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