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

@ -105,6 +105,25 @@ var carried_item = null
# for batch operations (e.g. from_dict restoring saved data).
var skills: Dictionary = {}
# Phase 17 — per-pawn work-priority matrix. Maps WorkProvider.category
# (StringName) → priority level 1..4 (1 = Critical, 4 = Low), 0 = OFF.
# Decision layer filters work providers by `pawn.work_priorities.get(p.category, 3)`
# so a missing entry defaults to NORMAL (3).
# UI matrix (Agent C) writes here on tap-to-cycle. Survives save/load via
# to_dict / from_dict.
var work_priorities: Dictionary = {
&"construction": 3,
&"chop": 3,
&"plant": 3,
&"mine": 3,
&"crafting": 3,
&"haul": 3,
&"clean": 3,
&"doctor": 3,
# Needs categories (rest/eat/sleep) are not player-configurable — they
# fire from need thresholds, not from a priority cell.
}
# Phase 8 — mood and thoughts (docs/architecture.md "MoodSystem").
## Ordered list of active Thought entries. Do not mutate directly — use
## add_thought() / remove_thought_by_id() which keep mood in sync.
@ -900,6 +919,9 @@ func to_dict() -> Dictionary:
# Phase 14 — bleed-out timeout counter. Default 0 for pre-Phase-14 saves.
"bleed_ticks": _bleed_ticks,
"last_damage_source": String(_last_damage_source),
# Phase 17 — per-pawn work-priority matrix. Keys stored as plain Strings for
# JSON round-trip safety (StringName keys survive the cast back via StringName()).
"work_priorities": _serialise_work_priorities(),
}
@ -966,6 +988,15 @@ func from_dict(d: Dictionary) -> void:
if skill in ALL_SKILLS:
skills[skill] = clampi(int(saved_skills[raw_key]), 0, 10)
# Phase 17 — restore work_priorities; default to 3 (NORMAL) for missing keys
# so pre-Phase-17 saves and unknown categories degrade gracefully.
var saved_priorities: Variant = d.get("work_priorities")
if saved_priorities is Dictionary:
for raw_key in saved_priorities.keys():
var cat := StringName(raw_key)
if work_priorities.has(cat):
work_priorities[cat] = clampi(int(saved_priorities[raw_key]), 0, 4)
_name_label.text = pawn_name
_state_label.text = Strings.t(&"pawn.state.walking") if is_walking() else Strings.t(&"pawn.state.idle")
position = _tile_to_world(tile)
@ -973,6 +1004,16 @@ func from_dict(d: Dictionary) -> void:
Audit.log("pawn", "%s restored at %s (walking=%s, path len=%d)" % [pawn_name, tile, is_walking(), _path.size()])
## Serialise work_priorities as plain String keys for JSON round-trip safety.
## Only serialise categories in the known default set; unknown keys are skipped
## so save files stay forward-compatible when categories are added in future phases.
func _serialise_work_priorities() -> Dictionary:
var out: Dictionary = {}
for cat in work_priorities.keys():
out[String(cat)] = int(work_priorities[cat])
return out
# ── sim tick: orchestrate AI, then advance walk ─────────────────────────────
func _on_sim_tick(_tick_number: int) -> void: