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