Phase 17/18 closure: stockpile filter UI + day summary + atmospheric audio

Three-agent fan-out (gdscript-refactor x3) closing deferred polish:

- Stockpile chip filter UI: new StockpilePanel (layer 18, right-anchored,
  mirrors WorkbenchPanel). 5-priority segmented control + 21-chip 4-col
  filter grid using Item.ALL_TYPES; wildcard (empty accepted_types) shows
  all chips checked with 'All' hint, first explicit pick switches to
  explicit-list mode. Selection chain extended to pawn → workbench →
  stockpile with mutual exclusion. 12 ui.stockpile.* + 13 item.* keys.

- DaySummaryCard: layer-19 modal auto-opens at dusk→night via day_ended,
  auto-pauses sim, shows day+season header, weather row, stats grid with
  green/yellow/red tension bar, Continue dismiss + backdrop tap.
  Settings 'Show end-of-day summary' toggle persists via GameState.

- Atmospheric audio: rain ambient loop (Cozy Melodies Pack 6) on
  weather_changed rain/storm with 0.5s fade-out on clear; thunder sting
  (Magic and Spells 6) on rain→storm transition; raid warning sting
  (Sword Pack 1, 'blades drawn') on EventBus.wolf_spawned. All on SFX
  bus — inherits existing slider + suspend mute.

Contracts pre-written before fan-out: EventBus.stockpile_selected /
stockpile_deselected / wolf_spawned signals; WolfSpawner._trigger_raid
+ _on_request_wolf_spawn now emit wolf_spawned with the spawned array.

MCP runtime verified: StockpilePanel opens with 21 chips, DaySummaryCard
renders weather row + tension bar + auto-pause, rain_player.playing=true
on weather_changed(rain), all three new SFX keys in Audio.SFX_FILES.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
megaproxy 2026-05-16 17:20:40 +01:00
parent 88e3fa9364
commit bba1ce4334
18 changed files with 935 additions and 18 deletions

