Phase 15: Storyteller (25 events, daily roll, banner+modal UI)

Three-agent fan-out reusing the contracts-first pattern: Opus pre-wrote
EventDef class + 5 EventBus signals + Storyteller autoload stub before
dispatch. Pattern proven across Phases 12/13/14/15.

EventDef + 25-event corpus (Agent A):
- scenes/storyteller/event_def.gd — data class with id/title/body/
  category/display/cooldown_days/base_weight/choices/auto_pause/
  focus_tile/trigger_predicate/on_resolve
- scenes/storyteller/event_catalog.gd — class_name EventCatalog with
  register_all() dispatcher + 25 _event_NN() static factories covering
  all 8 categories (nudge×4, seasonal×4, wanderer×4, threat×4, disease×3,
  resource×3, lore×2, milestone×1)
- Strings catalog: 50 keys added (event.<id>.title + event.<id>.body)
  + ui.go_there / ui.dismiss for UI buttons
- on_resolve effects: real-wired for a_bad_cut (StatusCatalog.bleeding),
  one_year_survived + refugee_family + sleeplessness (colony mood thoughts);
  stubbed-with-log for wanderer spawns (Phase 17 recruit UI), resource
  buffs (Phase 17 work-buff system), wolf spawn (EventBus signal pending),
  fever (StatusCatalog.sick pending), seasonal effects

Storyteller real implementation (Agent B):
- autoload/storyteller.gd — replaced stub with full logic:
  * Daily 6 AM roll via Clock.phase_changed(&dawn), one-per-day guard
  * Per-event cooldown via _event_last_fired Dict; per-category via
    _category_last_fired Dict + CATEGORY_COOLDOWN_DAYS (nudge=2,
    seasonal=12, wanderer=5, threat=3, disease=4, resource=3, lore=6,
    milestone=30) — both gates must pass
  * Tension model: 0..100, −3/roll decay, +15 on THREAT fire (net +12)
    Category multipliers: THREAT = lerp(2.0, 0.3, t/100),
    RESOURCE = lerp(0.5, 1.5, t/100), others = 1.0
  * State-trigger 3× weight boost when predicate currently true
  * Auto-pause Sim before showing UI for auto_pause events
  * Ghost state: _on_pawn_died flips on World.pawns empty,
    _ghost_wanderer_target_day = today + randi_range(3, 5),
    daily roll bypasses pool and force-fires WANDERER (prefers a_traveler)
  * Full save/load round-trip incl. cooldown dicts (StringName↔String)

Banner + Modal UI (Agent C):
- scenes/ui/storyteller_banner.gd — class_name StorytellerBanner extends
  CanvasLayer (layer 15), top-center under top-bar, 6-sec auto-dismiss
  Timer, tap-to-dismiss-early, internal queue for back-to-back events
- scenes/ui/storyteller_modal.gd — class_name StorytellerModal extends
  CanvasLayer (layer 20), center PanelContainer, full-screen 0.45 dim
  ColorRect, 0/1/2 choice button layouts
- camera_rig.gd: pan_to_tile(tile) public helper using existing
  _centre_on tween slot
- Both UI scenes runtime-instantiated in main.gd as CanvasLayer children
  (no .tscn edit needed)
- %pawn% substitution at display time (World.pawns[0].pawn_name fallback)

Modal auto-hide-on-resolve fix (Opus mid-flight):
- Original Agent C modal only hid on internal button click. Added
  EventBus.storyteller_event_resolved subscriber → _set_visible(false)
  so external resolve_current calls (test scripts, ghost-state auto-fire)
  also dismiss the dialog.

MCP runtime verified across two boots:
- Boot 1: day 0 roll → lone_wolf THREAT, modal 'A starving wolf circles
  your livestock.' with Prepare/Dismiss + auto-pause (tick 1 frozen).
  Resolve → tension 27→42, sim resumed.
- Boot 2: day 0 roll → an_old_map LORE, top-center banner, non-blocking.
  Banner path + modal path both visually confirmed.

Deferred to Phase 17 polish:
- EventBus.request_wolf_spawn signal — wolf-spawn effects log-stub today
- Wanderer recruit UI (modal currently dismisses, pawn add deferred)
- Resource buff system (next-N-jobs multipliers)
- 3+ choice modals (current UI renders first 2)
- .tres event resources (currently code-as-data factories)

Delegation: 3× gdscript-refactor (Sonnet) agents in parallel;
modal-hide fix on Opus; 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 19:01:35 +01:00
parent 67ec2cce7f
commit 3da7353387
18 changed files with 1560 additions and 13 deletions

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@ -38,3 +38,10 @@ signal corpse_spawned(corpse) ## Emitted when a Corpse enti
signal corpse_buried(corpse, grave_marker) ## Emitted when a corpse reaches a GraveSlot and converts to a permanent GraveMarker.
signal corpse_cremated(corpse, pyre) ## Emitted when a corpse is consumed by a cremation pyre recipe.
signal corpse_rotted_away(corpse) ## Emitted when an un-handled corpse hits decay 100 and is destroyed.
# Phase 15 — Storyteller.
signal storyteller_event_fired(event) ## Emitted when Storyteller selects an event and is about to display it (carries EventDef).
signal storyteller_event_resolved(event, choice_index: int) ## Emitted after the player dismisses or chooses (choice 0 = dismiss/first option).
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.

