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>
This commit is contained in:
megaproxy 2026-05-16 17:36:18 +01:00
parent bba1ce4334
commit 59ca6ba9c5
16 changed files with 844 additions and 22 deletions

View file

@ -98,6 +98,7 @@ Reported from playtest. Triaged but not yet fixed. Plan: knock out as a bug-tria
Older bugs noted in passing but never fixed:
- [ ] **[LOW] Bed-claim failure for 2/3 pawns when beds are free** (logged 2026-05-11). `Bram bed claim failed at /root/Main/World/Bed — sleeping on floor` even when beds free. Doesn't gate progress; needs sleep-system audit.
- [ ] **[LOW] Save mid-INTERACT/mid-BUILD restarts toil from 0 on load** (Phase 16 known acceptable gap). Walk toil round-trips; multi-step interact does not. Tolerable per Phase 20 tuning note.
- [ ] **[MED] Drag-paint eaten by camera with paint tool active** (logged 2026-05-16). When a Designate/Build/Stockpile tool is active in BuildDrawer, the player should be able to click-and-drag to paint a rectangle of cells. Instead, camera_rig's drag-pan consumes the InputEventScreenDrag / MouseMotion and the paint stays single-cell. Contradicts the 2026-05-11 note that claimed drag-paint worked — that was selection drag-painting via Designation, not the camera-vs-paint priority case. Fix needs Selection or Designation to set `set_input_as_handled()` on drag events when a paint tool is active, or camera to skip pan when `Designation.active_tool != TOOL_NONE`.
## Open questions / TODOs