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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@ -98,6 +98,7 @@ Reported from playtest. Triaged but not yet fixed. Plan: knock out as a bug-tria
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Older bugs noted in passing but never fixed:
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- [ ] **[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.
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- [ ] **[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.
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- [ ] **[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`.
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## Open questions / TODOs
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