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

@ -34,6 +34,10 @@ const WORK_PRIORITY_MATRIX_SCRIPT: Script = preload("res://scenes/ui/work_prior
const ALERTS_LOG_SCRIPT: Script = preload("res://scenes/ui/alerts_log.gd")
# Phase 17 — DaySummaryCard end-of-day recap modal (layer 19).
const DAY_SUMMARY_CARD_SCRIPT: Script = preload("res://scenes/ui/day_summary_card.gd")
# Phase 19 — HintOverlay top-center banner (layer 22).
const HINT_OVERLAY_SCRIPT: Script = preload("res://scenes/ui/hint_overlay.gd")
# Phase 19 — HelpModal static reference (layer 20).
const HELP_MODAL_SCRIPT: Script = preload("res://scenes/ui/help_modal.gd")
func _ready() -> void:
@ -187,6 +191,23 @@ func _ready() -> void:
Audit.log("main", "Phase 17 — DaySummaryCard mounted.")
# Phase 19 — HintOverlay top-center banner (layer 22).
# HintOverlay._ready() registers itself with HintSystem autoload so the
# autoload never has to find_child() the tree at call time.
var hint_overlay := CanvasLayer.new()
hint_overlay.set_script(HINT_OVERLAY_SCRIPT)
hint_overlay.name = "HintOverlay"
add_child(hint_overlay)
# Phase 19 — HelpModal static reference panel (layer 20).
# Subscribes to EventBus.help_requested in its own _ready; no injection needed.
var help_modal := CanvasLayer.new()
help_modal.set_script(HELP_MODAL_SCRIPT)
help_modal.name = "HelpModal"
add_child(help_modal)
Audit.log("main", "Phase 19 — HintOverlay + HelpModal mounted.")
# Apply the medieval theme to every Control under each CanvasLayer.
# CanvasLayers interrupt the root-Window theme cascade so we have to seed
# each one explicitly. Defer one frame so panels that build their UI in