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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@ -40,14 +40,58 @@ static func pick_next_job(pawn, work_providers: Array) -> Job:
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# Phase 9: status interrupt (Bleeding → seek bed/doctor) lands here.
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# ── Layer 4: Work providers ──────────────────────────────────────────────
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# Sort a local copy so the original list order is never mutated.
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var sorted: Array = work_providers.duplicate()
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sorted.sort_custom(func(a, b): return a.priority > b.priority)
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# Needs-driven categories are handled entirely by Layer-3 status interrupts
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# and need-threshold providers (rest/eat/sleep/doctor fire when hunger/sleep
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# thresholds trigger, not via player priority). We skip the priority filter
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# for them so a pawn can never accidentally starve because the player set
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# &"eat" to OFF. The player-configurable list is the 7 work categories:
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# construction / chop / plant / mine / crafting / haul / clean
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# Doctor IS in the matrix (player can opt a pawn out of doctor duty) but
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# the needs-driven "go heal yourself" path bypasses this filter at Layer 3.
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const NEEDS_CATEGORIES: Array = [&"rest", &"eat", &"sleep"]
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for wp in sorted:
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# Pawn's work_priorities dict — empty dict if the field is absent (pre-Phase-17
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# pawns loaded from old saves). Missing category key defaults to 3 (NORMAL) so
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# legacy behaviour is preserved exactly.
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var priorities: Dictionary = {}
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if pawn.get("work_priorities") != null:
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priorities = pawn.work_priorities
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# Partition providers: needs bypass the matrix; work providers are filtered.
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var eligible: Array = []
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var needs: Array = []
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for wp in work_providers:
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if wp.category in NEEDS_CATEGORIES:
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needs.append(wp)
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else:
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# OFF (0) means pawn refuses this category entirely.
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var lvl: int = int(priorities.get(wp.category, 3))
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if lvl > 0:
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eligible.append(wp)
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# Sort eligible by pawn priority ascending (Critical=1 first, Low=4 last),
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# then by provider.priority descending as tiebreaker.
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eligible.sort_custom(func(a, b) -> bool:
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var pa: int = int(priorities.get(a.category, 3))
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var pb: int = int(priorities.get(b.category, 3))
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if pa != pb:
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return pa < pb # lower pawn-priority-number = higher precedence
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return a.priority > b.priority # higher provider.priority = first within tier
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)
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# Needs providers retain their natural order (sorted by provider.priority only).
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needs.sort_custom(func(a, b): return a.priority > b.priority)
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# Try needs first (hunger/sleep/rest fire before elective work), then eligible.
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var to_try: Array = needs + eligible
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for wp in to_try:
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var j: Job = wp.find_best_for(pawn)
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if j != null:
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Audit.log("decision", "%s: %s → '%s'" % [pawn.pawn_name, String(wp.category), j.label])
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var lvl_str: String = ""
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if not (wp.category in NEEDS_CATEGORIES):
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lvl_str = "(pri=%d)" % int(priorities.get(wp.category, 3))
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Audit.log("decision", "%s: %s%s → '%s'" % [pawn.pawn_name, String(wp.category), lvl_str, j.label])
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return j
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# ── Layer 5: Idle ────────────────────────────────────────────────────────
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@ -32,6 +32,10 @@ var _last_raid_tick: int = -RAID_COOLDOWN_TICKS
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func _ready() -> void:
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EventBus.sim_tick.connect(_on_sim_tick)
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# Phase 17 — EventCatalog threat events bypass darkness/cooldown gates and
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# force-spawn wolves immediately via this signal.
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if EventBus.has_signal("request_wolf_spawn"):
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EventBus.request_wolf_spawn.connect(_on_request_wolf_spawn)
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func _on_sim_tick(n: int) -> void:
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@ -57,6 +61,20 @@ func _trigger_raid(current_tick: int) -> void:
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Audit.log("wolf", "RAID: %d wolf(ves) spawned at %s" % [pack_size, spawn_tiles])
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## Phase 17 — force-spawn `count` wolves immediately, bypassing darkness and
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## cooldown gates. Used by EventCatalog threat events (wolves_at_the_edge,
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## lone_wolf, pack_hunt) which fire at narrative moments regardless of time.
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## _last_raid_tick is NOT updated here — a forced narrative raid does not reset
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## the night-attack cooldown, so organic raids can still follow.
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func _on_request_wolf_spawn(count: int) -> void:
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var spawn_tiles := _pick_spawn_tiles(count)
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for spawn_tile in spawn_tiles:
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var w: Wolf = WOLF_SCENE.instantiate()
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get_parent().add_child(w)
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w.setup(spawn_tile)
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Audit.log("wolf", "FORCED RAID (event): %d wolf(ves) spawned at %s" % [count, spawn_tiles])
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func _pick_spawn_tiles(count: int) -> Array[Vector2i]:
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## Choose a random map edge, then return `count` tiles clustered near a
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## random anchor on that edge. All tiles are inside MAP_EDGE_BLEED to avoid
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