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>
This commit is contained in:
parent
19d28ca9f8
commit
b9093dd24b
25 changed files with 2138 additions and 44 deletions
|
|
@ -132,6 +132,70 @@ const TABLE: Dictionary = {
|
|||
&"event.an_old_map.body": "%pawn% found a tattered map. Roads to the north, half-faded.",
|
||||
&"event.one_year_survived.title": "One Year Survived",
|
||||
&"event.one_year_survived.body": "A full year. The first frost feels different now — yours is a real settlement.",
|
||||
# Phase 17 — PawnDetailPanel
|
||||
&"ui.detail.close": "X",
|
||||
&"ui.detail.hp": "HP",
|
||||
&"ui.detail.hunger": "Hunger",
|
||||
&"ui.detail.sleep": "Sleep",
|
||||
&"ui.detail.mood": "Mood",
|
||||
&"ui.detail.job": "Job",
|
||||
&"ui.detail.idle": "Idle",
|
||||
&"ui.detail.sulking": "Sulking",
|
||||
&"ui.detail.thoughts": "Thoughts",
|
||||
&"ui.detail.statuses": "Statuses",
|
||||
&"ui.detail.skills": "Skills",
|
||||
&"ui.detail.priorities": "Work priorities",
|
||||
&"ui.detail.skill.manual_labor": "Manual",
|
||||
&"ui.detail.skill.crafting": "Crafting",
|
||||
&"ui.detail.skill.cooking": "Cooking",
|
||||
&"ui.detail.skill.medicine": "Medicine",
|
||||
&"ui.detail.skill.combat": "Combat",
|
||||
&"ui.detail.sev": "sev={s}/{m}",
|
||||
# Phase 17 — SettingsMenu
|
||||
&"ui.settings.title": "Settings",
|
||||
&"ui.settings.speeds": "Speeds",
|
||||
&"ui.settings.shortcuts": "Pause=Space 1×=1 5×=2 12×=3",
|
||||
&"ui.settings.auto_pause": "Auto-pause",
|
||||
&"ui.settings.pause_threat": "On Threat",
|
||||
&"ui.settings.pause_wanderer": "On Wanderer",
|
||||
&"ui.settings.pause_pawn_down": "On Pawn-Down",
|
||||
&"ui.settings.pause_modal": "On Modal",
|
||||
&"ui.settings.audio": "Audio",
|
||||
&"ui.settings.master": "Master",
|
||||
&"ui.settings.music": "Music",
|
||||
&"ui.settings.sfx": "SFX",
|
||||
&"ui.settings.ambient": "Ambient",
|
||||
&"ui.settings.accessibility": "Accessibility",
|
||||
&"ui.settings.larger_text": "Larger Text",
|
||||
&"ui.settings.reduce_motion": "Reduce Motion",
|
||||
&"ui.settings.save": "Save",
|
||||
&"ui.settings.cancel": "Cancel",
|
||||
&"ui.settings.btn": "Settings",
|
||||
# Phase 17 — BuildDrawer bottom-sheet.
|
||||
&"ui.build": "Build",
|
||||
&"ui.build_drawer.designate": "Designate",
|
||||
&"ui.build_drawer.build": "Build",
|
||||
&"ui.build_drawer.stockpile": "Stockpile",
|
||||
&"ui.build_drawer.cancel": "Cancel",
|
||||
&"tool.chop": "Chop trees",
|
||||
&"tool.mine": "Mine rocks",
|
||||
&"tool.dig_grave": "Dig grave",
|
||||
&"tool.no_roof": "No roof",
|
||||
&"tool.build_wall_stone": "Stone wall",
|
||||
&"tool.build_wall_wood": "Wood wall",
|
||||
&"tool.build_floor_wood": "Wood floor",
|
||||
&"tool.build_floor_stone": "Stone floor",
|
||||
&"tool.build_door": "Door",
|
||||
&"tool.build_crate": "Crate",
|
||||
&"tool.build_bed": "Bed",
|
||||
&"tool.build_torch": "Torch",
|
||||
&"tool.workbench_carpenter": "Carpenter",
|
||||
&"tool.workbench_smelter": "Smelter",
|
||||
&"tool.workbench_millstone": "Millstone",
|
||||
&"tool.workbench_hearth": "Hearth",
|
||||
&"tool.workbench_cremation_pyre": "Cremation Pyre",
|
||||
&"tool.stockpile_general": "Stockpile",
|
||||
&"tool.graveyard": "Graveyard",
|
||||
}
|
||||
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue