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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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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