slot(slot: StringName) -> bool:
var payload := read_save(slot)
if payload.is_empty():
EventBus.load_finished.emit(slot, false, 0)
return false
f.store_string(JSON.stringify(payload))
Audit.log("save", "wrote %d pawns at tick %d" % [pawn_dicts.size(), Sim.tick])
apply_save(payload, slot)
return true
func read_save() -> Dictionary:
if not FileAccess.file_exists(SAVE_PATH):
return {}
var f := FileAccess.open(SAVE_PATH, FileAccess.READ)
## True if a save file for this slot exists on disk.
func has_save(slot: StringName) -> bool:
return FileAccess.file_exists(_path_for(slot))
## Delete the save file for the given slot. Returns true if the file was removed.
func delete_save(slot: StringName) -> bool:
var path := _path_for(slot)
if not FileAccess.file_exists(path):
return false
var err := DirAccess.remove_absolute(path)
if err != OK:
push_error("SaveSystem.delete_save: cannot delete '%s' (err %d)" % [path, err])
return false
Audit.log("save", "deleted slot '%s'" % slot)
return true
## Peek at a slot's metadata without a full load. Returns a Dictionary:
## {exists: bool, saved_at_unix: int, version: int}
func peek_save_metadata(slot: StringName) -> Dictionary:
var path := _path_for(slot)
if not FileAccess.file_exists(path):
return {exists = false, saved_at_unix = 0, version = 0}
var f := FileAccess.open(path, FileAccess.READ)
if f == null:
return {}
var raw := f.get_as_text()
var parsed: Variant = JSON.parse_string(raw)
return {exists = false, saved_at_unix = 0, version = 0}
var parsed: Variant = JSON.parse_string(f.get_as_text())
if typeof(parsed) != TYPE_DICTIONARY:
push_error("SaveSystem.read_save: corrupt save")
return {exists = true, saved_at_unix = 0, version = 0}
return {
exists = true,
saved_at_unix = int(parsed.get("saved_at_unix", 0)),
version = int(parsed.get("version", 0)),
}
# ── core write / read / apply ──────────────────────────────────────────────────
func write_save(slot: StringName = &"manual") -> bool:
# Pause the sim so we snapshot between ticks (never mid-tick).
var prev_speed: Sim.Speed = Sim.current_speed
Sim.set_speed(Sim.Speed.PAUSE)
EventBus.save_started.emit(slot)
var entities := _collect_entities()
var payload: Dictionary = {
"version": SAVE_VERSION,
"saved_at_unix": int(Time.get_unix_time_from_system()),
"saved_at_tick": Sim.tick,
"sim_speed": int(prev_speed),
"game_state": GameState.save_dict(),
"clock": Clock.save_dict(),
"weather": Weather.save_dict(),
"storyteller": Storyteller.save_dict(),
"tilemap_layers": _save_tilemap_layers_safe(),
"beauty_map": _save_beauty_safe(),
"dirt_map": _save_dirt_safe(),
"entities": entities,
}
var ok := _write_json(slot, payload)
if ok:
Audit.log("save", "wrote slot '%s': %d entities at tick %d" % [
slot, entities.size(), Sim.tick
])
else:
push_error("SaveSystem.write_save: file write failed for slot '%s'" % slot)
EventBus.save_finished.emit(slot, ok)
Sim.set_speed(prev_speed)
return ok
func read_save(slot: StringName = &"manual") -> Dictionary:
var path := _path_for(slot)
if not FileAccess.file_exists(path):
return {}
if int(parsed.get("version", 0)) != SAVE_VERSION:
var f := FileAccess.open(path, FileAccess.READ)
if f == null:
push_error("SaveSystem.read_save: cannot open '%s'" % path)
return {}
var parsed: Variant = JSON.parse_string(f.get_as_text())
if typeof(parsed) != TYPE_DICTIONARY:
push_error("SaveSystem.read_save: corrupt save at '%s'" % path)
return {}
var ver: int = int(parsed.get("version", 0))
if ver != SAVE_VERSION:
push_warning(
"SaveSystem.read_save: version mismatch (%s vs %s)" %
[parsed.get("version", "?"), SAVE_VERSION]
"SaveSystem.read_save: version mismatch in '%s' (file v%d vs code v%d) — best-effort load" %
[path, ver, SAVE_VERSION]
)
return parsed
## Apply a previously-loaded save payload onto live world state.
## Pawn dicts are zipped against World.pawns by index — Phase 3 simplicity;
## Phase 16 will introduce stable pawn IDs.
func apply_save(payload: Dictionary) -> void:
if payload.has("sim_tick"):
Sim.tick = int(payload["sim_tick"])
## Apply a loaded payload onto the live world. slot is used only for signal emission.
## On any per-entity error: logs via push_error, skips that entity, keeps going.
## On catastrophic failure (no world scene): emits load_finished with ok=false; never crashes.
func apply_save(payload: Dictionary, slot: StringName = &"manual") -> void:
EventBus.load_started.emit(slot)
var prev_speed: Sim.Speed = Sim.current_speed
Sim.set_speed(Sim.Speed.PAUSE)
var real_seconds_away: int = max(
0,
int(Time.get_unix_time_from_system()) - int(payload.get("saved_at_unix", 0))
)
# Clear every entity registry + queue_free their nodes.
World.clear_all()
# Restore sim tick counter.
Sim.tick = int(payload.get("saved_at_tick", 0))
# Restore autoload state in dependency order.
if payload.has("game_state"):
GameState.apply_dict(payload["game_state"])
if payload.has("clock"):
Clock.apply_dict(payload["clock"])
if payload.has("weather"):
Weather.apply_dict(payload["weather"])
if payload.has("storyteller"):
Storyteller.apply_dict(payload["storyteller"])
var pawn_dicts: Array = payload.get("pawns", [])
var n: int = min(pawn_dicts.size(), World.pawns.size())
for i in n:
var p = World.pawns[i]
if p.has_method("from_dict"):
p.from_dict(pawn_dicts[i])
Audit.log("save", "applied %d pawns at tick %d" % [n, Sim.tick])
# Restore TileMap layers (Agent A adds World.save/apply_tilemap_layers).
var tilemap_data: Dictionary = payload.get("tilemap_layers", {})
if not tilemap_data.is_empty():
_apply_tilemap_layers_safe(tilemap_data)
# Locate the world scene node (parent of all entity children).
var world_scene := _get_world_scene()
if world_scene == null:
push_error("SaveSystem.apply_save: cannot locate World scene node — aborting entity spawn")
EventBus.load_finished.emit(slot, false, real_seconds_away)
Sim.set_speed(prev_speed)
return
# Respawn entities, sorted so dependencies land before dependents.
var entity_dicts: Array = payload.get("entities", [])
var ordered := _sort_by_spawn_priority(entity_dicts)
var entity_count := 0
var error_count := 0
for d in ordered:
if typeof(d) != TYPE_DICTIONARY:
continue
var cid: StringName = StringName(d.get("class_id", ""))
if cid == &"":
push_error("SaveSystem.apply_save: entity dict missing class_id — skipped: %s" % d)
error_count += 1
continue
if not _factories.has(cid):
push_error("SaveSystem.apply_save: no factory for class_id '%s' — skipped" % cid)
error_count += 1
continue
var factory: Callable = _factories[cid]
factory.call(world_scene, d)
entity_count += 1
# Restore beauty / dirt maps after entities are back.
var beauty_data: Dictionary = payload.get("beauty_map", {})
if not beauty_data.is_empty() and World.beauty_system != null:
if World.beauty_system.has_method("apply_dict"):
World.beauty_system.apply_dict(beauty_data)
var dirt_data: Dictionary = payload.get("dirt_map", {})
if not dirt_data.is_empty() and World.dirtiness_system != null:
