Phase 17: Touch UX (PawnDetail+BuildDrawer+WorkMatrix+AlertsLog+Settings)
Three-agent fan-out shipping the major touch UI surfaces. Opus pre-wrote 6 EventBus signals (pawn_selected/deselected, pawn_priority_changed, alert_added, request_wolf_spawn, day_ended) + Pawn.work_priorities Dictionary stub before dispatch. Pattern proven across Phases 12-17. Pawn detail + Settings (Agent A): - scenes/ui/pawn_detail_panel.gd — right-side CanvasLayer (layer 18), ~360px wide, opens on EventBus.pawn_selected. Renders portrait, HP/Hunger/Sleep bars with threshold colors, current job, mood + sulking, statuses, top 5 mood thoughts, full skill table, read-only work-priorities row. Live-refreshes each sim tick. - scenes/ui/settings_menu.gd — modal CanvasLayer (layer 26), opened via Settings button. Auto-pause toggles (Threat/Wanderer/Pawn-Down/ Modal), audio sliders (stubs for Phase 18), accessibility checkboxes. Persists via GameState.apply_settings. - scenes/world/selection.gd — extended to emit pawn_selected/deselected through EventBus on tap. Build drawer + 12 new Designation tools (Agent B): - scenes/ui/build_drawer.gd — bottom-sheet CanvasLayer (layer 16) with 4 tabs (Designate/Build/Stockpile/Cancel) + FAB ⊕ open button. Each tab has HFlowContainer of 80×80 buttons with procedural colored icons + label. Tap → Designation.set_active_tool + alert + auto-close. - Designation: added TOOL_CHOP, TOOL_MINE, TOOL_BUILD_CRATE, TOOL_BUILD_BED, TOOL_BUILD_TORCH, 5× TOOL_BUILD_WORKBENCH_* variants, TOOL_PAINT_STOCKPILE. Plus tool_material override for wall/floor. - World._on_designation_added: extended dispatch for all 12 new tools; added _spawn_workbench() helper for the 5 bench kinds. Work matrix + Alerts log + Decision refactor + Wolf signal (Agent C): - scenes/ai/decision.gd: Layer 4 now filters by pawn.work_priorities (0=OFF skip, sort by level ascending with provider.priority tiebreak). NEEDS_CATEGORIES (rest/eat/sleep) bypass the filter — a pawn can never starve from misconfiguration. Audit log prefixes work decisions with (pri=N). - scenes/ui/work_priority_matrix.gd — CanvasLayer (layer 17) bottom-sheet grid: rows=pawns × cols=8 work categories. Each cell tap-cycles 1→2→3→4→0→1, color-coded (red/orange/yellow/blue/gray). Writes back to pawn.work_priorities + emits pawn_priority_changed. - scenes/ui/alerts_log.gd — CanvasLayer (layer 19) ring buffer 50 entries. Newest first, severity icon (info/warn/danger), Day HH:MM timestamp, Go-there camera pan. Listens to alert_added + storyteller_event_fired + day_ended. - EventBus.request_wolf_spawn wired end-to-end: EventCatalog _spawn_wolves emits; WolfSpawner._on_request_wolf_spawn force-spawns bypassing the darkness/cooldown gates. - Clock emits EventBus.day_ended(summary) at dusk→night transition. Top bar buttons added in order: ‖ / 1× / 5× / 12× / Save / Load / Settings / Build / Work / Log[N]. Plus the ⊕ FAB at bottom-right. MCP runtime verified all 4 surfaces via screenshot: - PawnDetailPanel: Bram shows Crafting=8 / Cooking=2 / Manual=0 matching seed; bars green; Mood: 50; work-priorities readout - BuildDrawer: 4 tabs visible, Designate tab shows Chop/Mine/Dig grave/ No roof buttons with procedural icons - WorkPriorityMatrix: 3 pawns × 8 categories, all '3' (NORMAL default) cells in yellow, tap-to-cycle ready - AlertsLog: 4 entries — red 'Wolf pack approaching!' danger, blue 'Bram is at the cabin' info, yellow 'Test alert' warn, blue 'Spring Awakens' from boot storyteller roll. Go-there button per entry. Mouse drag-paint works as-is (user noted). Existing Selection/Designation _unhandled_input handles drag. Deferred to Phase 17.5 polish: - Per-pawn/per-job view layers on the matrix - Stockpile 4×4 chip filter UI (paint creates 1×1 zones today) - Bill UI for workbenches (programmatic only today) - 'No stockpile accepts X' / 'Bill blocked' alert emit wiring - DaySummaryCard visual (signal emits today, no card UI) - Wanderer recruit UI, resource buff system Delegation: 3× gdscript-refactor (Sonnet) agents in parallel; integration + MCP verify on Opus. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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25 changed files with 2138 additions and 44 deletions
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@ -163,9 +163,29 @@ func _offset_ticks() -> int:
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func _on_sim_tick(_n: int) -> void:
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var phase: StringName = current_phase()
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if phase != _last_emitted_phase:
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var prev_phase: StringName = _last_emitted_phase
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_last_emitted_phase = phase
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emit_signal("phase_changed", phase)
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Audit.log("clock", "phase → %s (day %d, %s)" % [phase, current_day(), time_string()])
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# Phase 17 — emit day_ended summary at the dusk→night boundary.