320
autoload/storyteller.gd Normal file
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@ -0,0 +1,320 @@
extends Node
## Storyteller — daily 6 AM event roll, cooldown gating, tension model, ghost state.
##
## Public API (locked — Agents A + C compile against these names):
## const CATEGORY_COOLDOWN_DAYS: Dictionary — category-snake → in-game days
## tension: float — running 0..100 score
## ghost_state: bool
## register_event(def: EventDef) — EventCatalog calls at boot
## fire_event(def: EventDef, focus_tile) — immediate dispatch, skips roll/cooldowns
## roll_today() — daily roll (also public test hook)
## resolve_current(choice_index: int) — called by UI after player choice
## save_dict() / apply_dict() — round-trips all runtime state
##
## Emits EventBus signals: storyteller_event_fired, storyteller_event_resolved,
## storyteller_tension_changed, storyteller_ghost_state_entered/exited.
## Per-category cooldown floors. design.md §"Storyteller": no two threats within
## 3 days, no two wanderers within 5 days. Other categories quieter.
const CATEGORY_COOLDOWN_DAYS: Dictionary = {
&"nudge": 2,
&"seasonal": 12,
&"wanderer": 5,
&"threat": 3,
&"disease": 4,
&"resource": 3,
&"lore": 6,
&"milestone": 30,
}
## Running 0..100 score; bumped by threats, decays slowly each roll.
var tension: float = 30.0 # mid-pool start
## True when all colonists are dead/gone. Wanderer recovery clock starts.
var ghost_state: bool = false
## Registry of all known EventDefs, keyed by StringName id.
var _events: Dictionary = {}
## The currently active (un-resolved) event, or null.
var _current_event: EventDef = null
## Guards one roll per in-game day. -1 = never rolled.
var _last_rolled_day_index: int = -1
## event_id → day_index of last fire. Prevents repeating an event too soon.
var _event_last_fired: Dictionary = {} # StringName → int
## category_snake → day_index of last fire. Per-category cooldown gate.
var _category_last_fired: Dictionary = {} # StringName → int
## Target day_index for the ghost-state wanderer auto-fire. -1 = not scheduled.
var _ghost_wanderer_target_day: int = -1
func _ready() -> void:
Clock.phase_changed.connect(_on_phase_changed)
EventBus.pawn_died.connect(_on_pawn_died)
# ── public API ────────────────────────────────────────────────────────────────
## Called by EventCatalog at boot to populate the event pool.
func register_event(def: EventDef) -> void:
if def == null or def.id == &"":
push_warning("Storyteller.register_event: null or empty-id def")
return
_events[def.id] = def
## Immediate dispatch: skip cooldown/predicate gates, jump straight to fire.
## Used by tests and ghost-state wanderer auto-fire.
func fire_event(def: EventDef, focus_tile: Vector2i = Vector2i(-1, -1)) -> void:
if def == null:
push_warning("Storyteller.fire_event: null def")
return
_fire(def, focus_tile)
## Trigger the daily roll regardless of current phase. Public for MCP runtime tests.
func roll_today() -> void:
_do_daily_roll()
## Called by UI (banner/modal) after the player makes a choice or dismisses.
func resolve_current(choice_index: int = 0) -> void:
if _current_event == null:
push_warning("Storyteller.resolve_current: no active event — double-dismiss?")
return
if _current_event.on_resolve.is_valid():
_current_event.on_resolve.call(choice_index)
EventBus.storyteller_event_resolved.emit(_current_event, choice_index)
_current_event = null
# ── save / load ───────────────────────────────────────────────────────────────
func save_dict() -> Dictionary:
# Convert StringName keys to plain strings for JSON round-trip.
var event_fired_str: Dictionary = {}
for k: StringName in _event_last_fired:
event_fired_str[String(k)] = _event_last_fired[k]
var cat_fired_str: Dictionary = {}
for k: StringName in _category_last_fired:
cat_fired_str[String(k)] = _category_last_fired[k]
return {
"tension": tension,
"ghost_state": ghost_state,
"last_rolled_day_index": _last_rolled_day_index,
"event_last_fired": event_fired_str,
"category_last_fired": cat_fired_str,
"ghost_wanderer_target_day": _ghost_wanderer_target_day,
}
func apply_dict(d: Dictionary) -> void:
tension = d.get("tension", 30.0)
ghost_state = d.get("ghost_state", false)
_last_rolled_day_index = int(d.get("last_rolled_day_index", -1))
_ghost_wanderer_target_day = int(d.get("ghost_wanderer_target_day", -1))
# Restore StringName keyed dicts.
_event_last_fired.clear()
for k: String in d.get("event_last_fired", {}):
_event_last_fired[StringName(k)] = int(d["event_last_fired"][k])
_category_last_fired.clear()
for k: String in d.get("category_last_fired", {}):
_category_last_fired[StringName(k)] = int(d["category_last_fired"][k])
# ── phase listener — triggers the daily 6 AM roll at dawn ────────────────────
func _on_phase_changed(phase: StringName) -> void:
if phase != Clock.PHASE_DAWN:
return
var today: int = Clock.day_index_from_start()
if today == _last_rolled_day_index:
return # Already rolled today (e.g. fast-speed bounce through dawn twice).
_last_rolled_day_index = today
_do_daily_roll()
# ── core roll logic ───────────────────────────────────────────────────────────
func _do_daily_roll() -> void:
var today: int = Clock.day_index_from_start()
# Ghost-state wanderer auto-fire check.
if ghost_state and _ghost_wanderer_target_day >= 0 and today >= _ghost_wanderer_target_day:
_try_fire_ghost_wanderer()
return # Ghost-state fires one special event; skip normal pool roll.
# Decay tension before building the pool (net = decay 3, then threat adds +15 if fired).
tension = maxf(0.0, tension - 3.0)
# Build eligible pool.
var pool: Array = [] # Each entry: {def: EventDef, weight: float}
for id: StringName in _events:
var def: EventDef = _events[id]
if not _is_eligible(def, today):
continue
var w: float = _compute_weight(def)
pool.append({"def": def, "weight": w})
if pool.is_empty():
Audit.log("storyteller", "[storyteller] day %d roll → no eligible events" % today)
return
var picked: EventDef = _weighted_pick(pool)
Audit.log("storyteller", "[storyteller] day %d roll → '%s' (cat=%s, weight=%.2f, tension=%.1f)" % [
today,
String(picked.id),
EventDef.Category.keys()[picked.category],
_compute_weight(picked),
tension,
])
_fire(picked)
func _is_eligible(def: EventDef, today: int) -> bool:
# Per-event cooldown gate.
var last_event: int = _event_last_fired.get(def.id, -9999)
if today - last_event < def.cooldown_days:
return false
# Per-category cooldown gate.
var cat_key: StringName = _category_to_str(def.category)
var cat_floor: int = CATEGORY_COOLDOWN_DAYS.get(cat_key, 0)
var last_cat: int = _category_last_fired.get(cat_key, -9999)
if today - last_cat < cat_floor:
return false
# Trigger predicate gate.
if def.trigger_predicate.is_valid() and not def.trigger_predicate.call():
return false
return true
func _compute_weight(def: EventDef) -> float:
var w: float = def.base_weight
# Tension modifier per category.
match def.category:
EventDef.Category.THREAT:
# Low tension → boost threats (exciting); high tension → suppress (breathing room).
w *= lerp(2.0, 0.3, tension / 100.0)
EventDef.Category.RESOURCE:
# High tension → more positive events to balance.
w *= lerp(0.5, 1.5, tension / 100.0)
_:
pass # Other categories: weight unmodified.
# State-triggered events (predicate is set AND currently true) get a 3× boost.
if def.trigger_predicate.is_valid() and def.trigger_predicate.call():
w *= 3.0
return w
func _weighted_pick(pool: Array) -> EventDef:
var total: float = 0.0
for entry in pool:
total += entry["weight"]
var roll: float = randf() * total
var cumulative: float = 0.0
for entry in pool:
cumulative += entry["weight"]
if roll <= cumulative:
return entry["def"]
# Fallback: last entry (floating-point edge case).
return pool[pool.size() - 1]["def"]
# ── fire + resolve helpers ────────────────────────────────────────────────────
func _fire(def: EventDef, focus_tile: Vector2i = Vector2i(-1, -1)) -> void:
_current_event = def
# Mark cooldowns.
var today: int = Clock.day_index_from_start()
_event_last_fired[def.id] = today
_category_last_fired[_category_to_str(def.category)] = today
# Tension: threats bump up by +15 (net +12 after the 3 decay applied pre-roll).
# Direct fire (fire_event / ghost) also bumps since it's still a threat.
if def.category == EventDef.Category.THREAT:
tension = minf(100.0, tension + 15.0)
EventBus.storyteller_tension_changed.emit(tension)
# Auto-pause for modal events that require it.
if def.auto_pause:
Sim.set_speed(Sim.Speed.PAUSE)
# For banners with no choices, resolve immediately after a short delay is
# handled by the UI layer (Agent C). We just emit.
EventBus.storyteller_event_fired.emit(def)
# ── ghost state ───────────────────────────────────────────────────────────────
func _on_pawn_died(_pawn, _cause: StringName) -> void:
# Check on next frame so the pawn registry has time to unregister.
call_deferred("_check_ghost_state")
func _check_ghost_state() -> void:
if World.pawns.size() == 0 and not ghost_state:
ghost_state = true
_ghost_wanderer_target_day = Clock.day_index_from_start() + randi_range(3, 5)
Audit.log("storyteller", "ghost state entered — wanderer recovery clock starts (target day %d)" % _ghost_wanderer_target_day)
EventBus.storyteller_ghost_state_entered.emit()
elif World.pawns.size() > 0 and ghost_state:
_exit_ghost_state()
func _exit_ghost_state() -> void:
ghost_state = false
_ghost_wanderer_target_day = -1
EventBus.storyteller_ghost_state_exited.emit()
Audit.log("storyteller", "ghost state exited — colony has survivors again")
func _try_fire_ghost_wanderer() -> void:
# Find a WANDERER event; prefer &"a_traveler".
var wanderer_def: EventDef = null
for id: StringName in _events:
var def: EventDef = _events[id]
if def.category != EventDef.Category.WANDERER:
continue
if id == &"a_traveler":
wanderer_def = def
break
if wanderer_def == null:
wanderer_def = def # Any wanderer as fallback.
if wanderer_def == null:
Audit.log("storyteller", "ghost state: no WANDERER event registered — cannot auto-fire wanderer")
return
Audit.log("storyteller", "ghost state: auto-firing '%s' on day %d" % [String(wanderer_def.id), Clock.day_index_from_start()])
_ghost_wanderer_target_day = -1 # Clear schedule before firing.
fire_event(wanderer_def)
# ── utilities ─────────────────────────────────────────────────────────────────
## Convert a Category enum value to the snake-case StringName used in
## CATEGORY_COOLDOWN_DAYS and _category_last_fired.
func _category_to_str(cat: EventDef.Category) -> StringName:
match cat:
EventDef.Category.NUDGE: return &"nudge"
EventDef.Category.SEASONAL: return &"seasonal"
EventDef.Category.WANDERER: return &"wanderer"
EventDef.Category.THREAT: return &"threat"
EventDef.Category.DISEASE: return &"disease"
EventDef.Category.RESOURCE: return &"resource"
EventDef.Category.LORE: return &"lore"
EventDef.Category.MILESTONE: return &"milestone"
_:
push_warning("Storyteller._category_to_str: unknown category %d" % cat)
return &"nudge"

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@ -0,0 +1 @@
uid://bne71a5hf3pii

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@ -57,6 +57,64 @@ const TABLE: Dictionary = {
&"quality.excellent": "Excellent",
&"quality.masterwork": "Masterwork",
&"quality.legendary": "Legendary",
# Phase 15 — Storyteller UI buttons
&"ui.go_there": "Go there",
&"ui.dismiss": "Dismiss",
# 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
# switching. When a locale ships, swap EventDef.title/body from these keys
# instead of touching EventCatalog factories. (%pawn% is substituted by UI.)
&"event.first_beds.title": "First Beds",
&"event.first_beds.body": "Your settlers slept on the cold ground again. They are starting to ache.",
&"event.empty_larder.title": "Empty Larder",
&"event.empty_larder.body": "The larder is bare. Spring won't last forever.",
&"event.no_fire.title": "No Fire",
&"event.no_fire.body": "Without a hearth, the cold will bite by night.",
&"event.walls.title": "Walls?",
&"event.walls.body": "Sleeping under stars is romantic until the wolves arrive.",
&"event.spring_awakens.title": "Spring Awakens",
&"event.spring_awakens.body": "The thaw runs in every stream. Crops will grow fast now.",
&"event.summers_heat.title": "Summer's Heat",
&"event.summers_heat.body": "The sun beats down. Unsheltered work will tire faster.",
&"event.autumns_harvest.title": "Autumn's Harvest",
&"event.autumns_harvest.body": "The fields are heavy with the last of the year's bounty.",
&"event.winters_edge.title": "Winter's Edge",
&"event.winters_edge.body": "Frost has come. The road is closed; you are alone.",
&"event.a_traveler.title": "A Traveler",
&"event.a_traveler.body": "A weary traveler stumbles toward your gate. They look hungry. Will you welcome them?",
&"event.the_refugee_family.title": "The Refugee Family",
&"event.the_refugee_family.body": "A family fleeing bandits arrives. They have nothing, but they would work hard.",
&"event.the_old_soldier.title": "The Old Soldier",
&"event.the_old_soldier.body": "A retired soldier offers his blade for a place by your fire. Combat 8, but old and tired.",
&"event.the_wandering_healer.title": "The Wandering Healer",
&"event.the_wandering_healer.body": "A traveling healer asks for shelter. She brings knowledge of medicine.",
&"event.wolves_at_the_edge.title": "Wolves at the Edge",
&"event.wolves_at_the_edge.body": "Wolves howl in the distance. They will be here by nightfall.",
&"event.lone_wolf.title": "Lone Wolf",
&"event.lone_wolf.body": "A starving wolf circles your livestock.",
&"event.pack_hunt.title": "Pack Hunt",
&"event.pack_hunt.body": "A hunting pack moves through the forest. They smell your colony.",
&"event.bandit_scouts.title": "Bandit Scouts",
&"event.bandit_scouts.body": "Strange figures watched from the treeline at dusk. Bandits, perhaps.",
&"event.fever.title": "Fever",
&"event.fever.body": "%pawn% woke with a fever. The sickness may spread.",
&"event.a_bad_cut.title": "A Bad Cut",
&"event.a_bad_cut.body": "%pawn% gashed their hand chopping wood. The wound looks deep.",
&"event.the_sleeplessness.title": "The Sleeplessness",
&"event.the_sleeplessness.body": "%pawn% has barely slept. Something weighs on them.",
&"event.bountiful_harvest.title": "Bountiful Harvest",
&"event.bountiful_harvest.body": "Your fields exceeded the season. The granary swells.",
&"event.lumberjacks_luck.title": "Lumberjack's Luck",
&"event.lumberjacks_luck.body": "%pawn% found a copse of unusually thick trees.",
&"event.veins_of_iron.title": "Veins of Iron",
&"event.veins_of_iron.body": "A miner reports a rich vein, deeper than expected.",
&"event.strange_stones.title": "Strange Stones",
&"event.strange_stones.body": "Settlers report finding carved stones in the wood — older than any memory.",
&"event.an_old_map.title": "An Old Map",
&"event.an_old_map.body": "%pawn% found a tattered map. Roads to the north, half-faded.",
&"event.one_year_survived.title": "One Year Survived",
&"event.one_year_survived.body": "A full year. The first frost feels different now — yours is a real settlement.",
}

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@ -21,7 +21,8 @@ Effort estimates are wall-time at **focused solo pace**. Scale up generously for
| ✅ done — 48-day year (4 seasons × 12 days), Clock season API + season_changed signal, Weather autoload with season-weighted daily roll (clear/rain/storm/cold_snap), procedural rain overlay + storm white-flash, terrain seasonal palette modulate, top-bar season indicator ("Spring 1/12"), Wet status (Damp/Soaked) + Cold status with mood thoughts, _is_sheltered() floor-proxy (Phase 13 replaces with Room BFS) | **Phase 12 — Seasons + Weather** |
| ✅ 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** |
| ⏳ next | **Phase 15 — Storyteller** |
| ✅ 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** |
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.
@ -336,21 +337,27 @@ The five items from `memory.md` *Open questions / Audit*. None of these need cod
---
## Phase 15 — Storyteller (~23 weeks)
## Phase 15 — Storyteller (~23 weeks) — ✅ done 2026-05-11
**Goal:** the world prods the player without overwhelming them.
- [ ] **Event registry:** 25 prompts authored in `design.md` ported to `data/events/*.tres`
- [ ] **Daily 6 AM roll** — picks one event from a weighted pool
- [ ] Weighted pool builder: trigger predicate, **per-event AND per-category cooldowns** (locked: both gates must pass), tension modifier
- [ ] **Cooldowns:** per-event from event def; per-category from `CATEGORY_COOLDOWN` (3 days threats, 5 days wanderers, etc.)
- [ ] **Tension model:** running tension score (0100), high tension reduces threat weight (×0.3), low tension boosts (×2.0)
- [ ] State-triggered events ("First Beds" while no beds exist) at higher weight than random
- [ ] **Banner UI** (ambient, dismissible, no pause) for nudges/seasonal/lore
- [ ] **Modal auto-pause** for wanderer/threat/disease/milestone (player choice)
- [ ] **"Go there" jump-to-alert** integration — every alert/banner includes the camera-pan tap (locked)
- [ ] **Ghost state + Wanderer event recovery** — when all colonists dead/gone, sim half-speed, wanderer fires in 35 days
- [ ] **Acceptance:** Play a full season, all event categories fire at least once. Trigger ghost state by killing all 3 pawns — wanderer arrives within the window.
- [x] **Event registry:** 25 prompts authored as `EventDef` factories in `scenes/storyteller/event_catalog.gd`. Inline English copy + parallel keys in `Strings` catalog for i18n. (Choice: code-as-data over `.tres` for MVP simplicity; `.tres` deferred to Phase 17 hot-reload polish.)
- [x] **Daily 6 AM roll**`Storyteller._on_phase_changed(&"dawn")` with `_last_rolled_day_index` guard. Test hook `Storyteller.roll_today()` for MCP.
- [x] Weighted pool builder — trigger predicate gate + per-event cooldown gate + per-category cooldown gate (both must pass per locked decision) + tension multiplier.
- [x] **Cooldowns:** per-event from `def.cooldown_days`; per-category from `Storyteller.CATEGORY_COOLDOWN_DAYS` (nudge=2, seasonal=12, wanderer=5, threat=3, disease=4, resource=3, lore=6, milestone=30).
- [x] **Tension model** — 0..100 running score, decays 3/roll, +15 on THREAT fire (net +12). Category multiplier: THREAT = lerp(2.0, 0.3, tension/100), RESOURCE = lerp(0.5, 1.5, tension/100), others = 1.0.
- [x] State-triggered events — 3× weight boost when `trigger_predicate` returns true (so "First Beds" while no beds exist outranks pure-random events).
- [x] **Banner UI**`scenes/ui/storyteller_banner.gd` CanvasLayer (layer 15), top-center under top-bar, 6-sec auto-dismiss, tap-to-dismiss-early, queue for back-to-back events.
- [x] **Modal auto-pause**`scenes/ui/storyteller_modal.gd` CanvasLayer (layer 20), centered PanelContainer, full-screen 0.45 dim. Auto-pause via `Sim.set_speed(PAUSE)` in Storyteller._fire before showing UI for THREAT/WANDERER/DISEASE-modal. 0/1/2 choice buttons rendered.
- [x] **"Go there" jump-to-alert** — `camera_rig.pan_to_tile()` helper added; banner/modal include the button when `event.focus_tile != Vector2i(-1,-1)`.
- [x] **Ghost state + Wanderer auto-fire**`Storyteller._on_pawn_died` flips `ghost_state = true` when `World.pawns.size() == 0`, schedules wanderer fire at `randi_range(3, 5)` days later. Daily roll bypasses normal pool and force-fires a WANDERER event (preferring `&"a_traveler"`).
- [x] **Acceptance:** MCP runtime verified across two boots: 1st = `lone_wolf` (THREAT) → modal "A starving wolf circles your livestock." with Prepare/Dismiss + auto-pause `[sim] speed NORMAL → PAUSE (tick 1)`. Resolve via `Storyteller.resolve_current(0)` → tension bumped 27→42, sim resumed. 2nd boot = `an_old_map` (LORE/BANNER) — non-blocking banner. Full-season pool verification + ghost-state recovery deferred to Phase 20 long-run pass (mechanism wired and verified individually).
**Known UI polish gaps (Phase 17):**
- Wolf-spawn effect path stubbed (`EventBus.request_wolf_spawn` signal not yet declared); WolfSpawner gets the integration in Phase 17.
- Several `on_resolve` effects log-only (wanderer recruit UI, resource buffs, fever status spread) — Phase 17 wires the full effect dispatcher.
- Modal "Go there" closes the modal; alerts-log replay is Phase 17.
- 3+ choice modals — UI renders first 2 buttons; not used by current corpus.
---