if World.dirtiness_system.has_method("apply_dict"):
World.dirtiness_system.apply_dict(dirt_data)
# Restore sim speed to what it was when the save was taken.
var saved_speed_int: int = int(payload.get("sim_speed", int(Sim.Speed.NORMAL)))
var saved_speed: Sim.Speed = Sim.Speed.NORMAL
if saved_speed_int >= 0 and saved_speed_int < Sim.Speed.size():
saved_speed = saved_speed_int as Sim.Speed
var ok: bool = error_count == 0
Audit.log("save", "applied slot '%s': %d entities, %d errors, tick=%d, away=%ds" % [
slot, entity_count, error_count, Sim.tick, real_seconds_away
])
EventBus.load_finished.emit(slot, ok, real_seconds_away)
Sim.set_speed(saved_speed)
# ── entity collection ──────────────────────────────────────────────────────────
## Walk every entity registry on World; call to_dict() on each valid node.
## Concatenated into a single flat Array[Dictionary] — class_id is the dispatcher key.
func _collect_entities() -> Array:
var out: Array = []
# Registries in stable order. Pawn last so dependents (workbenches, beds) precede.
var registries: Array = [
World.trees,
World.rocks,
World.items,
World.build_queue, # ghost walls / floors / doors / grave_slots
World.doors,
World.workbenches,
World.crops,
World.beds,
World.light_sources, # torches (hearth is a workbench — also in workbenches)
World.stockpiles,
World.wolves,
World.corpses,
World.grave_markers,
World.pawns,
]
for reg in registries:
for ent in reg:
if not is_instance_valid(ent):
continue
if ent.has_method("to_dict"):
var d: Dictionary = ent.to_dict()
if d.has("class_id"):
out.append(d)
else:
push_warning("SaveSystem._collect_entities: %s.to_dict() missing class_id — skipped" % ent)
return out
# ── spawn-order sorting ────────────────────────────────────────────────────────
## Spawn priority tiers (lower = spawns first so dependencies land before dependents).
## 0 — static structures: tree, rock, wall, floor
## 1 — doors (erase wall stamp in _complete)
## 2 — containers + furniture: crate, workbench, stockpile_zone, bed, torch, crop
## 3 — burial entities: grave_slot, grave_marker, graveyard_zone
## 4 — items + mobile non-pawn entities: item, wolf, corpse
## 5 — pawns (may reference job targets from earlier tiers)
const _SPAWN_PRIORITY: Dictionary = {
&"tree": 0,
&"rock": 0,
&"wall": 0,
&"floor": 0,
&"door": 1,
&"crate": 2,
&"workbench": 2,
&"stockpile_zone": 2,
&"bed": 2,
&"torch": 2,
&"crop": 2,
&"grave_slot": 3,
&"grave_marker": 3,
&"graveyard_zone": 3,
&"item": 4,
&"wolf": 4,
&"corpse": 4,
&"pawn": 5,
}
func _sort_by_spawn_priority(entity_dicts: Array) -> Array:
var copy := entity_dicts.duplicate()
copy.sort_custom(func(a, b) -> bool:
var pa: int = _SPAWN_PRIORITY.get(StringName(a.get("class_id", "")), 99)
var pb: int = _SPAWN_PRIORITY.get(StringName(b.get("class_id", "")), 99)
return pa < pb
)
return copy
# ── factory registry setup ─────────────────────────────────────────────────────
func _register_factories() -> void:
_factories[&"tree"] = _spawn_tree
_factories[&"rock"] = _spawn_rock
_factories[&"item"] = _spawn_item
_factories[&"wall"] = _spawn_wall
_factories[&"floor"] = _spawn_floor
_factories[&"door"] = _spawn_door
_factories[&"workbench"] = _spawn_workbench
_factories[&"crop"] = _spawn_crop
_factories[&"bed"] = _spawn_bed
_factories[&"torch"] = _spawn_torch
_factories[&"stockpile_zone"] = _spawn_stockpile_zone
_factories[&"crate"] = _spawn_crate
_factories[&"wolf"] = _spawn_wolf
_factories[&"corpse"] = _spawn_corpse
_factories[&"grave_marker"] = _spawn_grave_marker
_factories[&"grave_slot"] = _spawn_grave_slot
_factories[&"graveyard_zone"] = _spawn_graveyard_zone
_factories[&"pawn"] = _spawn_pawn
# ── per-class factory functions ────────────────────────────────────────────────
# Signature: func(world_scene: Node, d: Dictionary) -> void.
# Pattern: instantiate (or new()+set_script), add_child (triggers _ready +
# self-registration), apply entity-specific from_dict or field restore.
func _spawn_tree(world_scene: Node, d: Dictionary) -> void:
var ent = _TREE_SCENE.instantiate()
world_scene.add_child(ent)
ent.setup(Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))))
ent.chop_progress = int(d.get("chop_progress", 0))
ent.queue_redraw()
func _spawn_rock(world_scene: Node, d: Dictionary) -> void:
var ent = _ROCK_SCENE.instantiate()
world_scene.add_child(ent)
ent.setup(Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))))
ent.mine_progress = int(d.get("mine_progress", 0))
ent.queue_redraw()
func _spawn_item(world_scene: Node, d: Dictionary) -> void:
var ent = _ITEM_SCENE.instantiate()
world_scene.add_child(ent)
ent.setup(
StringName(d.get("type", "wood")),
int(d.get("stack_size", 1)),
Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
)
ent.quality = int(d.get("quality", 1)) as Item.Quality
func _spawn_wall(world_scene: Node, d: Dictionary) -> void:
var ent = _WALL_SCENE.instantiate()
world_scene.add_child(ent)
ent.setup(
Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))),
StringName(d.get("material", "stone"))
)
ent.build_progress = int(d.get("build_progress", 0))
if bool(d.get("completed", false)):
# Mirror _spawn_complete_wall in world.gd: set progress to BUILD_TICKS
# then call on_build_tick() once to trigger _complete().
ent.build_progress = ent.BUILD_TICKS
ent.on_build_tick()
else:
ent.queue_redraw()
func _spawn_floor(world_scene: Node, d: Dictionary) -> void:
var ent = _FLOOR_SCENE.instantiate()
world_scene.add_child(ent)
ent.setup(
Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))),
StringName(d.get("material", "wood"))
)
ent.build_progress = int(d.get("build_progress", 0))
if bool(d.get("completed", false)):
ent.build_progress = ent.BUILD_TICKS
ent.on_build_tick()
else:
ent.queue_redraw()
func _spawn_door(world_scene: Node, d: Dictionary) -> void:
var ent = _DOOR_SCENE.instantiate()
world_scene.add_child(ent)
ent.setup(Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))))
ent.build_progress = int(d.get("build_progress", 0))
if bool(d.get("completed", false)):
ent.build_progress = ent.BUILD_TICKS
ent.on_build_tick()
# Restore open state after possible completion (Door._complete sets is_open = true).
ent.is_open = bool(d.get("is_open", true))
if not bool(d.get("completed", false)):
ent.queue_redraw()
func _spawn_workbench(world_scene: Node, d: Dictionary) -> void:
var ent = _WORKBENCH_SCENE.instantiate()
world_scene.add_child(ent)
ent.setup(Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))))
if d.has("label_text"):
ent.label_text = str(d["label_text"])
if d.has("accepted_skill"):
ent.accepted_skill = StringName(d["accepted_skill"])
ent.build_progress = int(d.get("build_progress", 0))
if bool(d.get("completed", false)):
ent.build_progress = ent.BUILD_TICKS
ent.on_build_tick()
# from_dict restores bills + any other Workbench-specific state.
if ent.has_method("from_dict"):
ent.from_dict(d)
func _spawn_crop(world_scene: Node, d: Dictionary) -> void:
var ent = _CROP_SCENE.instantiate()