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# "Night" begins at DUSK_END_HOUR (22:00). This fires once per in-game day.
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# Listeners can use this for end-of-day recap UI, tension logging, etc.
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# Defensive: use get() for Storyteller/Weather/World fields that may not be
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# fully wired in all test contexts.
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if prev_phase == PHASE_DUSK and phase == PHASE_NIGHT:
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var summary: Dictionary = {
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"day": current_day(),
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"weather": Weather.get("current_weather") if Weather != null else &"unknown",
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"season": current_season(),
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"pawns_alive": World.pawns.size() if World != null else 0,
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"tension": Storyteller.get("tension") if Storyteller != null else 0.0,
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"wolves_alive": World.wolves.size() if World != null else 0,
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}
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EventBus.day_ended.emit(summary)
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Audit.log("clock", "day_ended: day=%d season=%s pawns=%d tension=%.1f wolves=%d" % [
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summary["day"], summary["season"], summary["pawns_alive"],
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summary["tension"], summary["wolves_alive"]
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])
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var season: StringName = current_season()
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if season != _last_emitted_season:
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@ -51,3 +51,11 @@ signal save_started(slot: StringName) ## Emitted by SaveSystem.writ
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signal save_finished(slot: StringName, ok: bool) ## Emitted after file IO; ok=false on write failure.
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signal load_started(slot: StringName) ## Emitted by SaveSystem.apply_save before clear_all.
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signal load_finished(slot: StringName, ok: bool, real_seconds_away: int) ## Emitted after respawn; real_seconds_away drives the "you've been away X" toast.
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# Phase 17 — Touch UX completion.
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signal pawn_selected(pawn) ## Emitted when Selection picks a pawn — opens PawnDetailPanel.
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signal pawn_deselected ## Emitted when Selection clears — closes PawnDetailPanel.
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signal pawn_priority_changed(pawn, category: StringName, level: int) ## Emitted when priority matrix updates a cell.
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signal alert_added(severity: StringName, text: String, focus_tile: Vector2i) ## Emitted by gameplay subsystems to surface a player notice. severity = info | warn | danger.
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signal request_wolf_spawn(count: int) ## Phase 15 EventCatalog → WolfSpawner. Decouples threat-event effects from spawner.
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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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@ -8,16 +8,50 @@ extends Node
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var current_map_id: StringName = &"slice_temperate_forest"
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var session_started_at_unix: int = 0 # for "you've been away X minutes" toast
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# Phase 17 — player settings persisted across sessions.
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# Auto-pause booleans mirror the SettingsMenu checkboxes.
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# Audio floats are 0.0..1.0; default 1.0 (full volume).
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# Accessibility stubs wired in a later phase.
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var settings: Dictionary = {
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"pause_on_threat": true,
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"pause_on_wanderer": true,
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"pause_on_pawn_down": true,
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"pause_on_modal": true,
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"audio_master": 1.0,
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"audio_music": 1.0,
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"audio_sfx": 1.0,
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"audio_ambient": 1.0,
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"accessibility_large_text": false,
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"accessibility_reduce_motion": false,
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}
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func _ready() -> void:
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session_started_at_unix = int(Time.get_unix_time_from_system())
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## Apply a dictionary of setting values. Unknown keys are silently ignored so
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## callers can pass partial dicts (e.g. only the audio block). Each recognised
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## key is type-coerced to match the default type in `settings`.
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func apply_settings(d: Dictionary) -> void:
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for key in d:
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if not settings.has(key):
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continue
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var default_val = settings[key]
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if default_val is bool:
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settings[key] = bool(d[key])
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elif default_val is float:
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settings[key] = clampf(float(d[key]), 0.0, 1.0)
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else:
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settings[key] = d[key]
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# Phase 16 expands these into real save round-trip.
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func save_dict() -> Dictionary:
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return {
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"current_map_id": String(current_map_id),
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"session_started_at_unix": session_started_at_unix,
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"settings": settings.duplicate(),
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}
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@ -26,3 +60,6 @@ func apply_dict(d: Dictionary) -> void:
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current_map_id = StringName(d["current_map_id"])
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if d.has("session_started_at_unix"):
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session_started_at_unix = int(d["session_started_at_unix"])
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# Phase 17 — restore settings block; partial saves are fine.
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if d.has("settings") and d["settings"] is Dictionary:
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apply_settings(d["settings"])
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@ -132,6 +132,70 @@ const TABLE: Dictionary = {
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&"event.an_old_map.body": "%pawn% found a tattered map. Roads to the north, half-faded.",
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&"event.one_year_survived.title": "One Year Survived",
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&"event.one_year_survived.body": "A full year. The first frost feels different now — yours is a real settlement.",
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# Phase 17 — PawnDetailPanel
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&"ui.detail.close": "X",
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&"ui.detail.hp": "HP",
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&"ui.detail.hunger": "Hunger",
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&"ui.detail.sleep": "Sleep",
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&"ui.detail.mood": "Mood",
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&"ui.detail.job": "Job",
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&"ui.detail.idle": "Idle",
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&"ui.detail.sulking": "Sulking",
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&"ui.detail.thoughts": "Thoughts",
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&"ui.detail.statuses": "Statuses",
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&"ui.detail.skills": "Skills",
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&"ui.detail.priorities": "Work priorities",
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&"ui.detail.skill.manual_labor": "Manual",
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&"ui.detail.skill.crafting": "Crafting",
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&"ui.detail.skill.cooking": "Cooking",
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&"ui.detail.skill.medicine": "Medicine",
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&"ui.detail.skill.combat": "Combat",
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&"ui.detail.sev": "sev={s}/{m}",
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# Phase 17 — SettingsMenu
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&"ui.settings.title": "Settings",
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&"ui.settings.speeds": "Speeds",
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&"ui.settings.shortcuts": "Pause=Space 1×=1 5×=2 12×=3",
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&"ui.settings.auto_pause": "Auto-pause",
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&"ui.settings.pause_threat": "On Threat",
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&"ui.settings.pause_wanderer": "On Wanderer",
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&"ui.settings.pause_pawn_down": "On Pawn-Down",
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&"ui.settings.pause_modal": "On Modal",
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&"ui.settings.audio": "Audio",
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&"ui.settings.master": "Master",
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&"ui.settings.music": "Music",
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&"ui.settings.sfx": "SFX",
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&"ui.settings.ambient": "Ambient",
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&"ui.settings.accessibility": "Accessibility",
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&"ui.settings.larger_text": "Larger Text",
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&"ui.settings.reduce_motion": "Reduce Motion",
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&"ui.settings.save": "Save",
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&"ui.settings.cancel": "Cancel",
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&"ui.settings.btn": "Settings",
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# Phase 17 — BuildDrawer bottom-sheet.
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&"ui.build": "Build",
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&"ui.build_drawer.designate": "Designate",
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&"ui.build_drawer.build": "Build",
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&"ui.build_drawer.stockpile": "Stockpile",
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&"ui.build_drawer.cancel": "Cancel",
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&"tool.chop": "Chop trees",
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&"tool.mine": "Mine rocks",
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&"tool.dig_grave": "Dig grave",
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&"tool.no_roof": "No roof",
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&"tool.build_wall_stone": "Stone wall",
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&"tool.build_wall_wood": "Wood wall",
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&"tool.build_floor_wood": "Wood floor",
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&"tool.build_floor_stone": "Stone floor",
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&"tool.build_door": "Door",
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&"tool.build_crate": "Crate",
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&"tool.build_bed": "Bed",
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&"tool.build_torch": "Torch",
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&"tool.workbench_carpenter": "Carpenter",
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&"tool.workbench_smelter": "Smelter",
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&"tool.workbench_millstone": "Millstone",
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&"tool.workbench_hearth": "Hearth",
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&"tool.workbench_cremation_pyre": "Cremation Pyre",
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&"tool.stockpile_general": "Stockpile",
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&"tool.graveyard": "Graveyard",
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}
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