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

284
scenes/ui/alerts_log.gd Normal file
View file

@ -0,0 +1,284 @@
class_name AlertsLog extends CanvasLayer
## Phase 17 — Scrollable alerts / event log bottom-sheet.
##
## Opened via TopBar "Log" button (injected by main.gd).
## Subscribes to:
## EventBus.alert_added(severity, text, focus_tile)
## EventBus.storyteller_event_fired(event) — translated to an alert entry
## EventBus.day_ended(summary) — produces a one-line day-summary entry
##
## Internal ring buffer capped at RING_CAP (50) entries; oldest dropped.
## Session-scoped — no save/load round-trip required for MVP.
##
## Severity icons (inline text prefix):
## info → "[I]" blue
## warn → "[!]" yellow
## danger → "[!!]" red
##
## Timestamp format: "Day D, HH:MM"
const RING_CAP: int = 50
const PANEL_HEIGHT: float = 500.0
const SEVERITY_COLORS: Dictionary = {
&"info": Color(0.30, 0.55, 0.95, 1.0),
&"warn": Color(0.95, 0.80, 0.10, 1.0),
&"danger": Color(0.90, 0.15, 0.10, 1.0),
}
const SEVERITY_PREFIX: Dictionary = {
&"info": "[I]",
&"warn": "[!]",
&"danger": "[!!]",
}
## Maps EventDef.Category → default alert severity for storyteller events.
const STORYTELLER_SEVERITY: Dictionary = {
0: &"info", # NUDGE
1: &"info", # SEASONAL
2: &"info", # WANDERER
3: &"danger", # THREAT
4: &"warn", # DISEASE
5: &"info", # RESOURCE
6: &"info", # LORE
7: &"info", # MILESTONE
}
## Unread badge count — increments on add, resets on open.
var _unread_count: int = 0
## Ring buffer of alert entry dicts:
## { "severity": StringName, "timestamp": String, "text": String, "focus_tile": Vector2i }
var _entries: Array = []
var _root: Control = null
var _scroll: ScrollContainer = null
var _vbox: VBoxContainer = null
var _badge_btn: Button = null
## The button node injected from TopBar (the "Log" button).
## AlertsLog updates its text with the unread count badge.
var log_button: Button = null
func _ready() -> void:
layer = 19
_build_ui()
_root.visible = false
EventBus.alert_added.connect(_on_alert_added)
if EventBus.has_signal("storyteller_event_fired"):
EventBus.storyteller_event_fired.connect(_on_storyteller_event)
if EventBus.has_signal("day_ended"):
EventBus.day_ended.connect(_on_day_ended)
Audit.log("alerts_log", "AlertsLog ready")
func _exit_tree() -> void:
if EventBus.alert_added.is_connected(_on_alert_added):
EventBus.alert_added.disconnect(_on_alert_added)
if EventBus.has_signal("storyteller_event_fired") and EventBus.storyteller_event_fired.is_connected(_on_storyteller_event):
EventBus.storyteller_event_fired.disconnect(_on_storyteller_event)
if EventBus.has_signal("day_ended") and EventBus.day_ended.is_connected(_on_day_ended):
EventBus.day_ended.disconnect(_on_day_ended)
# ── public API ────────────────────────────────────────────────────────────────
func open() -> void:
_rebuild_list()
_root.visible = true
_unread_count = 0
_update_badge()
Audit.log("alerts_log", "opened (entries=%d)" % _entries.size())
func close() -> void:
_root.visible = false
Audit.log("alerts_log", "closed")
# ── UI construction ───────────────────────────────────────────────────────────
func _build_ui() -> void:
var backdrop := ColorRect.new()
backdrop.name = "Backdrop"
backdrop.set_anchors_preset(Control.PRESET_FULL_RECT)
backdrop.color = Color(0.0, 0.0, 0.0, 0.45)
backdrop.mouse_filter = Control.MOUSE_FILTER_STOP
backdrop.gui_input.connect(_on_backdrop_input)
add_child(backdrop)
_root = Control.new()
_root.name = "LogPanel"
_root.set_anchors_preset(Control.PRESET_BOTTOM_WIDE)
_root.custom_minimum_size = Vector2(0.0, PANEL_HEIGHT)
_root.offset_top = -PANEL_HEIGHT
_root.offset_bottom = 0.0
_root.mouse_filter = Control.MOUSE_FILTER_STOP
backdrop.add_child(_root)
var bg := PanelContainer.new()
bg.name = "BG"
bg.set_anchors_preset(Control.PRESET_FULL_RECT)
_root.add_child(bg)
var outer_vbox := VBoxContainer.new()
outer_vbox.add_theme_constant_override("separation", 4)
bg.add_child(outer_vbox)
# Header.
var header := HBoxContainer.new()
header.add_theme_constant_override("separation", 8)
outer_vbox.add_child(header)
var title := Label.new()
title.text = "Alerts"
title.size_flags_horizontal = Control.SIZE_EXPAND_FILL
header.add_child(title)
var close_btn := Button.new()
close_btn.text = "Close"
close_btn.focus_mode = Control.FOCUS_NONE
close_btn.custom_minimum_size = Vector2(72.0, 36.0)
close_btn.pressed.connect(close)
header.add_child(close_btn)
