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:
megaproxy 2026-05-11 19:45:35 +01:00
parent 19d28ca9f8
commit b9093dd24b
25 changed files with 2138 additions and 44 deletions

View file

@ -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",
}