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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@ -24,19 +24,55 @@ const TOOL_NO_ROOF: StringName = &"no_roof"
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const TOOL_GRAVEYARD: StringName = &"graveyard"
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# Phase 14 — dig grave: queues a GraveSlot build job at the painted tile.
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const TOOL_DIG_GRAVE: StringName = &"dig_grave"
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# Phase 17 — Designate tab tools (harvest / gather orders).
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const TOOL_CHOP: StringName = &"chop"
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const TOOL_MINE: StringName = &"mine"
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# Phase 17 — Build tab single-entity tools.
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const TOOL_BUILD_CRATE: StringName = &"build_crate"
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const TOOL_BUILD_BED: StringName = &"build_bed"
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const TOOL_BUILD_TORCH: StringName = &"build_torch"
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# Phase 17 — Build tab workbench variants (one tool per bench kind so the
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# build-drawer can display each as a distinct button with a distinct label).
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const TOOL_BUILD_WORKBENCH_CARPENTER: StringName = &"build_workbench_carpenter"
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const TOOL_BUILD_WORKBENCH_SMELTER: StringName = &"build_workbench_smelter"
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const TOOL_BUILD_WORKBENCH_MILLSTONE: StringName = &"build_workbench_millstone"
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const TOOL_BUILD_WORKBENCH_HEARTH: StringName = &"build_workbench_hearth"
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const TOOL_BUILD_WORKBENCH_CREMATION_PYRE: StringName = &"build_workbench_cremation_pyre"
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# Phase 17 — Stockpile tab.
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const TOOL_PAINT_STOCKPILE: StringName = &"paint_stockpile"
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# ── tool → material override ─────────────────────────────────────────────────
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# For build_wall and build_floor the tool is shared but the material differs.
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# The build-drawer sets _tool_material before activating the tool so the spawn
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# bridge in world.gd can read it. Default is "stone" for walls, "wood" for
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# floors — matching the Phase 5 demo seeds.
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var tool_material: StringName = &"" # set by build_drawer; read by world.gd dispatch
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# Atlas coords on the shared placeholder tileset (source 0).
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# build_wall → stone-grey (2, 0); build_floor → dirt-brown (1, 0).
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# build_door → dark stone (3, 0) so the ghost reads visually distinct from walls.
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# no_roof → grass (0, 0) with the designation layer modulate tinting it visibly.
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# graveyard / dig_grave → dirt-brown (1, 0); modulate tints these dark brown.
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# chop / mine / build_crate / build_bed / build_torch → reuse existing atlas slots.
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# workbench variants and paint_stockpile → dirt-brown (1, 0) ghost.
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const _ATLAS_BY_TOOL: Dictionary = {
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&"build_wall": Vector2i(2, 0),
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&"build_floor": Vector2i(1, 0),
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&"build_door": Vector2i(3, 0),
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&"no_roof": Vector2i(0, 0),
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&"graveyard": Vector2i(1, 0),
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&"dig_grave": Vector2i(1, 0),
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&"build_wall": Vector2i(2, 0),
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&"build_floor": Vector2i(1, 0),
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&"build_door": Vector2i(3, 0),
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&"no_roof": Vector2i(0, 0),
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&"graveyard": Vector2i(1, 0),
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&"dig_grave": Vector2i(1, 0),
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&"chop": Vector2i(0, 0),
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&"mine": Vector2i(2, 0),
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&"build_crate": Vector2i(1, 0),
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&"build_bed": Vector2i(1, 0),
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&"build_torch": Vector2i(1, 0),
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&"build_workbench_carpenter": Vector2i(1, 0),
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&"build_workbench_smelter": Vector2i(2, 0),
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&"build_workbench_millstone": Vector2i(1, 0),
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&"build_workbench_hearth": Vector2i(1, 0),
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&"build_workbench_cremation_pyre":Vector2i(3, 0),
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&"paint_stockpile": Vector2i(0, 0),
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}
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# Placeholder source ID — mirrors World.PLACEHOLDER_SOURCE_ID.
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@ -75,8 +111,16 @@ func bind(paint_layer: TileMapLayer, selection: Selection = null) -> void:
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## Activate a paint tool. Pass TOOL_NONE to deactivate.
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func set_active_tool(tool: StringName) -> void:
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assert(
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tool in [TOOL_NONE, TOOL_BUILD_WALL, TOOL_BUILD_FLOOR, TOOL_BUILD_DOOR,
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TOOL_NO_ROOF, TOOL_GRAVEYARD, TOOL_DIG_GRAVE],
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tool in [
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TOOL_NONE, TOOL_BUILD_WALL, TOOL_BUILD_FLOOR, TOOL_BUILD_DOOR,
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TOOL_NO_ROOF, TOOL_GRAVEYARD, TOOL_DIG_GRAVE,
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TOOL_CHOP, TOOL_MINE,
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TOOL_BUILD_CRATE, TOOL_BUILD_BED, TOOL_BUILD_TORCH,
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TOOL_BUILD_WORKBENCH_CARPENTER, TOOL_BUILD_WORKBENCH_SMELTER,
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TOOL_BUILD_WORKBENCH_MILLSTONE, TOOL_BUILD_WORKBENCH_HEARTH,
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TOOL_BUILD_WORKBENCH_CREMATION_PYRE,
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TOOL_PAINT_STOCKPILE,
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],
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"Designation.set_active_tool: unknown tool '%s'" % tool
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)
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_tool = tool
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@ -97,6 +97,8 @@ func _select(pawn: Pawn) -> void:
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return
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if _selected_pawn != null:
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_selected_pawn.set_selected(false)
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EventBus.pawn_deselected.emit()
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_selected_pawn = pawn
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pawn.set_selected(true)
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EventBus.pawn_selected.emit(pawn)
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Audit.log("selection", "selected %s at %s" % [pawn.pawn_name, pawn.tile])
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@ -550,22 +550,25 @@ var _build_sites_by_tile: Dictionary = {}
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func _on_designation_added(cell: Vector2i, tool: StringName) -> void:
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if _build_sites_by_tile.has(cell):
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return # already a build site here
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# Phase 17 — read material override from the Designation controller (may be "").
