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:
parent
3da7353387
commit
19d28ca9f8
37 changed files with 1546 additions and 63 deletions
124
scenes/ui/resume_toast.gd
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scenes/ui/resume_toast.gd
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class_name ResumeToast extends CanvasLayer
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## Phase 16 — "Welcome back / Load failed" toast.
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##
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## Layer 22 — above Modal (20) but below LoadMenu (25).
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## Listens to EventBus.load_finished.
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## On ok=true: "Welcome back — away N minutes/hours" for SHOW_DURATION_SEC, then fades.
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## On ok=false: "Load failed (corrupt or version mismatch)" — same fade cadence.
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const SHOW_DURATION_SEC: float = 5.0
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const FADE_DURATION_SEC: float = 0.8
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var _root: Control = null
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var _label: Label = null
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var _show_timer: Timer = null
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var _fade_time: float = 0.0
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var _fading: bool = false
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func _ready() -> void:
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layer = 22
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_build_ui()
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_root.visible = false
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EventBus.load_finished.connect(_on_load_finished)
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Audit.log("resume_toast", "ResumeToast ready")
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func _exit_tree() -> void:
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if EventBus.load_finished.is_connected(_on_load_finished):
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EventBus.load_finished.disconnect(_on_load_finished)
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func _process(delta: float) -> void:
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if not _fading:
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return
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_fade_time -= delta
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if _fade_time <= 0.0:
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_fading = false
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_root.visible = false
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_root.modulate = Color.WHITE
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return
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_root.modulate.a = clampf(_fade_time / FADE_DURATION_SEC, 0.0, 1.0)
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# ── UI construction ───────────────────────────────────────────────────────────
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func _build_ui() -> void:
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# Top-center strip — sits just below the top bar.
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_root = Control.new()
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_root.name = "ToastRoot"
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_root.set_anchors_preset(Control.PRESET_TOP_WIDE)
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_root.custom_minimum_size = Vector2(0, 56)
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_root.offset_top = 56 # below the 48 px top bar + a little gap
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_root.offset_bottom = 112
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_root.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(_root)
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var panel := PanelContainer.new()
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panel.name = "Panel"
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panel.set_anchors_preset(Control.PRESET_CENTER_TOP)
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panel.custom_minimum_size = Vector2(400, 48)
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panel.offset_left = -200
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panel.offset_right = 200
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panel.offset_top = 0
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panel.offset_bottom = 48
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panel.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_root.add_child(panel)
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_label = Label.new()
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_label.name = "ToastLabel"
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_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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_label.autowrap_mode = TextServer.AUTOWRAP_OFF
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panel.add_child(_label)
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_show_timer = Timer.new()
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_show_timer.name = "ShowTimer"
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_show_timer.one_shot = true
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_show_timer.wait_time = SHOW_DURATION_SEC
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_show_timer.timeout.connect(_start_fade)
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add_child(_show_timer)
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# ── event handling ────────────────────────────────────────────────────────────
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func _on_load_finished(_slot: StringName, ok: bool, real_seconds_away: int) -> void:
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if ok:
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_label.text = _format_welcome(real_seconds_away)
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else:
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_label.text = Strings.t(&"ui.load_failed")
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_root.modulate = Color.WHITE
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_root.visible = true
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_fading = false
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_show_timer.start()
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Audit.log("resume_toast", "showing — ok=%s seconds_away=%d" % [ok, real_seconds_away])
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func _start_fade() -> void:
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_fading = true
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_fade_time = FADE_DURATION_SEC
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# ── helpers ───────────────────────────────────────────────────────────────────
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func _format_welcome(seconds_away: int) -> String:
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var duration_str: String
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if seconds_away < 120:
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# Less than 2 minutes — show as "1 minute"
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duration_str = Strings.t(&"ui.welcome_back_min").format({"n": 1})
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elif seconds_away < 3600:
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# Under an hour — show in minutes.
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var mins: int = seconds_away / 60
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var key: StringName = &"ui.welcome_back_min" if mins == 1 else &"ui.welcome_back_mins"
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duration_str = Strings.t(key).format({"n": mins})
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elif seconds_away < 7200:
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# 1–2 hours exactly → singular.
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duration_str = Strings.t(&"ui.welcome_back_hour").format({"n": 1})
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else:
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var hrs: int = seconds_away / 3600
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var key: StringName = &"ui.welcome_back_hour" if hrs == 1 else &"ui.welcome_back_hours"
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duration_str = Strings.t(key).format({"n": hrs})
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return Strings.t(&"ui.welcome_back").format({"n": duration_str})
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