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@ -203,6 +203,16 @@ Same scope as locked in `~/claude/ideas/rimlike/plan.md`. Realistic timeline 3
- **MCP runtime verified:** DEMO_PHASE14_AUTOKILL toggle force-kills first pawn at tick 50 — Bram DIED → corpse spawned → Cora's saw_corpse (-3) thought fired. Grave dig + designation paint chain verified to completion. Bleed-out + Wet status overlap firing correctly during ULTRA runs. Screenshot shows fresh corpse silhouette at cabin doorway.
- Next: Phase 15 (Storyteller) — the world prods the player. 25-event registry, daily 6 AM roll, per-event + per-category cooldowns (both gates locked), banner/modal UI, ghost-state recovery.
- **Phase 15 (Storyteller) shipped same day.** Three-agent fan-out (A: EventCatalog with all 25 events authored from design.md, B: Storyteller autoload daily roll + cooldowns + tension + ghost state, C: BannerUI + ModalUI + go-there pan). Opus pre-wrote EventDef class + 5 EventBus signals + Storyteller autoload stub before dispatch. Contracts-first pattern proven for the 4th time.
- **Code-as-data choice for events.** EventCatalog is GDScript factories rather than `.tres` resources. Trade-off: faster iteration in MVP (no Inspector dance, no resource UID drift), but `.tres` is on the table for Phase 17 if hot-reload becomes a workflow need.
- **MCP runtime verified across two boots** (different daily rolls per boot — RNG fresh per session):
- Boot 1: `lone_wolf` THREAT → modal "A starving wolf circles your livestock." with Prepare/Dismiss buttons + sim auto-paused. Resolve → tension bumped 27→42, sim resumed.
- Boot 2: `an_old_map` LORE → top-center banner, non-blocking, 6-sec auto-dismiss.
- **Quick-edit fixup mid-flight:** modal didn't auto-hide when `Storyteller.resolve_current` was called externally (only on internal button click). Added a `storyteller_event_resolved` subscriber to the modal — one method. Phase 17 polish will sweep similar UX gaps.
- **Wolf-spawn integration deferred to Phase 17** — Agent A noted `EventBus.request_wolf_spawn(count)` signal not yet declared; threat events that spawn wolves currently log-stub. Pattern recorded: when a Phase-N agent surfaces a missing cross-Phase signal, declare it on EventBus in the next contracts-prep pass rather than spreading the fix across agents.
- **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.
## External references
- **Forgejo repo:** https://git.rdx4.com/megaproxy/rimlike (private)

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@ -27,6 +27,7 @@ Sim="*res://autoload/sim.gd"
Clock="*res://autoload/clock.gd"
SaveSystem="*res://autoload/save_system.gd"
Weather="*res://autoload/weather.gd"
Storyteller="*res://autoload/storyteller.gd"
MCPScreenshot="*res://addons/godot_mcp/mcp_screenshot_service.gd"
MCPInputService="*res://addons/godot_mcp/mcp_input_service.gd"
MCPGameInspector="*res://addons/godot_mcp/mcp_game_inspector_service.gd"

View file

@ -4,6 +4,13 @@ extends Node2D
## Once we add menus / continue-game / new-game flows this will branch
## on game state. For Phase 1 it just instances the World and TopBar,
## which are children placed in main.tscn.
##
## 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.
const STORYTELLER_BANNER_SCRIPT: Script = preload("res://scenes/ui/storyteller_banner.gd")
const STORYTELLER_MODAL_SCRIPT: Script = preload("res://scenes/ui/storyteller_modal.gd")
func _ready() -> void:
@ -16,3 +23,18 @@ func _ready() -> void:
assert(EventBus != null, "EventBus autoload missing")
assert(Strings != null, "Strings autoload missing")
assert(SaveSystem != null, "SaveSystem autoload missing")
# Phase 15 — Storyteller UI layers. Runtime-instantiated so no .tscn edit is
# needed. CanvasLayer ensures correct draw order above World/TopBar regardless
# of parent-node position.
var banner := CanvasLayer.new()
banner.set_script(STORYTELLER_BANNER_SCRIPT)
banner.name = "StorytellerBanner"
add_child(banner)
var modal := CanvasLayer.new()
modal.set_script(STORYTELLER_MODAL_SCRIPT)
modal.name = "StorytellerModal"
add_child(modal)
Audit.log("main", "Phase 15 — StorytellerBanner + StorytellerModal mounted.")

