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

@ -0,0 +1,418 @@
class_name PawnDetailPanel extends CanvasLayer
## Phase 17 — Right-side bottom-sheet pawn inspector.
##
## Layer 18: above banner (15) and world, below modal (20) and load_menu (25).
## Opens when EventBus.pawn_selected fires; closes on pawn_deselected or pawn_died.
## Repopulates every 5 sim ticks while open so vitals stay live.
##
## Touch targets: all interactive controls are at least 48×48 px.
## Background elements use MOUSE_FILTER_IGNORE so world taps pass through,
## allowing the player to tap a different pawn to swap panels without closing first.
const PANEL_WIDTH: int = 360
const REFRESH_TICKS: int = 5 # repopulate every N sim ticks
# ── internal state ────────────────────────────────────────────────────────────
var _pawn = null # currently displayed Pawn (may become null on death)
var _tick_counter: int = 0 # counts sim ticks since last repopulate
# ── node refs (built in _build_ui) ───────────────────────────────────────────
var _panel: PanelContainer = null
var _pawn_name_label: Label = null
var _portrait_rect: ColorRect = null
var _close_btn: Button = null
var _hp_bar: ProgressBar = null
var _hunger_bar: ProgressBar = null
var _sleep_bar: ProgressBar = null
var _sulk_badge: Label = null
var _job_label: Label = null
var _mood_label: Label = null
var _thoughts_vbox: VBoxContainer = null
var _statuses_vbox: VBoxContainer = null
var _skills_vbox: VBoxContainer = null
var _priorities_label: Label = null
func _ready() -> void:
layer = 18
_build_ui()
_set_visible(false)
EventBus.pawn_selected.connect(_on_pawn_selected)
EventBus.pawn_deselected.connect(_on_pawn_deselected)
if EventBus.has_signal("pawn_died"):
EventBus.pawn_died.connect(_on_pawn_died)
EventBus.sim_tick.connect(_on_sim_tick)
Audit.log("pawn_detail_panel", "PawnDetailPanel ready (layer %d)" % layer)
func _exit_tree() -> void:
if EventBus.pawn_selected.is_connected(_on_pawn_selected):
EventBus.pawn_selected.disconnect(_on_pawn_selected)
if EventBus.pawn_deselected.is_connected(_on_pawn_deselected):
EventBus.pawn_deselected.disconnect(_on_pawn_deselected)
if EventBus.has_signal("pawn_died") and EventBus.pawn_died.is_connected(_on_pawn_died):
EventBus.pawn_died.disconnect(_on_pawn_died)
if EventBus.sim_tick.is_connected(_on_sim_tick):
EventBus.sim_tick.disconnect(_on_sim_tick)
# ── UI construction ───────────────────────────────────────────────────────────
func _build_ui() -> void:
# Right-side sheet — anchored to the right edge, full height.
_panel = PanelContainer.new()
_panel.name = "PawnDetailSheet"
# Anchor: right strip.
_panel.anchor_left = 1.0
_panel.anchor_right = 1.0
_panel.anchor_top = 0.0
_panel.anchor_bottom = 1.0
_panel.offset_left = -PANEL_WIDTH
_panel.offset_right = 0.0
_panel.offset_top = 0.0
_panel.offset_bottom = 0.0
# Pass-through for the background so world taps reach the Selection handler.
_panel.mouse_filter = Control.MOUSE_FILTER_PASS
add_child(_panel)
