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

@ -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",
}