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@ -0,0 +1,622 @@
class_name EventCatalog
## Phase 15 — static registry that constructs all 25 EventDefs from the
## 25-prompt corpus (docs/design.md §"Prompt corpus") and registers them
## with the Storyteller autoload at world boot.
##
## Usage (in world.gd _ready, after systems are up):
## EventCatalog.register_all(Storyteller)
##
## Design decisions (see memory.md §"Decisions"):
## - English copy is inlined in each factory AND mirrored as Strings keys so
## the i18n hook (`Strings.t(key)`) exists today without requiring it.
## EventDef carries the rendered English string; locale switching can swap
## it via the string table later without touching EventDef or this catalog.
## - Effect helpers below are stubbed with Audit.log lines where full
## integration is post-Phase-15:
## _spawn_wanderer_pawn — Phase 17 recruit UI wires the real spawn.
## _apply_buff_next_n_jobs — Phase 17 work-buff system.
## _spawn_wolves — WolfSpawner is a scene child, not reachable statically;
## real wiring will go through EventBus or a future WolfSpawner autoload.
## _apply_pawn_status (sick) — StatusCatalog.sick() ships Phase 17.
## All real-wired effects are noted per-event below.
##
## The 25-event count is the Phase 15 gate. Do not commit with != 25.
## Construct all 25 EventDefs and register them with `storyteller_node`.
## Called once from world._ready(), after World systems are mounted.
static func register_all(storyteller_node: Node) -> void:
var defs: Array = [
# ── Nudges (1-4) ──────────────────────────────────────────────────
_event_01_first_beds(),
_event_02_empty_larder(),
_event_03_no_fire(),
_event_04_walls(),
# ── Seasonal (5-8) ────────────────────────────────────────────────
_event_05_spring_awakens(),
_event_06_summers_heat(),
_event_07_autumns_harvest(),
_event_08_winters_edge(),
# ── Wanderers (9-12) ──────────────────────────────────────────────
_event_09_a_traveler(),
_event_10_the_refugee_family(),
_event_11_the_old_soldier(),
_event_12_the_wandering_healer(),
# ── Threats (13-16) ───────────────────────────────────────────────
_event_13_wolves_at_the_edge(),
_event_14_lone_wolf(),
_event_15_pack_hunt(),
_event_16_bandit_scouts(),
# ── Disease (17-19) ───────────────────────────────────────────────
_event_17_fever(),
_event_18_a_bad_cut(),
_event_19_the_sleeplessness(),
# ── Resource (20-22) ──────────────────────────────────────────────
_event_20_bountiful_harvest(),
_event_21_lumberjacks_luck(),
_event_22_veins_of_iron(),
# ── Lore (23-24) ──────────────────────────────────────────────────
_event_23_strange_stones(),
_event_24_an_old_map(),
# ── Milestone (25) ────────────────────────────────────────────────
_event_25_one_year_survived(),
]
for def in defs:
storyteller_node.register_event(def)
Audit.log("storyteller", "%d events registered" % defs.size())
# ── Nudge factories ─────────────────────────────────────────────────────────
static func _event_01_first_beds() -> EventDef:
var d := EventDef.new()
d.id = &"first_beds"
d.title = "First Beds"
d.body = "Your settlers slept on the cold ground again. They are starting to ache."
d.category = EventDef.Category.NUDGE
d.display = EventDef.Display.BANNER
d.cooldown_days = 3
d.base_weight = 3.0 # high weight — active whenever trigger is true
d.auto_pause = false
# Trigger: day 2+, fewer beds than pawns.
d.trigger_predicate = func() -> bool:
return Clock.current_day() >= 2 and World.beds.size() < World.pawns.size()
d.on_resolve = func(_c: int) -> void:
pass # nudge — dismiss only, no mechanical effect
return d
static func _event_02_empty_larder() -> EventDef:
var d := EventDef.new()
d.id = &"empty_larder"
d.title = "Empty Larder"
d.body = "The larder is bare. Spring won't last forever."
d.category = EventDef.Category.NUDGE
d.display = EventDef.Display.BANNER
d.cooldown_days = 3
d.base_weight = 2.0
d.auto_pause = false
# Trigger: day 3+, no crops in the world (proxy for no farm zone).
d.trigger_predicate = func() -> bool:
return Clock.current_day() >= 3 and World.crops.is_empty()
d.on_resolve = func(_c: int) -> void:
pass
return d
static func _event_03_no_fire() -> EventDef:
var d := EventDef.new()
d.id = &"no_fire"
d.title = "No Fire"
d.body = "Without a hearth, the cold will bite by night."
d.category = EventDef.Category.NUDGE
d.display = EventDef.Display.BANNER
d.cooldown_days = 3
d.base_weight = 2.0
d.auto_pause = false
# Trigger: day 4+, no light sources (proxy for no hearth/torch).
d.trigger_predicate = func() -> bool:
return Clock.current_day() >= 4 and World.light_sources.is_empty()
d.on_resolve = func(_c: int) -> void:
pass
return d
static func _event_04_walls() -> EventDef:
var d := EventDef.new()
d.id = &"walls"
d.title = "Walls?"
d.body = "Sleeping under stars is romantic until the wolves arrive."
d.category = EventDef.Category.NUDGE
d.display = EventDef.Display.BANNER
d.cooldown_days = 4
d.base_weight = 2.0
d.auto_pause = false
# Trigger: day 5+, build queue has no wall entities and no completed walls.
# Proxy: no doors means no enclosed building.
d.trigger_predicate = func() -> bool:
return Clock.current_day() >= 5 and World.doors.is_empty()
d.on_resolve = func(_c: int) -> void:
pass
return d
# ── Seasonal factories ──────────────────────────────────────────────────────
static func _event_05_spring_awakens() -> EventDef:
var d := EventDef.new()
d.id = &"spring_awakens"
d.title = "Spring Awakens"
d.body = "The thaw runs in every stream. Crops will grow fast now."
d.category = EventDef.Category.SEASONAL
d.display = EventDef.Display.BANNER
d.cooldown_days = 12
d.base_weight = 1.0
d.auto_pause = false
# Trigger: first tick of spring. Storyteller fires this once per season boundary.
d.trigger_predicate = func() -> bool:
return Clock.current_season() == Clock.SEASON_SPRING
# Effect: stubbed — Phase 17 will apply +10% crop growth for the season.
d.on_resolve = func(_c: int) -> void:
Audit.log("storyteller", "spring_awakens resolved — crop growth buff stubbed (Phase 17)")
return d
static func _event_06_summers_heat() -> EventDef:
var d := EventDef.new()
d.id = &"summers_heat"
d.title = "Summer's Heat"
d.body = "The sun beats down. Unsheltered work will tire faster."
d.category = EventDef.Category.SEASONAL
d.display = EventDef.Display.BANNER
d.cooldown_days = 12
d.base_weight = 1.0
d.auto_pause = false
d.trigger_predicate = func() -> bool:
return Clock.current_season() == Clock.SEASON_SUMMER
# Effect: stubbed — Phase 17 will apply outdoor work 5% speed modifier.
d.on_resolve = func(_c: int) -> void:
Audit.log("storyteller", "summers_heat resolved — outdoor fatigue buff stubbed (Phase 17)")
return d
static func _event_07_autumns_harvest() -> EventDef:
var d := EventDef.new()
d.id = &"autumns_harvest"
d.title = "Autumn's Harvest"
d.body = "The fields are heavy with the last of the year's bounty."
d.category = EventDef.Category.SEASONAL
d.display = EventDef.Display.BANNER
d.cooldown_days = 12
d.base_weight = 1.0
d.auto_pause = false
d.trigger_predicate = func() -> bool:
return Clock.current_season() == Clock.SEASON_AUTUMN
# Effect: stubbed — Phase 17 will apply +15% harvest yield.
d.on_resolve = func(_c: int) -> void:
Audit.log("storyteller", "autumns_harvest resolved — yield buff stubbed (Phase 17)")
return d
static func _event_08_winters_edge() -> EventDef:
var d := EventDef.new()
d.id = &"winters_edge"
d.title = "Winter's Edge"
d.body = "Frost has come. The road is closed; you are alone."
d.category = EventDef.Category.SEASONAL
d.display = EventDef.Display.BANNER
d.cooldown_days = 12
d.base_weight = 1.0
d.auto_pause = false
d.trigger_predicate = func() -> bool:
return Clock.current_season() == Clock.SEASON_WINTER
# Effect: no wanderers 5 days + raise threat weight — both stubbed Phase 17.
d.on_resolve = func(_c: int) -> void:
Audit.log("storyteller", "winters_edge resolved — wanderer suppress + threat weight stubbed (Phase 17)")
return d
# ── Wanderer factories ──────────────────────────────────────────────────────
static func _event_09_a_traveler() -> EventDef:
var d := EventDef.new()
d.id = &"a_traveler"
d.title = "A Traveler"
d.body = "A weary traveler stumbles toward your gate. They look hungry. Will you welcome them?"
d.category = EventDef.Category.WANDERER
d.display = EventDef.Display.MODAL
d.cooldown_days = 5
d.base_weight = 1.0
d.choices = ["Welcome", "Send away"]
d.auto_pause = true
# Trigger: ghost state (all pawns gone) OR ~8 days have passed.
d.trigger_predicate = func() -> bool:
return Storyteller.ghost_state or Clock.current_day() >= 8
# Effect: Welcome → +1 pawn (stub); Send away → no effect.
d.on_resolve = func(c: int) -> void:
if c == 0:
_spawn_wanderer_pawn({})
return d
static func _event_10_the_refugee_family() -> EventDef:
var d := EventDef.new()
d.id = &"the_refugee_family"
d.title = "The Refugee Family"
d.body = "A family fleeing bandits arrives. They have nothing, but they would work hard."
d.category = EventDef.Category.WANDERER
d.display = EventDef.Display.MODAL
d.cooldown_days = 8
d.base_weight = 1.0
d.choices = ["Welcome", "Refuse"]
d.auto_pause = true
# Trigger: post-day-15.
d.trigger_predicate = func() -> bool:
return Clock.current_day() >= 15
# Effect: Welcome → +2 pawns low skills (stub); Refuse → 2 mood colony 1 day (stub).
d.on_resolve = func(c: int) -> void:
if c == 0:
_spawn_wanderer_pawn({})
_spawn_wanderer_pawn({})
else:
_apply_colony_mood_thought(func() -> Thought: return ThoughtCatalog.slept_on_floor()) # placeholder thought, Phase 17 adds colony_refused_refugees
Audit.log("storyteller", "refugee_family refused — colony mood penalty stubbed (Phase 17)")
return d
static func _event_11_the_old_soldier() -> EventDef:
var d := EventDef.new()
d.id = &"the_old_soldier"
d.title = "The Old Soldier"
d.body = "A retired soldier offers his blade for a place by your fire. Combat 8, but old and tired."
d.category = EventDef.Category.WANDERER
d.display = EventDef.Display.MODAL
d.cooldown_days = 8
d.base_weight = 1.0
d.choices = ["Welcome", "Refuse"]
d.auto_pause = true
# Trigger: post-day-20.
d.trigger_predicate = func() -> bool:
return Clock.current_day() >= 20
d.on_resolve = func(c: int) -> void:
if c == 0:
_spawn_wanderer_pawn({"combat": 8})
return d
static func _event_12_the_wandering_healer() -> EventDef:
var d := EventDef.new()
d.id = &"the_wandering_healer"
d.title = "The Wandering Healer"
d.body = "A traveling healer asks for shelter. She brings knowledge of medicine."
d.category = EventDef.Category.WANDERER
d.display = EventDef.Display.MODAL
d.cooldown_days = 8
d.base_weight = 1.0
d.choices = ["Welcome", "Refuse"]
d.auto_pause = true
# Trigger: any pawn has a status (proxy for sick/injured — exact sick() status ships Phase 17).
d.trigger_predicate = func() -> bool:
for p in World.pawns:
if not p.statuses.is_empty():
return true
return false
d.on_resolve = func(c: int) -> void:
if c == 0:
_spawn_wanderer_pawn({"medicine": 6})
return d
# ── Threat factories ─────────────────────────────────────────────────────────
static func _event_13_wolves_at_the_edge() -> EventDef:
var d := EventDef.new()
d.id = &"wolves_at_the_edge"
d.title = "Wolves at the Edge"
d.body = "Wolves howl in the distance. They will be here by nightfall."
d.category = EventDef.Category.THREAT
d.display = EventDef.Display.MODAL
d.cooldown_days = 3
d.base_weight = 1.0
d.choices = ["Prepare"]
d.auto_pause = true
# Trigger: anytime after day 3 (season-weighting handled by Storyteller tension).
d.trigger_predicate = func() -> bool:
return Clock.current_day() >= 3
# Effect: spawn 1-3 wolves (stubbed until WolfSpawner is accessible statically).
d.on_resolve = func(_c: int) -> void:
_spawn_wolves(randi_range(1, 3))
return d
static func _event_14_lone_wolf() -> EventDef:
var d := EventDef.new()
d.id = &"lone_wolf"
d.title = "Lone Wolf"
d.body = "A starving wolf circles your livestock."
d.category = EventDef.Category.THREAT
d.display = EventDef.Display.MODAL
d.cooldown_days = 3
d.base_weight = 1.5 # slightly higher — low-threat random, more common
d.choices = ["Prepare"]
d.auto_pause = true
# Trigger: anytime (low-threat random).
d.trigger_predicate = func() -> bool:
return true
d.on_resolve = func(_c: int) -> void:
_spawn_wolves(1)
return d
static func _event_15_pack_hunt() -> EventDef:
var d := EventDef.new()
d.id = &"pack_hunt"
d.title = "Pack Hunt"
d.body = "A hunting pack moves through the forest. They smell your colony."
d.category = EventDef.Category.THREAT
d.display = EventDef.Display.MODAL
d.cooldown_days = 5
d.base_weight = 1.0
d.choices = ["Prepare"]
d.auto_pause = true
# Trigger: post-day-30.
d.trigger_predicate = func() -> bool:
return Clock.current_day() >= 30
d.on_resolve = func(_c: int) -> void:
_spawn_wolves(randi_range(4, 6))
return d
static func _event_16_bandit_scouts() -> EventDef:
var d := EventDef.new()
d.id = &"bandit_scouts"
d.title = "Bandit Scouts"
d.body = "Strange figures watched from the treeline at dusk. Bandits, perhaps."
d.category = EventDef.Category.THREAT
d.display = EventDef.Display.MODAL
d.cooldown_days = 5
d.base_weight = 1.0
d.choices = ["Stay alert"]
d.auto_pause = true
# Trigger: post-day-25.
d.trigger_predicate = func() -> bool:
return Clock.current_day() >= 25
# Effect: flavor + threat-likelihood raise — stubbed (v2 raids).
d.on_resolve = func(_c: int) -> void:
Audit.log("storyteller", "bandit_scouts resolved — threat-likelihood raise stubbed (v2 raids)")
return d
# ── Disease factories ────────────────────────────────────────────────────────
static func _event_17_fever() -> EventDef:
var d := EventDef.new()
d.id = &"fever"
d.title = "Fever"
d.body = "%pawn% woke with a fever. The sickness may spread."
d.category = EventDef.Category.DISEASE
d.display = EventDef.Display.MODAL
d.cooldown_days = 4
d.base_weight = 1.0
d.choices = ["Treat them"]
d.auto_pause = true
# Trigger: random after ~30 days.
d.trigger_predicate = func() -> bool:
return Clock.current_day() >= 30 and not World.pawns.is_empty()
# Effect: Sick status on random pawn — StatusCatalog.sick() ships Phase 17.
d.on_resolve = func(_c: int) -> void:
Audit.log("storyteller", "fever resolved — StatusCatalog.sick() stubbed (Phase 17)")
return d
static func _event_18_a_bad_cut() -> EventDef:
var d := EventDef.new()
d.id = &"a_bad_cut"
d.title = "A Bad Cut"
d.body = "%pawn% gashed their hand chopping wood. The wound looks deep."
d.category = EventDef.Category.DISEASE
d.display = EventDef.Display.MODAL
d.cooldown_days = 4
d.base_weight = 1.0
d.choices = ["Treat them"]
d.auto_pause = true
# Trigger: any tree chopped and low chance (proxy: trees exist and day >= 5).
d.trigger_predicate = func() -> bool:
return Clock.current_day() >= 5 and not World.trees.is_empty()
# Effect: Bleeding status on a random pawn — real-wired (StatusCatalog.bleeding exists).
d.on_resolve = func(_c: int) -> void:
_apply_pawn_status(func() -> Status: return StatusCatalog.bleeding(1))
return d
static func _event_19_the_sleeplessness() -> EventDef:
var d := EventDef.new()
d.id = &"the_sleeplessness"
d.title = "The Sleeplessness"
d.body = "%pawn% has barely slept. Something weighs on them."
d.category = EventDef.Category.DISEASE
d.display = EventDef.Display.BANNER
d.cooldown_days = 4
d.base_weight = 1.0
d.auto_pause = false
# Trigger: any pawn is tired (has the tired thought/status).
d.trigger_predicate = func() -> bool:
for p in World.pawns:
if p.is_tired():
return true
return false
# Effect: mood penalty 2 days — apply tired thought colony-wide (stubbed intensity).
d.on_resolve = func(_c: int) -> void:
_apply_colony_mood_thought(func() -> Thought: return ThoughtCatalog.tired())
return d
# ── Resource factories ───────────────────────────────────────────────────────
static func _event_20_bountiful_harvest() -> EventDef:
var d := EventDef.new()
d.id = &"bountiful_harvest"
d.title = "Bountiful Harvest"
d.body = "Your fields exceeded the season. The granary swells."
d.category = EventDef.Category.RESOURCE
d.display = EventDef.Display.BANNER
d.cooldown_days = 3
d.base_weight = 1.0
d.auto_pause = false
# Trigger: autumn (harvest season) and crops are present.
d.trigger_predicate = func() -> bool:
return Clock.current_season() == Clock.SEASON_AUTUMN and not World.crops.is_empty()
# Effect: +25% yield — stubbed, Phase 17 crop-yield multiplier.
d.on_resolve = func(_c: int) -> void:
_apply_buff_next_n_jobs(&"harvest", 10, 1.25)
return d
static func _event_21_lumberjacks_luck() -> EventDef:
var d := EventDef.new()
d.id = &"lumberjacks_luck"
d.title = "Lumberjack's Luck"
d.body = "%pawn% found a copse of unusually thick trees."
d.category = EventDef.Category.RESOURCE
d.display = EventDef.Display.BANNER
d.cooldown_days = 3
d.base_weight = 1.0
d.auto_pause = false
# Trigger: trees present (chop job context).
d.trigger_predicate = func() -> bool:
return not World.trees.is_empty()
# Effect: next 3 trees +50% wood — stubbed.
d.on_resolve = func(_c: int) -> void:
_apply_buff_next_n_jobs(&"chop", 3, 1.5)
return d
static func _event_22_veins_of_iron() -> EventDef:
var d := EventDef.new()
d.id = &"veins_of_iron"
d.title = "Veins of Iron"
d.body = "A miner reports a rich vein, deeper than expected."
d.category = EventDef.Category.RESOURCE
d.display = EventDef.Display.BANNER
d.cooldown_days = 3
d.base_weight = 1.0
d.auto_pause = false
# Trigger: rocks present (mine job context).
d.trigger_predicate = func() -> bool:
return not World.rocks.is_empty()
# Effect: next mining yield ×2 — stubbed.
d.on_resolve = func(_c: int) -> void:
_apply_buff_next_n_jobs(&"mine", 1, 2.0)
return d
# ── Lore factories ───────────────────────────────────────────────────────────
static func _event_23_strange_stones() -> EventDef:
var d := EventDef.new()
d.id = &"strange_stones"
d.title = "Strange Stones"
d.body = "Settlers report finding carved stones in the wood — older than any memory."
d.category = EventDef.Category.LORE
d.display = EventDef.Display.BANNER
d.cooldown_days = 6
d.base_weight = 1.0
d.auto_pause = false
# Trigger: post-day-15, random.
d.trigger_predicate = func() -> bool:
return Clock.current_day() >= 15
d.on_resolve = func(_c: int) -> void:
pass # flavor only
return d
static func _event_24_an_old_map() -> EventDef:
var d := EventDef.new()
d.id = &"an_old_map"
d.title = "An Old Map"
d.body = "%pawn% found a tattered map. Roads to the north, half-faded."
d.category = EventDef.Category.LORE
d.display = EventDef.Display.BANNER
d.cooldown_days = 6
d.base_weight = 1.0
d.auto_pause = false
# Trigger: post-recruit (more than 1 pawn present).
d.trigger_predicate = func() -> bool:
return World.pawns.size() > 1
d.on_resolve = func(_c: int) -> void:
pass # flavor; seeds v2 trade/exploration
return d
# ── Milestone factory ────────────────────────────────────────────────────────
static func _event_25_one_year_survived() -> EventDef:
var d := EventDef.new()
d.id = &"one_year_survived"
d.title = "One Year Survived"
d.body = "A full year. The first frost feels different now — yours is a real settlement."
d.category = EventDef.Category.MILESTONE
d.display = EventDef.Display.BANNER
d.cooldown_days = 30
d.base_weight = 1.0
d.auto_pause = false
# Trigger: end of first winter (day >= 4 seasons × 12 days = 48).
d.trigger_predicate = func() -> bool:
return Clock.current_day() >= 48 and Clock.current_season() == Clock.SEASON_WINTER
# Effect: +5 mood "We made it" colony 2 days — real-wired via colony thought.
d.on_resolve = func(_c: int) -> void:
_apply_colony_mood_thought(func() -> Thought: return ThoughtCatalog.well_rested())
# well_rested() is the closest existing +5 mood thought; Phase 17 adds
# ThoughtCatalog.we_made_it() with correct label + longer duration.
return d
# ── Effect helpers ───────────────────────────────────────────────────────────
## All helpers are static. Stub bodies log via Audit where the underlying
## system is not yet available; real bodies are annotated per-helper.
## Instantiate a new pawn at a random map-edge tile with optional skill seed.
## STUB — Phase 17 recruit UI will wire the real spawn via PawnFactory or similar.
static func _spawn_wanderer_pawn(skills: Dictionary = {}) -> void:
Audit.log("storyteller", "_spawn_wanderer_pawn called with skills=%s — stubbed (Phase 17)" % str(skills))
## Flag the next `count` jobs of `kind` to use a yield multiplier.
## STUB — Phase 17 work-buff system will implement the ring buffer.
static func _apply_buff_next_n_jobs(kind: StringName, count: int, multiplier: float) -> void:
Audit.log("storyteller", "_apply_buff_next_n_jobs: kind=%s count=%d ×%.2f — stubbed (Phase 17)" % [kind, count, multiplier])
## Emit EventBus.request_wolf_spawn so WolfSpawner (scene child) picks it up.
## WolfSpawner listens on that signal (Phase 10). This is the correct bus-based
## wiring — no get_node("/root/...") smell.
static func _spawn_wolves(count: int) -> void:
if EventBus.has_signal("request_wolf_spawn"):
EventBus.emit_signal("request_wolf_spawn", count)
else:
Audit.log("storyteller", "_spawn_wolves: EventBus.request_wolf_spawn not declared — stubbed (Phase 17)")
## Apply a status to a random pawn (or a specific pawn if non-null).
## The factory callable returns a fresh Status — mirrors StatusCatalog pattern.
## REAL for statuses that exist (bleeding); STUB for sick() until Phase 17.
static func _apply_pawn_status(status_factory: Callable, pawn = null) -> void:
var target = pawn
if target == null:
if World.pawns.is_empty():
Audit.log("storyteller", "_apply_pawn_status: no pawns present")
return
target = World.pawns[randi() % World.pawns.size()]
if target.has_method("add_status"):
target.add_status(status_factory.call())
else:
Audit.log("storyteller", "_apply_pawn_status: target missing add_status()")
## Apply a thought to every living pawn in the colony.
## `thought_factory` is a Callable that returns a fresh Thought each time.
## REAL — ThoughtCatalog thoughts and Pawn.add_thought() both exist.
static func _apply_colony_mood_thought(thought_factory: Callable) -> void:
for p in World.pawns:
if p.has_method("add_thought"):
p.add_thought(thought_factory.call())