# Scrollable inner container so content survives small screens.
var scroll := ScrollContainer.new()
scroll.name = "Scroll"
scroll.set_anchors_preset(Control.PRESET_FULL_RECT)
scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
_panel.add_child(scroll)
var vbox := VBoxContainer.new()
vbox.name = "Content"
vbox.size_flags_horizontal = Control.SIZE_EXPAND_FILL
vbox.add_theme_constant_override("separation", 6)
scroll.add_child(vbox)
# ── Header ────────────────────────────────────────────────────────────────
var header := HBoxContainer.new()
header.name = "Header"
header.add_theme_constant_override("separation", 8)
vbox.add_child(header)
_portrait_rect = ColorRect.new()
_portrait_rect.name = "Portrait"
_portrait_rect.custom_minimum_size = Vector2(32, 32)
_portrait_rect.color = Color.WHITE
_portrait_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
header.add_child(_portrait_rect)
_pawn_name_label = Label.new()
_pawn_name_label.name = "PawnName"
_pawn_name_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
_pawn_name_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
_pawn_name_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
header.add_child(_pawn_name_label)
_close_btn = Button.new()
_close_btn.name = "CloseBtn"
_close_btn.text = Strings.t(&"ui.detail.close")
_close_btn.custom_minimum_size = Vector2(48, 48)
_close_btn.focus_mode = Control.FOCUS_NONE
_close_btn.pressed.connect(_on_close_pressed)
header.add_child(_close_btn)
_add_separator(vbox)
# ── Vitals ────────────────────────────────────────────────────────────────
var vitals_vbox := VBoxContainer.new()
vitals_vbox.name = "Vitals"
vitals_vbox.add_theme_constant_override("separation", 4)
vitals_vbox.mouse_filter = Control.MOUSE_FILTER_IGNORE
vbox.add_child(vitals_vbox)
_hp_bar = _make_stat_bar(Strings.t(&"ui.detail.hp"), vitals_vbox)
_hunger_bar = _make_stat_bar(Strings.t(&"ui.detail.hunger"), vitals_vbox)
_sleep_bar = _make_stat_bar(Strings.t(&"ui.detail.sleep"), vitals_vbox)
_add_separator(vbox)
# ── Status row (sulk badge + job) ─────────────────────────────────────────
var status_row := HBoxContainer.new()
status_row.name = "StatusRow"
status_row.mouse_filter = Control.MOUSE_FILTER_IGNORE
vbox.add_child(status_row)
_sulk_badge = Label.new()
_sulk_badge.name = "SulkBadge"
_sulk_badge.text = Strings.t(&"ui.detail.sulking")
_sulk_badge.modulate = Color(1.0, 0.25, 0.25)
_sulk_badge.visible = false
_sulk_badge.mouse_filter = Control.MOUSE_FILTER_IGNORE
status_row.add_child(_sulk_badge)
_job_label = Label.new()
_job_label.name = "JobLabel"
_job_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
_job_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
_job_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
status_row.add_child(_job_label)
_add_separator(vbox)
# ── Mood + thoughts ───────────────────────────────────────────────────────
_mood_label = Label.new()
_mood_label.name = "MoodLabel"
_mood_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
vbox.add_child(_mood_label)
_thoughts_vbox = VBoxContainer.new()
_thoughts_vbox.name = "Thoughts"
_thoughts_vbox.add_theme_constant_override("separation", 2)
_thoughts_vbox.mouse_filter = Control.MOUSE_FILTER_IGNORE
vbox.add_child(_thoughts_vbox)
_add_separator(vbox)
# ── Statuses ──────────────────────────────────────────────────────────────
var stat_header := Label.new()
stat_header.text = Strings.t(&"ui.detail.statuses")
stat_header.mouse_filter = Control.MOUSE_FILTER_IGNORE
vbox.add_child(stat_header)
_statuses_vbox = VBoxContainer.new()
_statuses_vbox.name = "Statuses"
_statuses_vbox.add_theme_constant_override("separation", 2)
_statuses_vbox.mouse_filter = Control.MOUSE_FILTER_IGNORE
vbox.add_child(_statuses_vbox)
_add_separator(vbox)
# ── Skills ────────────────────────────────────────────────────────────────
var skills_header := Label.new()
skills_header.text = Strings.t(&"ui.detail.skills")
skills_header.mouse_filter = Control.MOUSE_FILTER_IGNORE
vbox.add_child(skills_header)
_skills_vbox = VBoxContainer.new()
_skills_vbox.name = "Skills"
_skills_vbox.add_theme_constant_override("separation", 2)
_skills_vbox.mouse_filter = Control.MOUSE_FILTER_IGNORE
vbox.add_child(_skills_vbox)
_add_separator(vbox)
# ── Work priorities (read-only; Agent C adds the tap-to-cycle matrix) ─────
var prio_header := Label.new()
prio_header.text = Strings.t(&"ui.detail.priorities")
prio_header.mouse_filter = Control.MOUSE_FILTER_IGNORE
vbox.add_child(prio_header)
_priorities_label = Label.new()
_priorities_label.name = "Priorities"
_priorities_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
_priorities_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
vbox.add_child(_priorities_label)