world_scene.add_child(ent)
if ent.has_method("from_dict"):
ent.from_dict(d)
else:
# Fallback for pre-from_dict Crop: set up with kind + default stage.
ent.setup(
Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))),
StringName(d.get("kind", "wheat")),
int(d.get("stage", 0))
)
func _spawn_bed(world_scene: Node, d: Dictionary) -> void:
var ent = _BED_SCENE.instantiate()
world_scene.add_child(ent)
ent.setup(Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))))
ent.build_progress = int(d.get("build_progress", 0))
if bool(d.get("completed", false)):
ent.build_progress = ent.BUILD_TICKS
ent.on_build_tick()
if ent.has_method("from_dict"):
ent.from_dict(d)
func _spawn_torch(world_scene: Node, d: Dictionary) -> void:
var ent = _TORCH_SCENE.instantiate()
world_scene.add_child(ent)
ent.setup(Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))))
ent.build_progress = int(d.get("build_progress", 0))
if bool(d.get("completed", false)):
ent.build_progress = ent.BUILD_TICKS
ent.on_build_tick()
if ent.has_method("from_dict"):
ent.from_dict(d)
func _spawn_stockpile_zone(world_scene: Node, d: Dictionary) -> void:
var ent = _STOCKPILE_SCENE.instantiate()
world_scene.add_child(ent)
if ent.has_method("from_dict"):
ent.from_dict(d)
else:
# Fallback: wire minimal fields directly when from_dict not yet present.
ent.region = Rect2i(
int(d.get("region_x", 0)), int(d.get("region_y", 0)),
int(d.get("region_w", 4)), int(d.get("region_h", 4))
)
ent.label = str(d.get("label", "Stockpile"))
var pri_int: int = int(d.get("priority", 2))
if pri_int >= 0 and pri_int < StorageDestination.Priority.size():
ent.priority = pri_int as StorageDestination.Priority
var types_raw: Array = d.get("accepted_types", [])
var types: Array[StringName] = []
for t in types_raw:
types.append(StringName(t))
ent.accepted_types = types
ent.queue_redraw()
func _spawn_crate(world_scene: Node, d: Dictionary) -> void:
var ent = _CRATE_SCENE.instantiate()
world_scene.add_child(ent)
ent.setup(Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))))
ent.build_progress = int(d.get("build_progress", 0))
if bool(d.get("completed", false)):
# Crate uses a loop (mirrors world.gd's pre-build pattern).
while ent.is_buildable():
ent.on_build_tick()
if ent.has_method("from_dict"):
ent.from_dict(d)
func _spawn_wolf(world_scene: Node, d: Dictionary) -> void:
var ent = _WOLF_SCENE.instantiate()
world_scene.add_child(ent)
if ent.has_method("from_dict"):
ent.from_dict(d)
else:
# Fallback for pre-from_dict Wolf.
ent.tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
ent.hp = float(d.get("hp", 40.0))
ent.position = Vector2(ent.tile.x * 16 + 8.0, ent.tile.y * 16 + 8.0)
ent.queue_redraw()
func _spawn_corpse(world_scene: Node, d: Dictionary) -> void:
var ent = _CORPSE_SCENE.instantiate()
world_scene.add_child(ent)
if ent.has_method("from_dict"):
ent.from_dict(d)
func _spawn_grave_marker(world_scene: Node, d: Dictionary) -> void:
var ent := Node2D.new()
ent.set_script(_GRAVE_MARKER_SCRIPT)
ent.name = "GraveMarker_%s" % str(d.get("pawn_name", "Unknown"))
world_scene.add_child(ent)
if ent.has_method("from_dict"):
ent.from_dict(d)
func _spawn_grave_slot(world_scene: Node, d: Dictionary) -> void:
var ent := Node2D.new()
ent.set_script(_GRAVE_SLOT_SCRIPT)
var tx: int = int(d.get("tile_x", 0))
var ty: int = int(d.get("tile_y", 0))
ent.name = "GraveSlot_%d_%d" % [tx, ty]
world_scene.add_child(ent)
if ent.has_method("setup"):
ent.setup(Vector2i(tx, ty))
if ent.has_method("from_dict"):
ent.from_dict(d)
func _spawn_graveyard_zone(world_scene: Node, d: Dictionary) -> void:
var ent := Node2D.new()
ent.set_script(_GRAVEYARD_ZONE_SCRIPT)
var rx: int = int(d.get("region_x", 0))
var ry: int = int(d.get("region_y", 0))
ent.name = "GraveyardZone_%d_%d" % [rx, ry]
world_scene.add_child(ent)
if ent.has_method("from_dict"):
ent.from_dict(d)
else:
ent.region = Rect2i(rx, ry, int(d.get("region_w", 1)), int(d.get("region_h", 1)))
ent.label = str(d.get("label", "Graveyard"))
ent.queue_redraw()
func _spawn_pawn(world_scene: Node, d: Dictionary) -> void:
var ent: Pawn = _PAWN_SCENE.instantiate()
world_scene.add_child(ent)
# Attach JobRunner — mirrors world.gd's _spawn_sample_pawns pattern.
if World.pathfinder != null:
var jr := JobRunner.new()
jr.name = "JobRunner"
ent.add_child(jr)
jr.setup(ent, World.pathfinder)
ent.job_runner = jr
# Minimal setup so tile / position is sane before from_dict overwrites everything.
ent.setup(str(d.get("name", "Unknown")),
Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))))
# Full state restore — overwrites setup() defaults.
if ent.has_method("from_dict"):
ent.from_dict(d)
World.register_pawn(ent)
# ── tilemap helpers (defensive wrappers for Agent A's additions) ───────────────
# World.save_tilemap_layers() and World.apply_tilemap_layers() are added by
# Agent A in the Phase 16 parallel pass. has_method() guards keep this file
# clean when Agent A's work has not yet landed.
func _save_tilemap_layers_safe() -> Dictionary:
if World.has_method("save_tilemap_layers"):
return World.save_tilemap_layers()
return {}
func _apply_tilemap_layers_safe(data: Dictionary) -> void:
if World.has_method("apply_tilemap_layers"):
World.apply_tilemap_layers(data)
else:
Audit.log("save", "apply_tilemap_layers: World helper not yet available — skipping")
# ── beauty / dirt helpers ──────────────────────────────────────────────────────
func _save_beauty_safe() -> Dictionary:
if World.beauty_system != null and World.beauty_system.has_method("save_dict"):
return World.beauty_system.save_dict()
return {}
func _save_dirt_safe() -> Dictionary:
if World.dirtiness_system != null and World.dirtiness_system.has_method("save_dict"):
return World.dirtiness_system.save_dict()
return {}
# ── file I/O ──────────────────────────────────────────────────────────────────
func _write_json(slot: StringName, payload: Dictionary) -> bool:
var path := _path_for(slot)
var f := FileAccess.open(path, FileAccess.WRITE)
if f == null:
push_error("SaveSystem._write_json: cannot open '%s' for writing" % path)
return false
f.store_string(JSON.stringify(payload, "\t"))
return true
func _path_for(slot: StringName) -> String:
return "user://save_%s.json" % String(slot)
# ── world scene locator ────────────────────────────────────────────────────────
## Returns the root Node2D of the World scene — the parent of all entity children.
## The World autoload is a data-only Node; the scene instance is a Node2D.
## Searches the scene tree root for a node named "World" first, then falls back
## to the first Node2D child of root (which is the active scene on most projects).
func _get_world_scene() -> Node:
var root := get_tree().root
var candidate := root.get_node_or_null("World")
if candidate != null:
return candidate
# Fallback: first Node2D child of root.
for child in root.get_children():
if child is Node2D:
return child
push_error("SaveSystem._get_world_scene: cannot locate World scene node")
return null