View file

@ -1,5 +1,5 @@
extends Node
## AudioManager — Phase 18.
## AudioManager — Phase 18 + atmospheric audio (Phase 18 follow-up).
##
## Owns three AudioServer buses (Master, Music, SFX), a small catalog of music
## loops + one-shot SFX, and a single AudioStreamPlayer for the music director.
@ -9,6 +9,13 @@ extends Node
## EventBus signals (combat, storyteller stings) and direct calls from Tree /
## Rock entities for chop / mine completion sounds.
##
## Atmospheric audio (Phase 18 follow-up):
## - Rain ambient loop: persistent AudioStreamPlayer on SFX bus, fades in/out
## on weather_changed. Routed to SFX bus (no new bus) so it respects the
## existing SFX slider and application-pause muting via Master bus mute.
## - Storm thunder sting: one-shot on WEATHER_RAIN → WEATHER_STORM transition.
## - Raid warning sting: one-shot on wolf_spawned.
##
## Volume sliders in SettingsMenu drive set_*_db() at the Master/Music/SFX bus
## level. App-pause mutes everything (NOTIFICATION_APPLICATION_PAUSED / focus
## loss) to match the existing "no background simulation" rule.
@ -33,6 +40,14 @@ const SFX_FILES: Dictionary = {
&"tree_fell": "res://audio/sfx/tree_fell.ogg",
&"mine_tick": "res://audio/sfx/mine_tick.ogg",
&"combat_hit": "res://audio/sfx/combat_hit.ogg",
# Atmospheric — Phase 18 follow-up.
# rain_ambient: Cozy Melodies Pack 6 (ElvGames Ultimate Farming RPG Tier 3)
&"rain_ambient": "res://audio/sfx/rain_ambient.ogg",
# thunder_sting: Magic and Spells 6 (ElvGames Ultimate Farming RPG Tier 3)
&"thunder_sting": "res://audio/sfx/thunder_sting.ogg",
# raid_warning: Sword Sound Effects Pack 1 (ElvGames Ultimate Farming RPG Tier 3)
# Sword unsheathe sting used as danger signal; no dedicated alarm/horn in bundle.
&"raid_warning": "res://audio/sfx/raid_warning.ogg",
}
const MUSIC_FILES: Dictionary = {
@ -57,6 +72,14 @@ var master_linear: float = 1.0
var music_linear: float = 1.0
var sfx_linear: float = 1.0
# Atmospheric — rain ambient loop player. Persistent; stream stays loaded.
# Routed to SFX bus so it inherits the SFX slider and app-pause muting.
var _rain_player: AudioStreamPlayer = null
# Tween used for the rain fade-out (clear/cold_snap). Cancelled on re-rain.
var _rain_tween: Tween = null
# Track previous weather to detect RAIN → STORM transition for thunder sting.
var _prev_weather: StringName = &""
# ── lifecycle ───────────────────────────────────────────────────────────────
@ -68,6 +91,15 @@ func _ready() -> void:
_music_player.name = "MusicPlayer"
add_child(_music_player)
# Rain ambient: persistent looping player on SFX bus. Starts silent; weather
# signal activates it. Routing to SFX bus means app-pause muting (Master bus)
# covers it automatically — no extra NOTIFICATION handling needed.
_rain_player = AudioStreamPlayer.new()
_rain_player.bus = BUS_SFX
_rain_player.name = "RainAmbientPlayer"
_rain_player.volume_db = 0.0
add_child(_rain_player)
# SFX → world event wiring. Keep this list short and obvious.
if EventBus.has_signal("pawn_took_damage"):
EventBus.pawn_took_damage.connect(_on_pawn_took_damage)
@ -75,6 +107,10 @@ func _ready() -> void:
EventBus.storyteller_event_fired.connect(_on_storyteller_event_fired)
if EventBus.has_signal("alert_added"):
EventBus.alert_added.connect(_on_alert_added)
if EventBus.has_signal("weather_changed"):
EventBus.weather_changed.connect(_on_weather_changed)
if EventBus.has_signal("wolf_spawned"):
EventBus.wolf_spawned.connect(_on_wolf_spawned)
# Music director: swap day/night loops as Clock.phase_changed fires.
if Clock.has_signal("phase_changed"):
@ -86,7 +122,14 @@ func _ready() -> void:
initial_phase = Clock.current_phase()
_apply_phase_to_music(initial_phase)
Audit.log("audio", "AudioManager ready (master/music/sfx buses online)")
# Sync rain loop to current weather in case we loaded mid-rain (e.g. after
# save/load). Weather autoload is ready before Audio in the autoload list;
# safe to query here.
if Weather.has_method("is_raining") and Weather.is_raining():
_prev_weather = Weather.current_weather
_start_rain_loop()
Audit.log("audio", "AudioManager ready (master/music/sfx buses online + atmospheric)")
## NOTIFICATION_APPLICATION_PAUSED fires when the app is suspended (mobile
@ -232,3 +275,54 @@ func _on_alert_added(_severity: StringName, _text: String, _focus_tile: Vector2i
func _on_clock_phase_changed(new_phase: StringName) -> void:
_apply_phase_to_music(new_phase)
func _on_weather_changed(weather: StringName) -> void:
var prev: StringName = _prev_weather
_prev_weather = weather
match weather:
&"rain", &"storm":
# Cancel any pending fade-out tween.
if _rain_tween != null and _rain_tween.is_valid():
_rain_tween.kill()
_rain_tween = null
_start_rain_loop()
# Thunder sting only on a direct transition into storm.
if weather == &"storm" and prev != &"storm":
play_sfx(&"thunder_sting")
_:
# WEATHER_CLEAR or WEATHER_COLD_SNAP — fade out rain loop.
_stop_rain_loop_fade()
func _on_wolf_spawned(wolves: Array) -> void:
if wolves.size() > 0:
play_sfx(&"raid_warning")
# ── rain ambient helpers ─────────────────────────────────────────────────────
func _start_rain_loop() -> void:
# Load the stream once and reuse across transitions.
var stream: AudioStream = _load_sfx(&"rain_ambient")
if stream == null:
return
if _rain_player.stream != stream:
_rain_player.stream = stream
if stream is AudioStreamOggVorbis:
stream.loop = true
_rain_player.volume_db = 0.0
if not _rain_player.playing:
_rain_player.play()
func _stop_rain_loop_fade() -> void:
if not _rain_player.playing:
return
# 0.5 s linear fade from current volume to SILENT_DB, then stop.
if _rain_tween != null and _rain_tween.is_valid():
_rain_tween.kill()
_rain_tween = create_tween()
_rain_tween.tween_property(_rain_player, "volume_db", SILENT_DB, 0.5)
_rain_tween.tween_callback(_rain_player.stop)