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var mat: StringName = designation_ctl.tool_material if designation_ctl != null else &""
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var entity = null
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match tool:
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&"build_wall":
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var wall_mat: StringName = mat if mat != &"" else &"stone"
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entity = WALL_SCENE.instantiate()
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add_child(entity)
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entity.setup(cell, &"stone")
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entity.setup(cell, wall_mat)
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&"build_floor":
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var floor_mat: StringName = mat if mat != &"" else &"wood"
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entity = FLOOR_SCENE.instantiate()
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add_child(entity)
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entity.setup(cell, &"wood")
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entity.setup(cell, floor_mat)
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&"build_door":
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entity = DOOR_SCENE.instantiate()
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add_child(entity)
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entity.setup(cell)
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# Phase 14 — graveyard zone: paint a single-cell GraveyardZone.
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# The zone is 1×1 and re-uses the same region as the painted cell.
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&"graveyard":
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var gz := Node2D.new()
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gz.set_script(GRAVEYARD_ZONE_SCRIPT)
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@ -583,6 +586,52 @@ func _on_designation_added(cell: Vector2i, tool: StringName) -> void:
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add_child(gs)
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gs.setup(cell)
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entity = gs
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# Phase 17 — chop / mine: designation ghost only; providers auto-scan
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# World.trees / World.rocks and will service the nearest entity.
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# _build_sites_by_tile tracks the ghost so cancel works.
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&"chop", &"mine":
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# No entity to spawn — the ghost tile on the designation layer IS the
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# marker. Register a sentinel (null body) so _build_sites_by_tile can
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# clear the ghost on cancel without double-spawning.
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_build_sites_by_tile[cell] = null
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Audit.log("world", "designation ghost '%s' at %s (no entity)" % [tool, cell])
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return # skip the entity/site registration below
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# Phase 17 — crate.
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&"build_crate":
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entity = CRATE_SCENE.instantiate()
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add_child(entity)
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entity.setup(cell)
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# Phase 17 — bed.
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&"build_bed":
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entity = BED_SCENE.instantiate()
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add_child(entity)
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entity.setup(cell)
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# Phase 17 — torch.
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&"build_torch":
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entity = TORCH_SCENE.instantiate()
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add_child(entity)
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entity.setup(cell)
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# Phase 17 — workbench variants.
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&"build_workbench_carpenter":
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entity = _spawn_workbench(cell, "Carpenter", Pawn.SKILL_CRAFTING)
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&"build_workbench_smelter":
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entity = _spawn_workbench(cell, "Smelter", Pawn.SKILL_CRAFTING)
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&"build_workbench_millstone":
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entity = _spawn_workbench(cell, "Millstone", Pawn.SKILL_CRAFTING)
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&"build_workbench_hearth":
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entity = _spawn_workbench(cell, "Hearth", Pawn.SKILL_COOKING)
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&"build_workbench_cremation_pyre":
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entity = _spawn_workbench(cell, "Cremation Pyre", Pawn.SKILL_CRAFTING)
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# Phase 17 — general stockpile paint: 1-cell stockpile zone, accepts all.
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&"paint_stockpile":
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var sz: StockpileZone = STOCKPILE_SCENE.instantiate()
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add_child(sz)
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sz.region = Rect2i(cell.x, cell.y, 1, 1)
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sz.label = "Stockpile"
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sz.priority = StorageDestination.Priority.NORMAL
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sz.accepted_types = [] as Array[StringName] # wildcard
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sz.queue_redraw()
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entity = sz
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_:
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Audit.log("world", "unknown designation tool: %s" % tool)
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return
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Audit.log("world", "queued %s at %s" % [tool, cell])
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## Instantiate a Workbench ghost (in build-queue state) at `tile` with the
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## given label and accepted skill. Returns the entity (already add_child'd).
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func _spawn_workbench(tile: Vector2i, label: String, skill: StringName):
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var wb: Workbench = WORKBENCH_SCENE.instantiate()
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add_child(wb)
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wb.setup(tile)
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wb.label_text = label
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wb.accepted_skill = skill
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return wb
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func _on_designation_cleared(cell: Vector2i) -> void:
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if not _build_sites_by_tile.has(cell):
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return
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var entity = _build_sites_by_tile[cell]
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_build_sites_by_tile.erase(cell)
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# Phase 17 — chop/mine designations store null as their sentinel; nothing to free.
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if entity == null:
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return
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if not is_instance_valid(entity):
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return
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# For build-queue entities (Wall, Floor, Door, GraveSlot): only free if not
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