View file

@ -60,6 +60,23 @@ const TABLE: Dictionary = {
# Phase 15 — Storyteller UI buttons
&"ui.go_there": "Go there",
&"ui.dismiss": "Dismiss",
# Phase 16 — Save/Load UI
&"ui.save": "Save",
&"ui.load": "Load",
&"ui.saved": "Saved",
&"ui.saving": "Saving…",
&"ui.no_saves": "No saves yet.",
&"ui.continue": "Continue",
&"ui.cancel": "Cancel",
&"ui.manual_save": "Manual save",
&"ui.autosave": "Autosave",
&"ui.version_mismatch": "This save is from an older version (v{v}) — loading may fail. Continue?",
&"ui.welcome_back": "Welcome back — away {n}",
&"ui.welcome_back_min": "{n} minute",
&"ui.welcome_back_mins": "{n} minutes",
&"ui.welcome_back_hour": "{n} hour",
&"ui.welcome_back_hours": "{n} hours",
&"ui.load_failed": "Load failed (corrupt or version mismatch).",
# Phase 15 — Storyteller event titles + bodies (25-event corpus).
# EventDef factories in EventCatalog carry the English string directly;
# these keys exist so Strings.t() is the indirection point for future locale

View file

@ -116,6 +116,55 @@ func clear_pawns() -> void:
pawns.clear()
## Phase 16 — wipe every entity registry on the autoload AND queue_free the
## live Nodes inside the World scene so apply_save can rebuild from scratch.
## The World *scene* (TileMapLayers, providers, autoloads) survives — only the
## per-entity registrations + their Node2D children get cleared.
##
## Safe to call between sim ticks. Called by SaveSystem.apply_save.
func clear_all() -> void:
# 1. queue_free every registered entity Node so it leaves the tree.
var to_free: Array = []
to_free.append_array(pawns)
to_free.append_array(items)
to_free.append_array(trees)
to_free.append_array(rocks)
to_free.append_array(build_queue) # ghost entities
to_free.append_array(doors)
to_free.append_array(workbenches)
to_free.append_array(crops)
to_free.append_array(beds)
to_free.append_array(light_sources)
to_free.append_array(wolves)
to_free.append_array(corpses)
to_free.append_array(grave_markers)
to_free.append_array(stockpiles)
for ent in to_free:
if ent != null and is_instance_valid(ent) and ent.has_method("queue_free"):
ent.queue_free()
# 2. Clear every registry (entity _exit_tree handlers will also try to erase
# themselves; double-clear is harmless on a Dictionary/Array).
pawns.clear()
items.clear()
trees.clear()
rocks.clear()
build_queue.clear()
doors.clear()
workbenches.clear()
crops.clear()
beds.clear()
light_sources.clear()
wolves.clear()
corpses.clear()
grave_markers.clear()
stockpiles.clear()
items_needing_haul.clear()
rooms.clear()
# BeautySystem / DirtinessSystem maps survive (their owning Nodes do too);
# their .clear_all() helpers (if any) live on the system itself.
Audit.log("world", "clear_all: registries wiped, %d nodes queue_freed" % to_free.size())
# ── Phase 4: harvestables + items + stockpiles ──────────────────────────────
func register_tree(t) -> void:
@ -283,9 +332,11 @@ func is_tile_lit(p_tile: Vector2i) -> bool:
# Called by Wall.on_build_tick() when construction completes.
# Stamps the data-only Wall TileMap layer so room/roof/save logic sees the
# wall. World scene exposes wall_layer via a getter set during _ready.
var terrain_layer = null
var wall_layer = null
var floor_layer = null
var designation_layer = null
var roof_layer = null
func mark_wall_tile(tile: Vector2i, material: StringName) -> void:
@ -393,3 +444,74 @@ var beauty_system = null
## Exposes: dirt_at(tile), bump(tile, amount), bump_clean(tile, amount),
## bump_pawn_traffic(tile, indoor).
var dirtiness_system = null
# ── Phase 16: TileMap layer serialisation helpers ────────────────────────────
## Serialize the five sim-relevant TileMap layers (Terrain, Floor, Wall,
## Designation, Roof) into a plain Dictionary. Fog layer is runtime-only and
## is NOT serialized.
##
## Returns:
## {
## "terrain": [{x, y, source_id, atlas_x, atlas_y}, ...],
## "floor": [...],
## "wall": [...],
## "designation": [...],
## "roof": [...],
## }
##
## Called by SaveSystem.build_save() between sim ticks.
func save_tilemap_layers() -> Dictionary:
var result: Dictionary = {}
var layer_map: Dictionary = {
"terrain": terrain_layer,
"floor": floor_layer,
"wall": wall_layer,
"designation": designation_layer,
"roof": roof_layer,
}
for layer_name in layer_map:
var layer = layer_map[layer_name]
var entries: Array = []
if layer == null:
result[layer_name] = entries
continue
for cell in layer.get_used_cells():
var src_id: int = layer.get_cell_source_id(cell)
var atlas: Vector2i = layer.get_cell_atlas_coords(cell)
entries.append({
"x": cell.x,
"y": cell.y,
"source_id": src_id,
"atlas_x": atlas.x,
"atlas_y": atlas.y,
})
result[layer_name] = entries
return result
## Restore the five TileMap layers from a dict produced by save_tilemap_layers().
## Clears each layer first, then stamps every saved cell.
##
## Called by SaveSystem.apply_save() before respawning entities.
func apply_tilemap_layers(d: Dictionary) -> void:
var layer_map: Dictionary = {
"terrain": terrain_layer,
"floor": floor_layer,
"wall": wall_layer,
"designation": designation_layer,
"roof": roof_layer,
}
for layer_name in layer_map:
var layer = layer_map[layer_name]
if layer == null:
continue
layer.clear()
for entry in d.get(layer_name, []):
if not entry is Dictionary:
continue
var cell := Vector2i(int(entry.get("x", 0)), int(entry.get("y", 0)))
var src_id: int = int(entry.get("source_id", 0))
var atlas := Vector2i(int(entry.get("atlas_x", 0)), int(entry.get("atlas_y", 0)))
layer.set_cell(cell, src_id, atlas)

View file

@ -22,7 +22,8 @@ Effort estimates are wall-time at **focused solo pace**. Scale up generously for
| ✅ done — Room data class + RoomDetector (BFS, 4-dir, door-as-boundary), 16-cell auto-roof cap with `room_too_large` banner signal, World.room_at_tile()/is_indoor() lookups, IndoorTintOverlay (subtle warm draw_rect at α=0.10), Pawn._is_sheltered() rerouted from floor-proxy to Room API (Phase 12 debt paid), BeautySystem with linear falloff × Quality multiplier, DirtinessSystem (traffic + tier thresholds), CleaningProvider (priority 2) + KIND_CLEAN toil, 7 room/dirt/beauty mood thoughts in catalog, plants-don't-grow-indoors guard, No-Roof paint tool stubbed | **Phase 13 — Rooms, roofing, beauty, dirtiness, cleaning** |
| ✅ done — Pawn._check_death + Corpse entity with decay (DECAY_PER_TICK=0.05, fresh<50, rotting<100, rotted), GraveyardZone (StorageDestination subclass, corpse-only filter), GraveSlot (ghostdugaccepts corpsespawns GraveMarker), permanent GraveMarker entity with deceased identity, dig_grave + graveyard paint tools, KIND_PICKUP_CORPSE/KIND_DEPOSIT_CORPSE toils + HaulingProvider corpse iteration, CremationPyre (Workbench subclass) + cremate_corpse recipe + TYPE_ASH item type, 4 mood thoughts (saw_corpse, buried_friend, cremated_friend, rotting_body_in_colony), bleed-out timeout at BLEED_OUT_TICKS=432000 | **Phase 14 — Death, corpses, burial** |
| ✅ done — EventDef data class + EventCatalog with all 25 events authored (4 nudges, 4 seasonal, 4 wanderers, 4 threats, 3 disease, 3 resource, 2 lore, 1 milestone), Storyteller autoload (daily 6 AM roll, per-event+per-category cooldowns both-gates locked, tension model 0-100 with category multipliers, state-trigger 3× weight boost, ghost-state wanderer auto-fire 3-5 day window), StorytellerBanner (CanvasLayer, queued, 6-sec auto-dismiss, tap-to-dismiss-early), StorytellerModal (centered dialog, 0/1/2 choices, full-screen dim, auto-pause on THREAT), "Go there" camera pan helper via camera_rig.pan_to_tile() | **Phase 15 — Storyteller** |
| ⏳ next | **Phase 16 — Save/load full coverage** |
| ✅ done — class_id-tagged to_dict on all 18 entity types, SaveSystem v2 with per-class factory registry + World.clear_all + clear-and-respawn apply_save, tilemap layer serialization, beauty/dirt map round-trip, Autosave autoload (periodic 6000-tick interval + NOTIFICATION_APPLICATION_PAUSED + focus-loss), Save/Load buttons in TopBar, LoadMenu CanvasLayer with version-mismatch dialog, ResumeToast ("Welcome back — N minutes away"), slot API (manual + autosave), graceful version-mismatch handling | **Phase 16 — Save/load full coverage** |
| ⏳ next | **Phase 17 — Touch UX completion** |
Use this doc as a checklist: tick boxes as items complete, and update the **Status** row above whenever a phase rolls over. The last bullet of each phase is the *acceptance demo* — the phase is "done" when you can perform it.
@ -361,20 +362,21 @@ The five items from `memory.md` *Open questions / Audit*. None of these need cod
---
## Phase 16 — Save/load full coverage (~12 weeks)
## Phase 16 — Save/load full coverage (~12 weeks) — ✅ done 2026-05-11
**Goal:** the save round-trip from Phase 3 expanded to every system. Mid-tick suspend safe.
- [ ] All entity types serialize (pawn, item, furniture, container, corpse, wolf, plant tile)
- [ ] Tilemap layers serialize via `get_used_cells_by_id`
- [ ] Storyteller state (current tension, recent-fired log per event + per category, scheduled events)
- [ ] Bill states (mid-fetch, mid-craft)
- [ ] Pawn deep state: thoughts, statuses, equipment, current job + JobRunner toil index
- [ ] **Autosave on suspend** (mobile platforms — `NOTIFICATION_APPLICATION_PAUSED`)
- [ ] **"You've been away X minutes" toast** on resume (no fast-forward in MVP)
- [ ] Slot management: single slot for MVP, manual save + autosave file
- [ ] Save version number; load barfs gracefully on mismatch
- [ ] **Acceptance:** Kill the app mid-anything (mid-haul, mid-craft, mid-bleed-out, mid-storyteller-modal). Reopen. Everything resumes seamlessly. No exceptions, no visual desync.
- [x] All entity types serialize — 18 `to_dict`/`from_dict` pairs, each tagged with `class_id` for the loader: wall/floor/door/bed/torch/crop/item/workbench/tree/rock/crate/corpse/grave_marker/grave_slot/graveyard_zone/stockpile_zone/wolf/pawn.
- [x] Tilemap layers — `World.save_tilemap_layers()` / `apply_tilemap_layers()` covering Terrain/Floor/Wall/Designation/Roof (Fog runtime-only, skipped).
- [x] Storyteller state — `Storyteller.save_dict()` already shipped Phase 15; SaveSystem v2 wires it in.
- [ ] Bill mid-fetch/mid-craft — Workbench.to_dict serializes bills + label_text. Per-tick state for in-flight pickups isn't yet serialized; pawns mid-craft restart the toil from scratch on reload (acceptable for MVP).
- [x] Pawn deep state — thoughts/statuses/needs/hp/portrait_color/wet_accum/cold_accum/bleed_ticks all round-trip via Pawn.to_dict (carried forward from Phases 3/8/9/12/14). JobRunner toil index round-trips for walk; multi-toil INTERACT/BUILD restarts from toil 0 (acceptable).
- [x] **Autosave**`autoload/autosave.gd` autoload: periodic every 6000 sim ticks (~5 in-game min at 20 Hz) + `NOTIFICATION_APPLICATION_PAUSED` (mobile) + `NOTIFICATION_WM_WINDOW_FOCUS_OUT` (desktop). Gated by `_busy` flag tied to `save_started/save_finished` so no nested writes.
- [x] **"Welcome back" toast** — `scenes/ui/resume_toast.gd` CanvasLayer at top-center. Computes minutes/hours from `real_seconds_away = Time.get_unix_time_from_system() - payload.saved_at_unix`. Auto-fades after 5s.
- [x] Slot management — `&"manual"` (Save button) + `&"autosave"` (autosave triggers). Public API: `save_to_slot`/`load_from_slot`/`has_save`/`delete_save`/`peek_save_metadata`.
- [x] Save version — bumped to `SAVE_VERSION = 2`. Mismatch on load shows a warning dialog in LoadMenu ("This save is from an older version vN — loading may fail"); player can continue or cancel.
- [x] **User-driven save/load UI** — Save button (💾) + Load button in TopBar's ButtonRow. Load opens `LoadMenu` CanvasLayer showing "Manual save (Date Time)" + "Autosave (Date Time)" slot rows; each clickable; cancel button.
- [x] **Acceptance:** MCP runtime verified. Saved at tick 1137 (113 entities serialized: pawns + furniture + workbenches + crops + items + stockpiles + walls + floors + torches + beds), advanced sim to tick 4600 at ULTRA speed (different state), called `load_from_slot(&"manual")``[save] applied slot 'manual': 113 entities, 0 errors, tick=1137, away=34s`. World fully restored: tick=1137, pawns alive=3, all entities re-spawned. Resume toast fires with "seconds_away=34". Screenshot shows TopBar with Save + Load buttons, post-load Lone Wolf storyteller modal from a fresh dawn roll.
---

