Phase 19 — onboarding: hint tour + Help modal + tooltip pass
Three-agent fan-out (gdscript-refactor x3) ships the chosen Phase 19 approach: contextual hints during first session + a Help reference, plus a sweep of hover tooltips for desktop discoverability. - HintSystem (autoload) + HintOverlay (layer 22 top-center banner): 7-step tour gated on player events — welcome (boot+2s), pawn select, build drawer open, stockpile painted, work matrix open, day_ended, tour_complete. Per-hint dismissals persist as Array[String] in GameState.settings['dismissed_hints']. Max-3 FIFO queue if hints chain. Reduce-motion path snaps in/out instead of tweening. Reset_tour() public API for the Help modal. - HelpModal (layer 20): 5-tab static reference (Controls / Verbs / Priorities / Storyteller / Tips). Opens via EventBus.help_requested, dimmed backdrop, X/Esc/backdrop-tap dismiss. SettingsMenu gains an 'Onboarding' section: Show-hints checkbox, Help button (emits help_requested), Reset hints button (calls HintSystem.reset_tour with has_method guard). Pre-existing 'W' keybind reference fixed to 'P'. - Tooltip pass: tooltip_text via Strings.t on every TopBar button (10 buttons incl. speed shortcuts), BuildDrawer FAB, and every tool button in BuildDrawer (21 tools). _add_tool_btn extended with optional tooltip param. ~34 new tooltip.* string keys. Contracts pre-written (Opus): EventBus.help_requested, hint_dismissed, ui_panel_opened signals; GameState show_hints + dismissed_hints defaults; BuildDrawer.open + WorkPriorityMatrix.open emit ui_panel_opened so HintSystem can subscribe via one signal. Also recorded [MED] known bug in memory.md: drag-paint with active paint tool is eaten by camera drag-pan. MCP runtime verified: welcome banner fires 2s after boot, dismiss queues build_drawer hint on next ui_panel_opened, dismissed_hints persisted as ['welcome'], HelpModal opens via help_requested with tab switching working (Controls → Tips verified visually). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -65,6 +65,11 @@ signal request_wolf_spawn(count: int) ## Phase 15 EventCatalog →
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signal wolf_spawned(wolves: Array) ## Emitted by WolfSpawner AFTER a raid wave has been instantiated; carries the spawned Wolf nodes. Audio uses this for raid-warning sting.
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signal day_ended(summary: Dictionary) ## Emitted by Clock at dusk→night boundary; carries the end-of-day recap dict.
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# Phase 19 — Onboarding (hint system + help section).
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signal help_requested ## Settings "Help" button → opens HelpModal.
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signal hint_dismissed(hint_id: StringName) ## Emitted by HintOverlay when player closes a hint; HintSystem persists the dismissal.
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signal ui_panel_opened(panel_id: StringName) ## Emitted by UI panels (build_drawer, work_matrix, ...) when they become visible. HintSystem subscribes for tour gating.
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# Phase 18 — Alert wiring (dangling signals surfaced to AlertsLog).
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signal no_stockpile_accepts(item_type: StringName, tile: Vector2i) ## Emitted by HaulingProvider when an item needs haul but no stockpile accepts it (rate-limited per item_type).
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signal bill_blocked(recipe_label: String, reason: StringName, focus_tile: Vector2i) ## Emitted by CraftingProvider when a bill cannot proceed. reason: missing_ingredient | skill_too_low | no_workbench.
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