View file

@ -57,9 +57,12 @@ signal pawn_selected(pawn) ## Emitted when Selection pic
signal pawn_deselected ## Emitted when Selection clears — closes PawnDetailPanel.
signal workbench_selected(workbench)
signal workbench_deselected
signal stockpile_selected(zone) ## Emitted when Selection picks a StockpileZone — opens StockpilePanel for filter editing.
signal stockpile_deselected ## Emitted when Selection clears the active stockpile.
signal pawn_priority_changed(pawn, category: StringName, level: int) ## Emitted when priority matrix updates a cell.
signal alert_added(severity: StringName, text: String, focus_tile: Vector2i) ## Emitted by gameplay subsystems to surface a player notice. severity = info | warn | danger.
signal request_wolf_spawn(count: int) ## Phase 15 EventCatalog → WolfSpawner. Decouples threat-event effects from spawner.
signal wolf_spawned(wolves: Array) ## Emitted by WolfSpawner AFTER a raid wave has been instantiated; carries the spawned Wolf nodes. Audio uses this for raid-warning sting.
signal day_ended(summary: Dictionary) ## Emitted by Clock at dusk→night boundary; carries the end-of-day recap dict.
# Phase 18 — Alert wiring (dangling signals surfaced to AlertsLog).

View file

@ -17,6 +17,7 @@ var settings: Dictionary = {
"pause_on_wanderer": true,
"pause_on_pawn_down": true,
"pause_on_modal": true,
"show_day_summary": true,
"audio_master": 1.0,
"audio_music": 1.0,
"audio_sfx": 1.0,

View file

@ -218,6 +218,49 @@ const TABLE: Dictionary = {
&"ui.bill.no_bills_hint": "No bills. Add one to start crafting.",
&"ui.workbench.current_bill": "Current",
&"ui.workbench.idle": "Idle",
# Phase 17 — DaySummaryCard end-of-day modal.
&"ui.day_summary.title": "Day {day} — {season}",
&"ui.day_summary.continue": "Continue",
&"ui.day_summary.pawns_alive": "Pawns alive",
&"ui.day_summary.wolves_on_map": "Wolves on map",
&"ui.day_summary.tension": "Tension",
&"ui.day_summary.tension_fmt": "{t} / 100",
# Weather labels (weather.<name>)
&"weather.clear": "Clear",
&"weather.rain": "Rain",
&"weather.storm": "Storm",
&"weather.cold_snap": "Cold Snap",
&"weather.unknown": "Unknown",
# Settings checkbox label
&"ui.settings.show_day_summary": "Show end-of-day summary",
# Phase 17 — Stockpile filter chips (StockpilePanel).
&"ui.stockpile.title": "Stockpile",
&"ui.stockpile.priority": "Priority:",
&"ui.stockpile.prio.critical": "Crit",
&"ui.stockpile.prio.high": "High",
&"ui.stockpile.prio.normal": "Norm",
&"ui.stockpile.prio.low": "Low",
&"ui.stockpile.prio.off": "Off",
&"ui.stockpile.accepts": "Accepts:",
&"ui.stockpile.accepts_all_hint": "All",
&"ui.stockpile.select_all": "All",
&"ui.stockpile.clear_all": "None",
# Item type chip labels missing from existing table (copper_ore through ash).
# (item.wood, .stone, .iron_ore, .plank, .stone_block, .flour, .bread, .meal
# are already defined above — only the ones below are new.)
&"item.copper_ore": "Copper",
&"item.silver": "Silver",
&"item.gold": "Gold",
&"item.cloth": "Cloth",
&"item.vegetable": "Vegetable",
&"item.meat": "Meat",
&"item.grain": "Grain",
&"item.medicine": "Medicine",
&"item.tool": "Tool",
&"item.weapon": "Weapon",
&"item.armor": "Armor",
&"item.corpse": "Corpse",
&"item.ash": "Ash",
}