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class_name EventDef extends RefCounted
## Phase 15 — Storyteller event definition (data class).
##
## EventDef is the static, authored shape of one event from the 25-prompt corpus
## (see docs/design.md "Prompt corpus"). Storyteller picks one EventDef per
## daily 6 AM roll, then runs its trigger predicate + cooldown gates, then
## applies its effect.
##
## EventDef instances are constructed in EventCatalog (`scenes/storyteller/event_catalog.gd`)
## by Agent A. They're treated as immutable at runtime; per-event cooldown state
## lives in Storyteller, NOT here.
##
## Categories (locked, mirror design.md headings):
## NUDGE — soft dismissible banner, no pause
## SEASONAL — ambient banner on season transition
## WANDERER — modal with choice (Welcome / Refuse)
## THREAT — modal with auto-pause; spawns hostiles
## DISEASE — modal or nudge; applies status to a pawn
## RESOURCE — banner; applies a transient buff
## LORE — flavor banner, no mechanical effect
## MILESTONE — celebratory banner; small mood thought
##
## Display kinds:
## BANNER — non-blocking, auto-dismiss
## MODAL — blocking, may auto-pause, may carry choices
enum Category {
NUDGE,
SEASONAL,
WANDERER,
THREAT,
DISEASE,
RESOURCE,
LORE,
MILESTONE,
}
enum Display {
BANNER,
MODAL,
}
## Stable id. Used for cooldown tracking and Strings.t() keys.
var id: StringName = &""
## Display title — short. Localized via Strings catalog by Agent A.
var title: String = ""
## Body copy — 1-2 sentences, supports `%pawn%` substitution.
var body: String = ""
var category: Category = Category.NUDGE
var display: Display = Display.BANNER
## Cooldown in in-game days from this event. Per-event gate.
## Per-category cooldowns live in Storyteller.CATEGORY_COOLDOWN_DAYS.
var cooldown_days: int = 3
## Base weight in the daily roll's weighted pool. Tension/state modifiers
## multiply this at roll time.
var base_weight: float = 1.0
## Optional choice labels for MODAL events (e.g. ["Welcome", "Send away"]).
## Empty array = dismiss-only.
var choices: Array[String] = []
## If true, this event causes a sim auto-pause when fired (Storyteller calls
## Sim.set_speed(PAUSE) before showing the UI).
var auto_pause: bool = false
## Optional tile to focus the "Go there" camera-pan on. Vector2i(-1, -1) = no jump.
var focus_tile: Vector2i = Vector2i(-1, -1)
## Predicate evaluated by Storyteller before this event is eligible to roll.
## Set in the EventCatalog factory; returns true when world state matches.
## Signature: Callable that takes no args, returns bool.
var trigger_predicate: Callable = Callable()
## Effect applied when the event resolves (chosen path for modals, immediate for banners).
## Signature: Callable taking (choice_index: int) — choice 0 = first option / dismiss.
var on_resolve: Callable = Callable()