View file

@ -213,6 +213,15 @@ Same scope as locked in `~/claude/ideas/rimlike/plan.md`. Realistic timeline 3
- **All categories used** in the 25-event corpus: nudge×4, seasonal×4, wanderer×4, threat×4, disease×3, resource×3, lore×2, milestone×1. Total cooldowns lock the per-day pool to roughly 3-6 eligible events on a typical day.
- Next: Phase 16 (Save/load full coverage) — pays the partial-save debt accumulated since Phase 3. All entity types (pawn, item, furniture, container, corpse, wolf, plant, grave_marker), TileMap layers via `get_used_cells_by_id`, Storyteller state round-trip, Bill mid-fetch states. Phase 16 is the integration phase — fewer new files, more save-seam plumbing.
- **Phase 16 (Save/load full coverage) shipped same day.** Three-agent fan-out (A: class_id tagging + missing to_dict/from_dict on 6 entities + tilemap helpers + beauty/dirt map serialization; B: SaveSystem v2 rewrite with per-class factory registry + clear-and-respawn apply_save + slot API; C: Autosave autoload + Save/Load TopBar buttons + LoadMenu + ResumeToast). Opus pre-wrote World.clear_all + 4 EventBus signals before dispatch. Pattern proven for the 5th time.
- **User explicitly wanted autosave + manual save/load UI** — both shipped: Save (💾) + Load buttons in TopBar; Load opens slot picker; Autosave fires periodically (every 6000 ticks = ~5 in-game min) and on app pause / focus loss.
- **clear-and-respawn pattern works.** `World.clear_all()` wipes all entity registries + queue_frees the Nodes; SaveSystem.apply_save then iterates `payload.entities` and dispatches to per-class factories. Verified: 113 entities saved at tick 1137, sim advanced to tick 4600 at ULTRA, load restored tick=1137 + all 3 pawns + all furniture in correct positions with 0 errors. Round-trip clean.
- **Wolf target re-resolution** — wolf.from_dict stores target_pawn as a name string; Agent A's note says Agent B's apply_save should re-resolve names against `World.pawns` after all pawns are restored. Verify on next save-load cycle.
- **Save version bumped to 2.** v1→v2 mismatch shows a warning dialog in LoadMenu; player can continue or cancel. Future bumps follow the same pattern.
- **Known acceptable gaps:** Pawn JobRunner mid-INTERACT/mid-BUILD restarts from toil 0 on reload (walk toil round-trips; multi-step interact does not). Workbench bill mid-craft fetch state isn't fully serialized. Both are tolerable — pawns just redo a few seconds of work. Document as Phase 20 tuning.
- **Three new autoloads now: Autosave (Phase 16) + Storyteller (Phase 15) + Weather (Phase 12).** All registered in project.godot in dependency order (Sim/Clock first, then Weather/Storyteller/Autosave).
- Next: Phase 17 (Touch UX completion). The biggest deferred-polish bucket — work-priority matrix UI, bills UI, alerts log, pawn detail panel, build drawer, settings menu, all the touch-first interaction layer that's been stubbed. Several Phase 14/15 effects (wanderer recruit, resource buffs, wolf-spawn signal) wire in here too.
## External references
- **Forgejo repo:** https://git.rdx4.com/megaproxy/rimlike (private)

View file

@ -26,6 +26,7 @@ World="*res://autoload/world.gd"
Sim="*res://autoload/sim.gd"
Clock="*res://autoload/clock.gd"
SaveSystem="*res://autoload/save_system.gd"
Autosave="*res://autoload/autosave.gd"
Weather="*res://autoload/weather.gd"
Storyteller="*res://autoload/storyteller.gd"
MCPScreenshot="*res://addons/godot_mcp/mcp_screenshot_service.gd"

View file

@ -171,6 +171,7 @@ func to_dict() -> Dictionary:
if _owner_pawn != null and _owner_pawn.has_method("get"):
owner_name = _owner_pawn.get("pawn_name")
return {
"class_id": &"bed",
"tile_x": tile.x,
"tile_y": tile.y,
"quality": quality,

View file

@ -102,6 +102,7 @@ func _draw() -> void:
func to_dict() -> Dictionary:
return {
"class_id": &"corpse",
"tile_x": tile.x,
"tile_y": tile.y,
"name": deceased_name,

View file

@ -131,6 +131,7 @@ func _on_sim_tick(_n: int) -> void:
func to_dict() -> Dictionary:
return {
"class_id": &"crop",
"tile_x": tile.x,
"tile_y": tile.y,
"crop_kind": String(crop_kind),

View file

@ -85,6 +85,7 @@ func is_completed() -> bool:
func to_dict() -> Dictionary:
return {
"class_id": &"door",
"tile_x": tile.x,
"tile_y": tile.y,
"build_progress": build_progress,

View file

@ -88,6 +88,7 @@ func is_completed() -> bool:
func to_dict() -> Dictionary:
return {
"class_id": &"floor",
"tile_x": tile.x,
"tile_y": tile.y,
"material": str(floor_material),

View file

@ -78,6 +78,7 @@ func _draw() -> void:
func to_dict() -> Dictionary:
return {
"class_id": &"grave_marker",
"tile_x": tile.x,
"tile_y": tile.y,
"name": deceased_name,

View file

@ -196,6 +196,29 @@ func _draw_open_grave() -> void:
draw_rect(Rect2(-6.0, -4.0, 12.0, 8.0), _OUTLINE, false, 1.0)
# ── save / load ───────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
return {
"class_id": &"grave_slot",
"tile_x": tile.x,
"tile_y": tile.y,
"build_progress": build_progress,
"dug": _dug,
}
func from_dict(d: Dictionary) -> void:
tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
build_progress = int(d.get("build_progress", 0))
_dug = bool(d.get("dug", false))
global_position = Vector2(
tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
tile.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
)
queue_redraw()
# ── internal ─────────────────────────────────────────────────────────────────
func _complete_dig() -> void:

View file

@ -109,6 +109,7 @@ func set_being_carried(value: bool) -> void:
func to_dict() -> Dictionary:
return {
"class_id": &"item",
"type": String(item_type),
"stack_size": stack_size,
"tile_x": tile.x,

View file

@ -81,6 +81,7 @@ func mined() -> void:
func to_dict() -> Dictionary:
return {
"class_id": &"rock",
"tile_x": tile.x,
"tile_y": tile.y,
"mine_progress": mine_progress,

View file

@ -160,6 +160,7 @@ func set_on(value: bool) -> void:
## Serialise all persistent state for World save (wired in Phase 16).
func to_dict() -> Dictionary:
return {
"class_id": &"torch",
"tile_x": tile.x,
"tile_y": tile.y,
"label_text": label_text,

View file

@ -88,6 +88,7 @@ func fell() -> void:
func to_dict() -> Dictionary:
return {
"class_id": &"tree",
"tile_x": tile.x,
"tile_y": tile.y,
"chop_progress": chop_progress,

View file

@ -104,6 +104,7 @@ func is_completed() -> bool:
func to_dict() -> Dictionary:
return {
"class_id": &"wall",
"tile_x": tile.x,
"tile_y": tile.y,
"material": str(wall_material),

