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

@ -550,22 +550,25 @@ var _build_sites_by_tile: Dictionary = {}
func _on_designation_added(cell: Vector2i, tool: StringName) -> void:
if _build_sites_by_tile.has(cell):
return # already a build site here
# Phase 17 — read material override from the Designation controller (may be "").
var mat: StringName = designation_ctl.tool_material if designation_ctl != null else &""
var entity = null
match tool:
&"build_wall":
var wall_mat: StringName = mat if mat != &"" else &"stone"
entity = WALL_SCENE.instantiate()
add_child(entity)
entity.setup(cell, &"stone")
entity.setup(cell, wall_mat)
&"build_floor":
var floor_mat: StringName = mat if mat != &"" else &"wood"
entity = FLOOR_SCENE.instantiate()
add_child(entity)
entity.setup(cell, &"wood")
entity.setup(cell, floor_mat)
&"build_door":
entity = DOOR_SCENE.instantiate()
add_child(entity)
entity.setup(cell)
# Phase 14 — graveyard zone: paint a single-cell GraveyardZone.
# The zone is 1×1 and re-uses the same region as the painted cell.
&"graveyard":
var gz := Node2D.new()
gz.set_script(GRAVEYARD_ZONE_SCRIPT)
@ -583,6 +586,52 @@ func _on_designation_added(cell: Vector2i, tool: StringName) -> void:
add_child(gs)
gs.setup(cell)
entity = gs
# Phase 17 — chop / mine: designation ghost only; providers auto-scan
# World.trees / World.rocks and will service the nearest entity.
# _build_sites_by_tile tracks the ghost so cancel works.
&"chop", &"mine":
# No entity to spawn — the ghost tile on the designation layer IS the
# marker. Register a sentinel (null body) so _build_sites_by_tile can
# clear the ghost on cancel without double-spawning.
_build_sites_by_tile[cell] = null
Audit.log("world", "designation ghost '%s' at %s (no entity)" % [tool, cell])
return # skip the entity/site registration below
# Phase 17 — crate.
&"build_crate":
entity = CRATE_SCENE.instantiate()
add_child(entity)
entity.setup(cell)
# Phase 17 — bed.
&"build_bed":
entity = BED_SCENE.instantiate()
add_child(entity)
entity.setup(cell)
# Phase 17 — torch.
&"build_torch":
entity = TORCH_SCENE.instantiate()
add_child(entity)
entity.setup(cell)
# Phase 17 — workbench variants.
&"build_workbench_carpenter":
entity = _spawn_workbench(cell, "Carpenter", Pawn.SKILL_CRAFTING)
&"build_workbench_smelter":
entity = _spawn_workbench(cell, "Smelter", Pawn.SKILL_CRAFTING)
&"build_workbench_millstone":
entity = _spawn_workbench(cell, "Millstone", Pawn.SKILL_CRAFTING)
&"build_workbench_hearth":
entity = _spawn_workbench(cell, "Hearth", Pawn.SKILL_COOKING)
&"build_workbench_cremation_pyre":
entity = _spawn_workbench(cell, "Cremation Pyre", Pawn.SKILL_CRAFTING)
# Phase 17 — general stockpile paint: 1-cell stockpile zone, accepts all.
&"paint_stockpile":
var sz: StockpileZone = STOCKPILE_SCENE.instantiate()
add_child(sz)
sz.region = Rect2i(cell.x, cell.y, 1, 1)
sz.label = "Stockpile"
sz.priority = StorageDestination.Priority.NORMAL
sz.accepted_types = [] as Array[StringName] # wildcard
sz.queue_redraw()
entity = sz
_:
Audit.log("world", "unknown designation tool: %s" % tool)
return
@ -590,11 +639,25 @@ func _on_designation_added(cell: Vector2i, tool: StringName) -> void:
Audit.log("world", "queued %s at %s" % [tool, cell])
## Instantiate a Workbench ghost (in build-queue state) at `tile` with the
## given label and accepted skill. Returns the entity (already add_child'd).
func _spawn_workbench(tile: Vector2i, label: String, skill: StringName):
var wb: Workbench = WORKBENCH_SCENE.instantiate()
add_child(wb)
wb.setup(tile)
wb.label_text = label
wb.accepted_skill = skill
return wb
func _on_designation_cleared(cell: Vector2i) -> void:
if not _build_sites_by_tile.has(cell):
return
var entity = _build_sites_by_tile[cell]
_build_sites_by_tile.erase(cell)
# Phase 17 — chop/mine designations store null as their sentinel; nothing to free.
if entity == null:
return
if not is_instance_valid(entity):
return
# For build-queue entities (Wall, Floor, Door, GraveSlot): only free if not