# Scrollable entry list.
_scroll = ScrollContainer.new()
_scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL
outer_vbox.add_child(_scroll)
_vbox = VBoxContainer.new()
_vbox.add_theme_constant_override("separation", 4)
_vbox.size_flags_horizontal = Control.SIZE_EXPAND_FILL
_scroll.add_child(_vbox)
# ── entry management ──────────────────────────────────────────────────────────
func _push_entry(severity: StringName, text: String, focus_tile: Vector2i) -> void:
var entry: Dictionary = {
"severity": severity,
"timestamp": _format_timestamp(),
"text": text,
"focus_tile": focus_tile,
}
_entries.push_front(entry) # newest first
if _entries.size() > RING_CAP:
_entries.resize(RING_CAP)
_unread_count += 1
_update_badge()
func _rebuild_list() -> void:
for child in _vbox.get_children():
child.queue_free()
for entry in _entries:
_add_entry_row(entry)
func _add_entry_row(entry: Dictionary) -> void:
var sev: StringName = entry.get("severity", &"info")
var row := HBoxContainer.new()
row.add_theme_constant_override("separation", 6)
_vbox.add_child(row)
# Severity color icon label.
var icon_lbl := Label.new()
icon_lbl.text = SEVERITY_PREFIX.get(sev, "[i]")
icon_lbl.modulate = SEVERITY_COLORS.get(sev, Color.WHITE)
icon_lbl.custom_minimum_size = Vector2(32.0, 0.0)
row.add_child(icon_lbl)
# Timestamp.
var ts_lbl := Label.new()
ts_lbl.text = entry.get("timestamp", "")
ts_lbl.custom_minimum_size = Vector2(90.0, 0.0)
ts_lbl.add_theme_font_size_override("font_size", 11)
row.add_child(ts_lbl)
# Text — expands to fill.
var text_lbl := Label.new()
text_lbl.text = entry.get("text", "")
text_lbl.size_flags_horizontal = Control.SIZE_EXPAND_FILL
text_lbl.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
row.add_child(text_lbl)
# "Go there" button if focus tile is valid.
var ft: Vector2i = entry.get("focus_tile", Vector2i(-1, -1))
if ft != Vector2i(-1, -1):
var go_btn := Button.new()
go_btn.text = "Go"
go_btn.focus_mode = Control.FOCUS_NONE
go_btn.custom_minimum_size = Vector2(48.0, 32.0)
var tile := ft
go_btn.pressed.connect(func() -> void: _pan_to(tile))
row.add_child(go_btn)
# ── signal handlers ───────────────────────────────────────────────────────────
func _on_alert_added(severity: StringName, text: String, focus_tile: Vector2i) -> void:
_push_entry(severity, text, focus_tile)
Audit.log("alerts_log", "[%s] %s" % [severity, text])
func _on_storyteller_event(event) -> void:
# Translate EventDef → alert entry. severity derived from category enum value.
var cat_int: int = int(event.get("category") if event.get("category") != null else 0)
var sev: StringName = STORYTELLER_SEVERITY.get(cat_int, &"info")
var title_text: String = event.get("title") if event.get("title") != null else "Event"
var body_text: String = event.get("body") if event.get("body") != null else ""
var ft: Vector2i = Vector2i(-1, -1)
if event.get("focus_tile") != null:
ft = event.focus_tile
_push_entry(sev, "%s%s" % [title_text, body_text], ft)
func _on_day_ended(summary: Dictionary) -> void:
var day: int = int(summary.get("day", 0))
var season: StringName = StringName(summary.get("season", &""))
var pawns: int = int(summary.get("pawns_alive", 0))
var tension: float = float(summary.get("tension", 0.0))
var wolves: int = int(summary.get("wolves_alive", 0))
var text: String = "Day %d ended — %s — pawns: %d, wolves: %d, tension: %.0f" % [
day, String(season), pawns, wolves, tension
]
_push_entry(&"info", text, Vector2i(-1, -1))
Audit.log("alerts_log", "day_ended logged: %s" % text)
# ── helpers ───────────────────────────────────────────────────────────────────
func _format_timestamp() -> String:
if Clock == null:
return ""
return "Day %d, %s" % [Clock.current_day(), Clock.time_string()]
func _update_badge() -> void:
if log_button == null:
return
if _unread_count > 0:
log_button.text = "Log [%d]" % _unread_count
else:
log_button.text = "Log"
func _pan_to(tile: Vector2i) -> void:
var cam = get_node_or_null("/root/Main/World/CameraRig")
if cam == null:
Audit.log("alerts_log", "pan_to: CameraRig not found")
return
if cam.has_method("pan_to_tile"):
cam.pan_to_tile(tile)
else:
cam.position = Vector2(tile.x * 16 + 8, tile.y * 16 + 8)
close()
func _on_backdrop_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
close()
elif event is InputEventScreenTouch and event.pressed:
close()