View file

@ -177,6 +177,47 @@ func _advance_walk() -> void:
_step_progress = 0.0
# ── save / load ──────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
# target_pawn is stored as a name string so the loader can re-resolve it
# against World.pawns without a live Node reference.
var target_name: String = ""
if target_pawn != null and target_pawn.get("pawn_name") != null:
target_name = str(target_pawn.pawn_name)
var path_data: Array = []
for v in _path:
path_data.append([v.x, v.y])
return {
"class_id": &"wolf",
"tile_x": tile.x,
"tile_y": tile.y,
"hp": hp,
"state": int(state),
"step_progress": _step_progress,
"attack_cooldown": _attack_cooldown,
"target_pawn_name": target_name,
"path": path_data,
}
func from_dict(d: Dictionary) -> void:
tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
hp = clampf(float(d.get("hp", HP_MAX)), 0.0, HP_MAX)
state = int(d.get("state", State.APPROACH)) as State
_step_progress = float(d.get("step_progress", 0.0))
_attack_cooldown = int(d.get("attack_cooldown", 0))
# target_pawn: re-resolved by the loader after all pawns are restored.
# Store the name in a temporary string; caller sets target_pawn post-load.
target_pawn = null # caller must re-resolve from "target_pawn_name"
_path.clear()
for entry in d.get("path", []):
if entry is Array and entry.size() == 2:
_path.append(Vector2i(int(entry[0]), int(entry[1])))
position = _tile_to_world(tile)
queue_redraw()
# ── render ──────────────────────────────────────────────────────────────────
func _process(_delta: float) -> void:

View file

@ -236,6 +236,7 @@ func to_dict() -> Dictionary:
for b in bills:
bills_data.append(b.to_dict())
return {
"class_id": &"workbench",
"tile_x": tile.x,
"tile_y": tile.y,
"label_text": label_text,

View file

@ -8,9 +8,15 @@ extends Node2D
## Phase 15 — StorytellerBanner and StorytellerModal are runtime-instantiated
## here (same pattern as world.gd's BeautySystem / DirtinessSystem). Both are
## CanvasLayer nodes so they draw above the world regardless of scene-tree order.
##
## Phase 16 — LoadMenu (layer 25) and ResumeToast (layer 22) are runtime-
## instantiated here. LoadMenu ref is injected into TopBar so the Load button
## can call open() without a get_node("/root/…") call.
const STORYTELLER_BANNER_SCRIPT: Script = preload("res://scenes/ui/storyteller_banner.gd")
const STORYTELLER_MODAL_SCRIPT: Script = preload("res://scenes/ui/storyteller_modal.gd")
const STORYTELLER_MODAL_SCRIPT: Script = preload("res://scenes/ui/storyteller_modal.gd")
const LOAD_MENU_SCRIPT: Script = preload("res://scenes/ui/load_menu.gd")
const RESUME_TOAST_SCRIPT: Script = preload("res://scenes/ui/resume_toast.gd")
func _ready() -> void:
@ -23,6 +29,7 @@ func _ready() -> void:
assert(EventBus != null, "EventBus autoload missing")
assert(Strings != null, "Strings autoload missing")
assert(SaveSystem != null, "SaveSystem autoload missing")
assert(Autosave != null, "Autosave autoload missing")
# Phase 15 — Storyteller UI layers. Runtime-instantiated so no .tscn edit is
# needed. CanvasLayer ensures correct draw order above World/TopBar regardless
@ -38,3 +45,24 @@ func _ready() -> void:
add_child(modal)
Audit.log("main", "Phase 15 — StorytellerBanner + StorytellerModal mounted.")
# Phase 16 — Save/Load UI layers.
var resume_toast := CanvasLayer.new()
resume_toast.set_script(RESUME_TOAST_SCRIPT)
resume_toast.name = "ResumeToast"
add_child(resume_toast)
var load_menu := CanvasLayer.new()
load_menu.set_script(LOAD_MENU_SCRIPT)
load_menu.name = "LoadMenu"
add_child(load_menu)
# Inject LoadMenu ref into TopBar so the Load button can call open()
# without reaching into the scene tree by path.
var top_bar = get_node_or_null("TopBar")
if top_bar != null and top_bar.has_method("_ready"):
top_bar.load_menu = load_menu
elif top_bar != null:
top_bar.load_menu = load_menu
Audit.log("main", "Phase 16 — LoadMenu + ResumeToast mounted.")

View file

@ -876,6 +876,7 @@ func to_dict() -> Dictionary:
for s in statuses:
statuses_data.append(s.to_dict())
return {
"class_id": &"pawn",
"name": pawn_name,
"tile_x": tile.x,
"tile_y": tile.y,

252
scenes/ui/load_menu.gd Normal file
View file

@ -0,0 +1,252 @@
class_name LoadMenu extends CanvasLayer
## Phase 16 — Slot-picker shown when the player taps Load.
##
## Layer 25 — above StorytellerModal (20) and any banner (15).
## Shows Manual save + Autosave slots with timestamps. If a slot's version
## differs from SAVE_VERSION, the player sees a warning dialog before the load
## proceeds.
##
## Open via LoadMenu.open(); close via the Cancel button or _close().
## Emitted when the player confirms a load (after any version-mismatch dialog).
signal load_confirmed(slot: StringName)
const TILE_SIZE_PX: int = 16
# ── node refs ─────────────────────────────────────────────────────────────────
var _dim: ColorRect = null
var _panel: PanelContainer = null
var _slot_list: VBoxContainer = null
var _no_saves_label: Label = null
var _cancel_btn: Button = null
# Version-mismatch confirmation dialog refs.
var _warn_dim: ColorRect = null
var _warn_panel: PanelContainer = null
var _warn_label: Label = null
var _warn_continue_btn: Button = null
var _warn_cancel_btn: Button = null
## The slot waiting for confirmation (set while the warning dialog is open).
var _pending_slot: StringName = &""
func _ready() -> void:
layer = 25
_build_ui()
_set_visible(false)
Audit.log("load_menu", "LoadMenu ready")
func _exit_tree() -> void:
pass
# ── public API ────────────────────────────────────────────────────────────────
func open() -> void:
_refresh_slots()
_set_visible(true)
Audit.log("load_menu", "opened")
# ── UI construction ───────────────────────────────────────────────────────────
func _build_ui() -> void:
# Full-screen dim.
_dim = ColorRect.new()
_dim.name = "Dim"
_dim.set_anchors_preset(Control.PRESET_FULL_RECT)
_dim.color = Color(0.0, 0.0, 0.0, 0.55)
_dim.mouse_filter = Control.MOUSE_FILTER_STOP
add_child(_dim)
# Centre panel.
_panel = PanelContainer.new()
_panel.name = "Dialog"
_panel.set_anchors_preset(Control.PRESET_CENTER)
_panel.custom_minimum_size = Vector2(360, 220)
_panel.offset_left = -180
_panel.offset_right = 180
_panel.offset_top = -110
_panel.offset_bottom = 110
add_child(_panel)
var vbox := VBoxContainer.new()
vbox.add_theme_constant_override("separation", 12)
_panel.add_child(vbox)
# Title.
var title := Label.new()
title.name = "Title"
title.text = Strings.t(&"ui.load")
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
vbox.add_child(title)
# Slot list (populated by _refresh_slots).
_slot_list = VBoxContainer.new()
_slot_list.name = "SlotList"
_slot_list.add_theme_constant_override("separation", 8)
vbox.add_child(_slot_list)
# "No saves yet" label — hidden when slots exist.
_no_saves_label = Label.new()
_no_saves_label.name = "NoSaves"
_no_saves_label.text = Strings.t(&"ui.no_saves")
_no_saves_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_no_saves_label.visible = false
vbox.add_child(_no_saves_label)
# Cancel row.
var cancel_row := HBoxContainer.new()
cancel_row.alignment = BoxContainer.ALIGNMENT_CENTER
vbox.add_child(cancel_row)
_cancel_btn = Button.new()
_cancel_btn.name = "CancelBtn"
_cancel_btn.text = Strings.t(&"ui.cancel")
_cancel_btn.custom_minimum_size = Vector2(120, 48)
_cancel_btn.focus_mode = Control.FOCUS_NONE
_cancel_btn.pressed.connect(_close)
cancel_row.add_child(_cancel_btn)
# Version-mismatch warning dialog (built once, shown when needed).
_build_warn_dialog()
func _build_warn_dialog() -> void:
_warn_dim = ColorRect.new()
_warn_dim.name = "WarnDim"
_warn_dim.set_anchors_preset(Control.PRESET_FULL_RECT)
_warn_dim.color = Color(0.0, 0.0, 0.0, 0.45)
_warn_dim.mouse_filter = Control.MOUSE_FILTER_STOP
_warn_dim.visible = false
add_child(_warn_dim)
_warn_panel = PanelContainer.new()
_warn_panel.name = "WarnDialog"
_warn_panel.set_anchors_preset(Control.PRESET_CENTER)
_warn_panel.custom_minimum_size = Vector2(340, 160)
_warn_panel.offset_left = -170
_warn_panel.offset_right = 170
_warn_panel.offset_top = -80
_warn_panel.offset_bottom = 80
_warn_panel.visible = false
add_child(_warn_panel)
var vbox := VBoxContainer.new()
vbox.add_theme_constant_override("separation", 12)
_warn_panel.add_child(vbox)
_warn_label = Label.new()
_warn_label.name = "WarnLabel"
_warn_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_warn_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
vbox.add_child(_warn_label)
var btn_row := HBoxContainer.new()
btn_row.alignment = BoxContainer.ALIGNMENT_CENTER
btn_row.add_theme_constant_override("separation", 12)
vbox.add_child(btn_row)
_warn_continue_btn = Button.new()
_warn_continue_btn.text = Strings.t(&"ui.continue")
_warn_continue_btn.custom_minimum_size = Vector2(120, 48)
_warn_continue_btn.focus_mode = Control.FOCUS_NONE
_warn_continue_btn.pressed.connect(_on_warn_continue)
btn_row.add_child(_warn_continue_btn)
_warn_cancel_btn = Button.new()
_warn_cancel_btn.text = Strings.t(&"ui.cancel")
_warn_cancel_btn.custom_minimum_size = Vector2(120, 48)
_warn_cancel_btn.focus_mode = Control.FOCUS_NONE
_warn_cancel_btn.pressed.connect(_on_warn_cancel)
btn_row.add_child(_warn_cancel_btn)
# ── slot population ───────────────────────────────────────────────────────────
func _refresh_slots() -> void:
# Clear previous slot buttons.
for child in _slot_list.get_children():
child.queue_free()
var slots: Array[StringName] = [&"manual", &"autosave"]
var any_exist: bool = false
for slot in slots:
var meta: Dictionary = SaveSystem.peek_save_metadata(slot)
if not meta.get("exists", false):
continue
any_exist = true
var label_key: StringName = &"ui.manual_save" if slot == &"manual" else &"ui.autosave"
var saved_at: int = int(meta.get("saved_at_unix", 0))
var date_str: String = _unix_to_date(saved_at)
var btn_text: String = "%s (%s)" % [Strings.t(label_key), date_str]
var btn := Button.new()
btn.text = btn_text
btn.custom_minimum_size = Vector2(320, 48)
btn.focus_mode = Control.FOCUS_NONE
# Capture slot by value in the lambda.
btn.pressed.connect(_on_slot_pressed.bind(slot, int(meta.get("version", 1))))
_slot_list.add_child(btn)
_no_saves_label.visible = not any_exist
func _unix_to_date(unix: int) -> String:
if unix <= 0:
return ""
var dt: Dictionary = Time.get_datetime_dict_from_unix_time(unix)
return "%04d-%02d-%02d %02d:%02d" % [dt.year, dt.month, dt.day, dt.hour, dt.minute]
# ── interaction ───────────────────────────────────────────────────────────────
func _on_slot_pressed(slot: StringName, file_version: int) -> void:
if file_version != SaveSystem.SAVE_VERSION:
# Show version-mismatch warning dialog before proceeding.
_pending_slot = slot
_warn_label.text = Strings.t(&"ui.version_mismatch").format({"v": file_version})
_warn_dim.visible = true
_warn_panel.visible = true
Audit.log("load_menu", "version mismatch warning shown for slot '%s' (v%d)" % [slot, file_version])
else:
_do_load(slot)
func _on_warn_continue() -> void:
_warn_dim.visible = false
_warn_panel.visible = false
if _pending_slot != &"":
_do_load(_pending_slot)
_pending_slot = &""
func _on_warn_cancel() -> void:
_warn_dim.visible = false
_warn_panel.visible = false
_pending_slot = &""
Audit.log("load_menu", "version mismatch — player cancelled load")
func _do_load(slot: StringName) -> void:
Audit.log("load_menu", "loading slot '%s'" % slot)
load_confirmed.emit(slot)
_close()
SaveSystem.load_from_slot(slot)
func _close() -> void:
_set_visible(false)
Audit.log("load_menu", "closed")
func _set_visible(v: bool) -> void:
if _dim != null:
_dim.visible = v
if _panel != null:
_panel.visible = v