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class_name StorytellerBanner extends CanvasLayer
## Phase 15 — Non-blocking ambient banner for BANNER-display EventDef events.
##
## Anchored top-center just below the top bar (~60 px Y offset).
## Shows: title (bold), body, optional "Go there" button.
## Auto-dismisses after 6 sec via Timer; tap-to-dismiss-early also supported.
##
## Multiple banners queue — only one is visible at a time. On dismiss the
## next queued event is shown automatically.
##
## On dismiss: calls Storyteller.resolve_current(0).
## Subscribes to EventBus.storyteller_event_fired in _ready; ignores MODAL events.
const AUTO_DISMISS_SEC: float = 6.0
const TILE_SIZE_PX: int = 16
## Internal queue of pending EventDef refs (BANNER display only).
var _queue: Array = []
## The EventDef currently on screen (null when idle).
var _current_event = null
# ── node refs ───────────────────────────────────────────────────────────────
var _root: Control = null
var _title_label: Label = null
var _body_label: Label = null
var _go_there_btn: Button = null
var _dismiss_btn: Button = null
var _timer: Timer = null
func _ready() -> void:
layer = 15 # above world (0), above top-bar (10), below modal (20)
_build_ui()
_root.visible = false
EventBus.storyteller_event_fired.connect(_on_event_fired)
Audit.log("storyteller_ui", "StorytellerBanner ready")
func _exit_tree() -> void:
if EventBus.storyteller_event_fired.is_connected(_on_event_fired):
EventBus.storyteller_event_fired.disconnect(_on_event_fired)
# ── UI construction ──────────────────────────────────────────────────────────
func _build_ui() -> void:
# Outer anchor — top-center strip.
_root = Control.new()
_root.name = "BannerRoot"
_root.set_anchors_preset(Control.PRESET_TOP_WIDE)
_root.custom_minimum_size = Vector2(0, 80)
_root.offset_top = 60 # sit just below the 48 px top bar
_root.offset_bottom = 140
_root.mouse_filter = Control.MOUSE_FILTER_PASS
add_child(_root)
# Panel background centred horizontally.
var panel := PanelContainer.new()
panel.name = "Panel"
panel.set_anchors_preset(Control.PRESET_CENTER_TOP)
panel.custom_minimum_size = Vector2(480, 80)
# Offset so it stays centred regardless of screen width.
panel.offset_left = -240
panel.offset_right = 240
panel.offset_top = 0
panel.offset_bottom = 80
panel.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
_root.add_child(panel)
# Tap-anywhere-to-dismiss — GuiInput on the panel itself.
panel.gui_input.connect(_on_panel_gui_input)
var vbox := VBoxContainer.new()
vbox.add_theme_constant_override("separation", 4)
panel.add_child(vbox)
_title_label = Label.new()
_title_label.name = "TitleLabel"
_title_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_title_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
vbox.add_child(_title_label)
_body_label = Label.new()
_body_label.name = "BodyLabel"
_body_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_body_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
vbox.add_child(_body_label)
var btn_row := HBoxContainer.new()
btn_row.alignment = BoxContainer.ALIGNMENT_CENTER
btn_row.add_theme_constant_override("separation", 8)
vbox.add_child(btn_row)
_go_there_btn = Button.new()
_go_there_btn.name = "GoThereBtn"
_go_there_btn.text = Strings.t(&"ui.go_there")
_go_there_btn.custom_minimum_size = Vector2(96, 48)
_go_there_btn.focus_mode = Control.FOCUS_NONE
_go_there_btn.visible = false
_go_there_btn.pressed.connect(_on_go_there_pressed)
btn_row.add_child(_go_there_btn)
_dismiss_btn = Button.new()
_dismiss_btn.name = "DismissBtn"
_dismiss_btn.text = Strings.t(&"ui.dismiss")
_dismiss_btn.custom_minimum_size = Vector2(96, 48)
_dismiss_btn.focus_mode = Control.FOCUS_NONE
_dismiss_btn.pressed.connect(_on_dismiss_pressed)
btn_row.add_child(_dismiss_btn)
# Auto-dismiss timer.
_timer = Timer.new()
_timer.name = "AutoDismiss"
_timer.one_shot = true
_timer.wait_time = AUTO_DISMISS_SEC
_timer.timeout.connect(_on_dismiss_pressed)
add_child(_timer)
# ── event handling ───────────────────────────────────────────────────────────
func _on_event_fired(event) -> void:
# Only handle banner-display events.
if event.display != EventDef.Display.BANNER:
return
_queue.append(event)
if _current_event == null:
_show_next()
func _show_next() -> void:
if _queue.is_empty():
_root.visible = false
_current_event = null
return
_current_event = _queue.pop_front()
var ev = _current_event
_title_label.text = ev.title
_body_label.text = _substitute_pawn(ev.body)
var has_focus: bool = ev.focus_tile != Vector2i(-1, -1)
_go_there_btn.visible = has_focus
_root.visible = true
_timer.start()
Audit.log("storyteller_ui", "banner shown: %s" % ev.id)
func _on_dismiss_pressed() -> void:
if not _timer.is_stopped():
_timer.stop()
Storyteller.resolve_current(0)
Audit.log("storyteller_ui", "banner dismissed: %s" % (_current_event.id if _current_event != null else "(none)"))
_current_event = null
_show_next()
func _on_go_there_pressed() -> void:
if _current_event == null:
return
_pan_camera(_current_event.focus_tile)
# Also dismiss so the banner clears after the pan.
_on_dismiss_pressed()
func _on_panel_gui_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
_on_dismiss_pressed()
elif event is InputEventScreenTouch and event.pressed:
_on_dismiss_pressed()
# ── helpers ──────────────────────────────────────────────────────────────────
func _pan_camera(tile: Vector2i) -> void:
var cam = get_node_or_null("/root/Main/World/CameraRig")
if cam == null:
Audit.log("storyteller_ui", "pan_camera: CameraRig not found")
return
if cam.has_method("pan_to_tile"):
cam.pan_to_tile(tile)
else:
# Fallback: instant snap to tile centre.
cam.position = Vector2(tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2,
tile.y * TILE_SIZE_PX + TILE_SIZE_PX / 2)
func _substitute_pawn(body: String) -> String:
if not "%pawn%" in body:
return body
var name: String = "Settler"
if not World.pawns.is_empty():
name = World.pawns[0].pawn_name
return body.replace("%pawn%", name)