## Build a labelled ProgressBar row inside parent_vbox. Returns the ProgressBar.
func _make_stat_bar(label_text: String, parent: VBoxContainer) -> ProgressBar:
var row := HBoxContainer.new()
row.add_theme_constant_override("separation", 6)
row.mouse_filter = Control.MOUSE_FILTER_IGNORE
parent.add_child(row)
var lbl := Label.new()
lbl.text = label_text
lbl.custom_minimum_size = Vector2(56, 0)
lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
row.add_child(lbl)
var bar := ProgressBar.new()
bar.min_value = 0.0
bar.max_value = 100.0
bar.value = 100.0
bar.show_percentage = false
bar.size_flags_horizontal = Control.SIZE_EXPAND_FILL
bar.custom_minimum_size = Vector2(0, 20)
bar.mouse_filter = Control.MOUSE_FILTER_IGNORE
row.add_child(bar)
return bar
func _add_separator(parent: VBoxContainer) -> void:
var sep := HSeparator.new()
sep.mouse_filter = Control.MOUSE_FILTER_IGNORE
parent.add_child(sep)
# ── event handlers ────────────────────────────────────────────────────────────
func _on_pawn_selected(pawn) -> void:
_pawn = pawn
_tick_counter = 0
_populate()
_set_visible(true)
Audit.log("pawn_detail_panel", "opened for %s" % pawn.pawn_name)
func _on_pawn_deselected() -> void:
_pawn = null
_set_visible(false)
Audit.log("pawn_detail_panel", "closed (deselected)")
func _on_pawn_died(pawn, _cause: StringName) -> void:
if _pawn == pawn or _pawn == null:
_pawn = null
_set_visible(false)
Audit.log("pawn_detail_panel", "closed (pawn died)")
func _on_close_pressed() -> void:
# Mirror a deselect — clear selection state so the world is consistent.
_pawn = null
_set_visible(false)
EventBus.pawn_deselected.emit()
Audit.log("pawn_detail_panel", "closed (X button)")
func _on_sim_tick(_tick_number: int) -> void:
if _pawn == null or not _panel.visible:
return
# Guard against a pawn that was freed without emitting pawn_died.
if not is_instance_valid(_pawn):
_pawn = null
_set_visible(false)
return
_tick_counter += 1
if _tick_counter >= REFRESH_TICKS:
_tick_counter = 0
_populate()
# ── population ────────────────────────────────────────────────────────────────
func _populate() -> void:
if _pawn == null or not is_instance_valid(_pawn):
return
# Header.
_pawn_name_label.text = _pawn.pawn_name
_portrait_rect.color = _pawn.portrait_color
# Vitals.
_hp_bar.value = _pawn.hp
_color_threshold_bar(_hp_bar, _pawn.hp, 30.0, 60.0)
_hunger_bar.value = _pawn.hunger
_color_threshold_bar(_hunger_bar, _pawn.hunger, 30.0, 60.0)
_sleep_bar.value = _pawn.sleep
_color_threshold_bar(_sleep_bar, _pawn.sleep, 30.0, 60.0)