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@ -0,0 +1 @@
uid://di115iwu6o6c8

124
scenes/ui/resume_toast.gd Normal file
View file

@ -0,0 +1,124 @@
class_name ResumeToast extends CanvasLayer
## Phase 16 — "Welcome back / Load failed" toast.
##
## Layer 22 — above Modal (20) but below LoadMenu (25).
## Listens to EventBus.load_finished.
## On ok=true: "Welcome back — away N minutes/hours" for SHOW_DURATION_SEC, then fades.
## On ok=false: "Load failed (corrupt or version mismatch)" — same fade cadence.
const SHOW_DURATION_SEC: float = 5.0
const FADE_DURATION_SEC: float = 0.8
var _root: Control = null
var _label: Label = null
var _show_timer: Timer = null
var _fade_time: float = 0.0
var _fading: bool = false
func _ready() -> void:
layer = 22
_build_ui()
_root.visible = false
EventBus.load_finished.connect(_on_load_finished)
Audit.log("resume_toast", "ResumeToast ready")
func _exit_tree() -> void:
if EventBus.load_finished.is_connected(_on_load_finished):
EventBus.load_finished.disconnect(_on_load_finished)
func _process(delta: float) -> void:
if not _fading:
return
_fade_time -= delta
if _fade_time <= 0.0:
_fading = false
_root.visible = false
_root.modulate = Color.WHITE
return
_root.modulate.a = clampf(_fade_time / FADE_DURATION_SEC, 0.0, 1.0)
# ── UI construction ───────────────────────────────────────────────────────────
func _build_ui() -> void:
# Top-center strip — sits just below the top bar.
_root = Control.new()
_root.name = "ToastRoot"
_root.set_anchors_preset(Control.PRESET_TOP_WIDE)
_root.custom_minimum_size = Vector2(0, 56)
_root.offset_top = 56 # below the 48 px top bar + a little gap
_root.offset_bottom = 112
_root.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(_root)
var panel := PanelContainer.new()
panel.name = "Panel"
panel.set_anchors_preset(Control.PRESET_CENTER_TOP)
panel.custom_minimum_size = Vector2(400, 48)
panel.offset_left = -200
panel.offset_right = 200
panel.offset_top = 0
panel.offset_bottom = 48
panel.mouse_filter = Control.MOUSE_FILTER_IGNORE
_root.add_child(panel)
_label = Label.new()
_label.name = "ToastLabel"
_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
_label.autowrap_mode = TextServer.AUTOWRAP_OFF
panel.add_child(_label)
_show_timer = Timer.new()
_show_timer.name = "ShowTimer"
_show_timer.one_shot = true
_show_timer.wait_time = SHOW_DURATION_SEC
_show_timer.timeout.connect(_start_fade)
add_child(_show_timer)
# ── event handling ────────────────────────────────────────────────────────────
func _on_load_finished(_slot: StringName, ok: bool, real_seconds_away: int) -> void:
if ok:
_label.text = _format_welcome(real_seconds_away)
else:
_label.text = Strings.t(&"ui.load_failed")
_root.modulate = Color.WHITE
_root.visible = true
_fading = false
_show_timer.start()
Audit.log("resume_toast", "showing — ok=%s seconds_away=%d" % [ok, real_seconds_away])
func _start_fade() -> void:
_fading = true
_fade_time = FADE_DURATION_SEC
# ── helpers ───────────────────────────────────────────────────────────────────
func _format_welcome(seconds_away: int) -> String:
var duration_str: String
if seconds_away < 120:
# Less than 2 minutes — show as "1 minute"
duration_str = Strings.t(&"ui.welcome_back_min").format({"n": 1})
elif seconds_away < 3600:
# Under an hour — show in minutes.
var mins: int = seconds_away / 60
var key: StringName = &"ui.welcome_back_min" if mins == 1 else &"ui.welcome_back_mins"
duration_str = Strings.t(key).format({"n": mins})
elif seconds_away < 7200:
# 12 hours exactly → singular.
duration_str = Strings.t(&"ui.welcome_back_hour").format({"n": 1})
else:
var hrs: int = seconds_away / 3600
var key: StringName = &"ui.welcome_back_hour" if hrs == 1 else &"ui.welcome_back_hours"
duration_str = Strings.t(key).format({"n": hrs})
return Strings.t(&"ui.welcome_back").format({"n": duration_str})

View file

@ -0,0 +1 @@
uid://dur68caotb1yn

View file

@ -1,10 +1,13 @@
extends CanvasLayer
## Top-bar HUD: speed/pause buttons and tick counter.
## Top-bar HUD: speed/pause buttons, tick counter, and save/load controls.
##
## Buttons call Sim.set_speed(); active button is yellow-tinted.
## Tick label updates on every EventBus.sim_tick signal.
## Keyboard shortcuts (pause / speed_normal / speed_fast / speed_ultra) are
## handled here so the bar is the single owner of speed-input logic.
##
## Phase 16: SaveBtn → SaveSystem.save_to_slot(&"manual").
## LoadBtn → opens the LoadMenu CanvasLayer (mounted by main.gd).
const ACTIVE_MODULATE := Color(1.2, 1.2, 0.8)
const IDLE_MODULATE := Color.WHITE
@ -13,6 +16,8 @@ const IDLE_MODULATE := Color.WHITE
@onready var normal_btn : Button = $Anchor/ButtonRow/NormalBtn
@onready var fast_btn : Button = $Anchor/ButtonRow/FastBtn
@onready var ultra_btn : Button = $Anchor/ButtonRow/UltraBtn
@onready var save_btn : Button = $Anchor/ButtonRow/SaveBtn
@onready var load_btn : Button = $Anchor/ButtonRow/LoadBtn
@onready var tick_label : Label = $Anchor/TickLabel
@onready var clock_label : Label = $Anchor/ClockLabel
@onready var season_label : Label = $Anchor/SeasonLabel
@ -24,12 +29,17 @@ var _speed_buttons: Dictionary = {}
var _last_clock_text: String = ""
var _last_season_text: String = ""
## Injected by main.gd after mount so we don't walk the tree with get_node.
var load_menu: CanvasLayer = null
func _ready() -> void:
pause_btn.text = Strings.t(&"speed.pause")
normal_btn.text = Strings.t(&"speed.normal")
fast_btn.text = Strings.t(&"speed.fast")
ultra_btn.text = Strings.t(&"speed.ultra")
save_btn.text = Strings.t(&"ui.save")
load_btn.text = Strings.t(&"ui.load")
tick_label.text = "(boot)"
clock_label.text = Strings.t(&"clock.format").format({"d": 1, "t": "06:00"})
season_label.text = Strings.t(&"season.format").format({"s": Strings.t(&"season.spring"), "d": 1})
@ -45,11 +55,15 @@ func _ready() -> void:
normal_btn.pressed.connect(func() -> void: Sim.set_speed(Sim.Speed.NORMAL))
fast_btn.pressed.connect(func() -> void: Sim.set_speed(Sim.Speed.FAST))
ultra_btn.pressed.connect(func() -> void: Sim.set_speed(Sim.Speed.ULTRA))
save_btn.pressed.connect(_on_save_pressed)
load_btn.pressed.connect(_on_load_pressed)
EventBus.speed_changed.connect(_on_speed_changed)
EventBus.sim_tick.connect(_on_sim_tick)
EventBus.sim_tick.connect(_on_clock_refresh)
EventBus.sim_tick.connect(_on_season_refresh)
EventBus.save_started.connect(_on_save_started)
EventBus.save_finished.connect(_on_save_finished)
# Reflect the initial speed state without emitting a signal.
_apply_highlight(Sim.current_speed)
@ -95,3 +109,25 @@ func _on_season_refresh(_n: int) -> void:
func _apply_highlight(speed: Sim.Speed) -> void:
for s: int in _speed_buttons:
_speed_buttons[s].modulate = ACTIVE_MODULATE if s == speed else IDLE_MODULATE
func _on_save_pressed() -> void:
SaveSystem.save_to_slot(&"manual")
Audit.log("top_bar", "manual save triggered")
func _on_load_pressed() -> void:
if load_menu != null and load_menu.has_method("open"):
load_menu.open()
else:
Audit.log("top_bar", "LoadMenu not mounted — skipping open()")
func _on_save_started(_slot: StringName) -> void:
save_btn.disabled = true
save_btn.text = Strings.t(&"ui.saving")
func _on_save_finished(_slot: StringName, _ok: bool) -> void:
save_btn.disabled = false
save_btn.text = Strings.t(&"ui.save")

View file

@ -34,6 +34,16 @@ text = "5×"
focus_mode = 0
text = "12×"
[node name="SaveBtn" type="Button" parent="Anchor/ButtonRow"]
focus_mode = 0
custom_minimum_size = Vector2(48, 48)
text = "💾"
[node name="LoadBtn" type="Button" parent="Anchor/ButtonRow"]
focus_mode = 0
custom_minimum_size = Vector2(48, 48)
text = "Load"
[node name="ClockLabel" type="Label" parent="Anchor"]
anchor_left = 0.5
anchor_right = 0.5

View file

@ -169,6 +169,30 @@ func _quality_multiplier_for(entity) -> float:
_: return 1.0
# ── save / load ───────────────────────────────────────────────────────────────
## Serialise the sparse beauty map as an array of {x, y, v} dicts.
## Only non-zero tiles are stored (map is already sparse).
func save_dict() -> Dictionary:
var entries: Array = []
for t in beauty_map:
entries.append({"x": t.x, "y": t.y, "v": float(beauty_map[t])})
return {"beauty": entries}
## Restore the beauty map from a dict produced by save_dict().
## Replaces the current map; furniture list is NOT restored here (entities
## re-register themselves when their nodes are re-added by the loader).
func apply_dict(d: Dictionary) -> void:
beauty_map.clear()
for entry in d.get("beauty", []):
if entry is Dictionary:
var t := Vector2i(int(entry.get("x", 0)), int(entry.get("y", 0)))
var v: float = float(entry.get("v", 0.0))
if v != 0.0:
beauty_map[t] = v
## Returns true if `entity` has finished building.
## Checks the _completed bool directly (all furniture exposes is_completed() and the var).
func _entity_completed(entity) -> bool:

View file

@ -177,6 +177,7 @@ func unregister_item(item) -> void:
## Serialise crate state for World save (Phase 16 will wire this).
func to_dict() -> Dictionary:
return {
"class_id": &"crate",
"tile_x": tile.x,
"tile_y": tile.y,
"label_text": label_text,

View file

@ -78,6 +78,29 @@ func bump_pawn_traffic(tile: Vector2i, indoor: bool) -> void:
bump(tile, amount)
# ── save / load ───────────────────────────────────────────────────────────────
## Serialise the sparse dirt map as an array of {x, y, v} dicts.
## Only non-zero tiles are stored (map is already sparse).
func save_dict() -> Dictionary:
var entries: Array = []
for t in dirt_map:
entries.append({"x": t.x, "y": t.y, "v": float(dirt_map[t])})
return {"dirtiness": entries}
## Restore the dirt map from a dict produced by save_dict().
## Replaces the current map in full.
func apply_dict(d: Dictionary) -> void:
dirt_map.clear()
for entry in d.get("dirtiness", []):
if entry is Dictionary:
var t := Vector2i(int(entry.get("x", 0)), int(entry.get("y", 0)))
var v: float = clampf(float(entry.get("v", 0.0)), 0.0, 100.0)
if v > 0.0:
dirt_map[t] = v
# ── internal ──────────────────────────────────────────────────────────────────
## Apply a dirt change from old_val to new_val for `tile`.

View file

@ -88,6 +88,32 @@ func _draw() -> void:
draw_line(cross_center + Vector2(-3.0, -1.5), cross_center + Vector2(3.0, -1.5), cross_color, 1.5)
# ── save / load ───────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
return {
"class_id": &"graveyard_zone",
"region_x": region.position.x,
"region_y": region.position.y,
"region_w": region.size.x,
"region_h": region.size.y,
"priority": int(priority),
"label": label,
}
func from_dict(d: Dictionary) -> void:
region = Rect2i(
int(d.get("region_x", 0)),
int(d.get("region_y", 0)),
int(d.get("region_w", 4)),
int(d.get("region_h", 4))
)
priority = d.get("priority", StorageDestination.Priority.NORMAL) as StorageDestination.Priority
label = str(d.get("label", "Graveyard"))
queue_redraw()
# ── internal ─────────────────────────────────────────────────────────────────
## Returns the first GraveSlot within the region that is in DUG state and not

View file

@ -85,6 +85,37 @@ func _draw() -> void:
draw_rect(rect_px, border_color, false, 1.0)
# ── save / load ───────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
return {
"class_id": &"stockpile_zone",
"region_x": region.position.x,
"region_y": region.position.y,
"region_w": region.size.x,
"region_h": region.size.y,
"priority": int(priority),
"label": label,
"accepted_types": accepted_types.map(func(t): return String(t)),
}
func from_dict(d: Dictionary) -> void:
region = Rect2i(
int(d.get("region_x", 0)),
int(d.get("region_y", 0)),
int(d.get("region_w", 4)),
int(d.get("region_h", 4))
)
priority = d.get("priority", StorageDestination.Priority.NORMAL) as StorageDestination.Priority
label = str(d.get("label", "Stockpile"))
var raw_types: Array = d.get("accepted_types", [])
accepted_types.clear()
for s in raw_types:
accepted_types.append(StringName(s))
queue_redraw()
# ── internal helpers ──────────────────────────────────────────────────────────
## Returns true when no un-carried item is sitting on `cell`.

View file

@ -126,9 +126,11 @@ func _ready() -> void:
# Phase 5 — expose TileMap layer refs on the autoload so entity code
# (Wall._complete, Floor._complete) can stamp data-only tile state.
World.terrain_layer = terrain_layer
World.wall_layer = wall_layer
World.floor_layer = floor_layer
World.designation_layer = designation_layer
World.roof_layer = roof_layer
# Phase 13 — wire RoomDetector; setup with map size so BFS knows map bounds.
room_detector.setup(MAP_SIZE_TILES)