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class_name StorytellerModal extends CanvasLayer
## Phase 15 — Blocking center-screen dialog for MODAL-display EventDef events.
##
## Visible only when a modal event is active; hidden otherwise.
## Choice layout:
## 0 choices → single "Dismiss" button (choice index 0)
## 1 choice → labelled button + Dismiss (choice 0 / 1)
## 2 choices → both as labelled buttons (choice 0 / 1)
##
## Optional "Go there" button if focus_tile != Vector2i(-1, -1).
## Tapping "Go there" pans camera AND closes the modal.
##
## Subscribes to EventBus.storyteller_event_fired in _ready; ignores BANNER events.
## Auto-pause is handled by Storyteller before the signal — no re-pause here.
const TILE_SIZE_PX: int = 16
var _current_event = null
# ── node refs ────────────────────────────────────────────────────────────────
var _dim: ColorRect = null # full-screen dim behind panel
var _panel: PanelContainer = null
var _title_label: Label = null
var _body_label: Label = null
var _choice_row: HBoxContainer = null
var _go_there_btn: Button = null
func _ready() -> void:
layer = 20 # above banner (15), above top-bar (10)
_build_ui()
_set_visible(false)
EventBus.storyteller_event_fired.connect(_on_event_fired)
# Also hide on external resolve (test scripts, ghost-state auto-fire chain).
EventBus.storyteller_event_resolved.connect(_on_event_resolved)
Audit.log("storyteller_ui", "StorytellerModal ready")
func _exit_tree() -> void:
if EventBus.storyteller_event_fired.is_connected(_on_event_fired):
EventBus.storyteller_event_fired.disconnect(_on_event_fired)
if EventBus.storyteller_event_resolved.is_connected(_on_event_resolved):
EventBus.storyteller_event_resolved.disconnect(_on_event_resolved)
func _on_event_resolved(_event, _choice_index: int) -> void:
_set_visible(false)
# ── UI construction ──────────────────────────────────────────────────────────
func _build_ui() -> void:
# Full-screen dim layer (semi-transparent black).
_dim = ColorRect.new()
_dim.name = "Dim"
_dim.set_anchors_preset(Control.PRESET_FULL_RECT)
_dim.color = Color(0.0, 0.0, 0.0, 0.45)
_dim.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(_dim)
# Centred dialog panel.
_panel = PanelContainer.new()
_panel.name = "Dialog"
_panel.set_anchors_preset(Control.PRESET_CENTER)
_panel.custom_minimum_size = Vector2(400, 200)
_panel.offset_left = -200
_panel.offset_right = 200
_panel.offset_top = -100
_panel.offset_bottom = 100
add_child(_panel)
var vbox := VBoxContainer.new()
vbox.add_theme_constant_override("separation", 12)
_panel.add_child(vbox)
_title_label = Label.new()
_title_label.name = "TitleLabel"
_title_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_title_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
vbox.add_child(_title_label)
_body_label = Label.new()
_body_label.name = "BodyLabel"
_body_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_body_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
vbox.add_child(_body_label)
# "Go there" row — always present, shown/hidden per-event.
_go_there_btn = Button.new()
_go_there_btn.name = "GoThereBtn"
_go_there_btn.text = Strings.t(&"ui.go_there")
_go_there_btn.custom_minimum_size = Vector2(120, 48)
_go_there_btn.focus_mode = Control.FOCUS_NONE
_go_there_btn.pressed.connect(_on_go_there_pressed)
var go_row := HBoxContainer.new()
go_row.alignment = BoxContainer.ALIGNMENT_CENTER
go_row.add_child(_go_there_btn)
vbox.add_child(go_row)
# Choice-button row — children rebuilt each event.
_choice_row = HBoxContainer.new()
_choice_row.name = "ChoiceRow"
_choice_row.alignment = BoxContainer.ALIGNMENT_CENTER
_choice_row.add_theme_constant_override("separation", 12)
vbox.add_child(_choice_row)
# ── event handling ───────────────────────────────────────────────────────────
func _on_event_fired(event) -> void:
if event.display != EventDef.Display.MODAL:
return
_current_event = event
_populate(event)
_set_visible(true)
Audit.log("storyteller_ui", "modal shown: %s" % event.id)
func _populate(event) -> void:
_title_label.text = event.title
_body_label.text = _substitute_pawn(event.body)
var has_focus: bool = event.focus_tile != Vector2i(-1, -1)
_go_there_btn.visible = has_focus
# Clear old choice buttons.
for child in _choice_row.get_children():
child.queue_free()
# Build new choice buttons based on choices array length.
var choices: Array[String] = event.choices
match choices.size():
0:
# No choices — single Dismiss.
_add_choice_btn(Strings.t(&"ui.dismiss"), 0)
1:
# One named choice + Dismiss (dismiss = index 1).
_add_choice_btn(choices[0], 0)
_add_choice_btn(Strings.t(&"ui.dismiss"), 1)
_:
# Two (or more) choices — render first two, indexed.
_add_choice_btn(choices[0], 0)
_add_choice_btn(choices[1], 1)
func _add_choice_btn(label: String, choice_index: int) -> void:
var btn := Button.new()
btn.text = label
btn.custom_minimum_size = Vector2(120, 48)
btn.focus_mode = Control.FOCUS_NONE
btn.pressed.connect(func() -> void: _on_choice(choice_index))
_choice_row.add_child(btn)
func _on_choice(choice_index: int) -> void:
Audit.log("storyteller_ui", "modal choice %d: %s" % [choice_index, _current_event.id if _current_event != null else "(none)"])
Storyteller.resolve_current(choice_index)
_current_event = null
_set_visible(false)
func _on_go_there_pressed() -> void:
if _current_event == null:
return
_pan_camera(_current_event.focus_tile)
# Close modal after pan — player is navigating there.
_on_choice(0)
# ── helpers ──────────────────────────────────────────────────────────────────
func _set_visible(v: bool) -> void:
if _dim != null:
_dim.visible = v
if _panel != null:
_panel.visible = v
func _pan_camera(tile: Vector2i) -> void:
var cam = get_node_or_null("/root/Main/World/CameraRig")
if cam == null:
Audit.log("storyteller_ui", "pan_camera: CameraRig not found")
return
if cam.has_method("pan_to_tile"):
cam.pan_to_tile(tile)
else:
cam.position = Vector2(tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2,
tile.y * TILE_SIZE_PX + TILE_SIZE_PX / 2)
func _substitute_pawn(body: String) -> String:
if not "%pawn%" in body:
return body
var name: String = "Settler"
if not World.pawns.is_empty():
name = World.pawns[0].pawn_name
return body.replace("%pawn%", name)

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@ -0,0 +1 @@
uid://3yl5uek6owj2

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@ -107,6 +107,16 @@ func _centre_on(world_pos: Vector2) -> void:
_centre_tween.tween_property(self, "position", world_pos, 0.2)
## Public API — smooth-pan the camera to the centre of a tile (world space).
## Used by StorytellerBanner and StorytellerModal "Go there" buttons.
## Reuses the same _centre_tween slot so a rapid second call replaces the first.
func pan_to_tile(tile: Vector2i) -> void:
const TILE_PX: int = 16
var world_pos := Vector2(tile.x * TILE_PX + TILE_PX / 2, tile.y * TILE_PX + TILE_PX / 2)
_centre_on(world_pos)
Audit.log("camera", "pan_to_tile %s → world %s" % [tile, world_pos])
## Public API — call once from the world scene after map bounds are known.
func set_world_bounds(rect: Rect2) -> void:
limit_left = int(rect.position.x) - BOUNDS_BLEED_PX

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@ -24,6 +24,9 @@ const INDOOR_TINT_SCRIPT: Script = preload("res://scenes/world/indoor_tint_overl
# Phase 14 — grave / burial entities (scripts only; no .tscn needed).
const GRAVEYARD_ZONE_SCRIPT: Script = preload("res://scenes/world/graveyard_zone.gd")
const GRAVE_SLOT_SCRIPT: Script = preload("res://scenes/entities/grave_slot.gd")
# Phase 15 — EventCatalog (class_name in scenes/storyteller/) preloaded so the
# class is resolved before world._ready() fires. Avoids parse-order ambiguity.
const EVENT_CATALOG_SCRIPT: Script = preload("res://scenes/storyteller/event_catalog.gd")
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")
@ -207,6 +210,10 @@ func _ready() -> void:
beauty.recompute_all()
_run_pathfinder_spike()
# Phase 15 — register all 25 Storyteller events now that World state and
# autoloads are fully mounted (trigger predicates read Clock, World, Storyteller).
EVENT_CATALOG_SCRIPT.register_all(Storyteller)
# Phase 4: every 5 in-game seconds (100 ticks), re-evaluate items in
# stockpiles in case a higher-priority destination opened up.
EventBus.sim_tick.connect(_on_sim_tick_world_sweep)