# Status row.
_sulk_badge.visible = _pawn.sulking
var job_text: String = Strings.t(&"ui.detail.idle")
if _pawn.job_runner != null and _pawn.job_runner.has_method("current_job_label"):
var lbl: String = _pawn.job_runner.current_job_label()
if lbl != "":
job_text = lbl
elif _pawn.job_runner != null and _pawn.job_runner.get("current_job") != null:
var cj = _pawn.job_runner.get("current_job")
if cj != null and cj.get("label") != null and cj.label != "":
job_text = cj.label
_job_label.text = job_text
# Mood.
var mood_val: float = _pawn.mood
_mood_label.text = "%s: %.0f" % [Strings.t(&"ui.detail.mood"), mood_val]
if mood_val < 30.0:
_mood_label.modulate = Color(1.0, 0.3, 0.3)
elif mood_val < 60.0:
_mood_label.modulate = Color(1.0, 0.85, 0.3)
else:
_mood_label.modulate = Color(0.4, 1.0, 0.4)
# Thoughts — top 5 by |modifier × stacks| desc.
_clear_children(_thoughts_vbox)
var sorted_thoughts: Array = _pawn.thoughts.duplicate()
sorted_thoughts.sort_custom(func(a, b) -> bool:
return abs(a.modifier * a.stacks) > abs(b.modifier * b.stacks)
)
var count: int = mini(5, sorted_thoughts.size())
for i in range(count):
var t = sorted_thoughts[i]
var delta: int = t.modifier * mini(t.stacks, t.max_stacks)
var sign_str: String = "+" if delta >= 0 else ""
var row := Label.new()
row.text = " %s %s%d" % [t.label, sign_str, delta]
row.mouse_filter = Control.MOUSE_FILTER_IGNORE
_thoughts_vbox.add_child(row)
# Statuses.
_clear_children(_statuses_vbox)
for s in _pawn.statuses:
var row := Label.new()
row.text = " %s %s" % [s.label, Strings.t(&"ui.detail.sev").format({"s": s.severity, "m": s.max_severity})]
row.mouse_filter = Control.MOUSE_FILTER_IGNORE
_statuses_vbox.add_child(row)
# Skills.
_clear_children(_skills_vbox)
var skill_key_map: Array = [
[&"manual_labor", &"ui.detail.skill.manual_labor"],
[&"crafting", &"ui.detail.skill.crafting"],
[&"cooking", &"ui.detail.skill.cooking"],
[&"medicine", &"ui.detail.skill.medicine"],
[&"combat", &"ui.detail.skill.combat"],
]
for pair in skill_key_map:
var skill_id: StringName = pair[0]
var skill_lbl: StringName = pair[1]
if not _pawn.skills.has(skill_id):
continue
var row := HBoxContainer.new()
row.add_theme_constant_override("separation", 8)
row.mouse_filter = Control.MOUSE_FILTER_IGNORE
_skills_vbox.add_child(row)
var name_lbl := Label.new()
name_lbl.text = Strings.t(skill_lbl)
name_lbl.custom_minimum_size = Vector2(72, 0)
name_lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
row.add_child(name_lbl)
var val_lbl := Label.new()
val_lbl.text = str(_pawn.skills[skill_id])
val_lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
row.add_child(val_lbl)
# Work priorities — comma-separated single line (Agent C adds interactive matrix).
var prio_parts: Array[String] = []
for cat in _pawn.work_priorities:
prio_parts.append("%s: %d" % [String(cat), _pawn.work_priorities[cat]])
_priorities_label.text = ", ".join(prio_parts)
## Color a progress bar by value thresholds: red below low, yellow below high, green above.
func _color_threshold_bar(bar: ProgressBar, value: float, low: float, high: float) -> void:
if value < low:
bar.modulate = Color(1.0, 0.25, 0.25)
elif value < high:
bar.modulate = Color(1.0, 0.85, 0.25)
else:
bar.modulate = Color(0.3, 1.0, 0.3)
func _clear_children(node: Node) -> void:
for child in node.get_children():
child.queue_free()
# ── visibility ────────────────────────────────────────────────────────────────
func _set_visible(v: bool) -> void:
if _panel != null:
_panel.visible = v