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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18 changed files with 935 additions and 18 deletions
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@ -218,6 +218,49 @@ const TABLE: Dictionary = {
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&"ui.bill.no_bills_hint": "No bills. Add one to start crafting.",
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&"ui.workbench.current_bill": "Current",
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&"ui.workbench.idle": "Idle",
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# Phase 17 — DaySummaryCard end-of-day modal.
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&"ui.day_summary.title": "Day {day} — {season}",
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&"ui.day_summary.continue": "Continue",
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&"ui.day_summary.pawns_alive": "Pawns alive",
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&"ui.day_summary.wolves_on_map": "Wolves on map",
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&"ui.day_summary.tension": "Tension",
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&"ui.day_summary.tension_fmt": "{t} / 100",
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# Weather labels (weather.<name>)
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&"weather.clear": "Clear",
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&"weather.rain": "Rain",
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&"weather.storm": "Storm",
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&"weather.cold_snap": "Cold Snap",
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&"weather.unknown": "Unknown",
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# Settings checkbox label
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&"ui.settings.show_day_summary": "Show end-of-day summary",
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# Phase 17 — Stockpile filter chips (StockpilePanel).
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&"ui.stockpile.title": "Stockpile",
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&"ui.stockpile.priority": "Priority:",
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&"ui.stockpile.prio.critical": "Crit",
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&"ui.stockpile.prio.high": "High",
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&"ui.stockpile.prio.normal": "Norm",
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&"ui.stockpile.prio.low": "Low",
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&"ui.stockpile.prio.off": "Off",
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&"ui.stockpile.accepts": "Accepts:",
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&"ui.stockpile.accepts_all_hint": "All",
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&"ui.stockpile.select_all": "All",
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&"ui.stockpile.clear_all": "None",
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# Item type chip labels missing from existing table (copper_ore through ash).
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# (item.wood, .stone, .iron_ore, .plank, .stone_block, .flour, .bread, .meal
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# are already defined above — only the ones below are new.)
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&"item.copper_ore": "Copper",
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&"item.silver": "Silver",
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&"item.gold": "Gold",
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&"item.cloth": "Cloth",
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&"item.vegetable": "Vegetable",
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&"item.meat": "Meat",
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&"item.grain": "Grain",
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&"item.medicine": "Medicine",
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&"item.tool": "Tool",
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&"item.weapon": "Weapon",
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&"item.armor": "Armor",
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&"item.corpse": "Corpse",
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&"item.ash": "Ash",
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}
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