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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@ -13,10 +13,11 @@ var _dim: ColorRect = null
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var _panel: PanelContainer = null
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# Auto-pause checkboxes.
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var _cb_threat: CheckBox = null
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var _cb_wanderer: CheckBox = null
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var _cb_pawn_down: CheckBox = null
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var _cb_modal: CheckBox = null
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var _cb_threat: CheckBox = null
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var _cb_wanderer: CheckBox = null
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var _cb_pawn_down: CheckBox = null
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var _cb_modal: CheckBox = null
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var _cb_day_summary: CheckBox = null
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# Audio sliders.
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var _sl_master: HSlider = null
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@ -105,10 +106,11 @@ func _build_ui() -> void:
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ap_hdr.text = Strings.t(&"ui.settings.auto_pause")
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vbox.add_child(ap_hdr)
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_cb_threat = _make_checkbox(Strings.t(&"ui.settings.pause_threat"), vbox)
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_cb_wanderer = _make_checkbox(Strings.t(&"ui.settings.pause_wanderer"), vbox)
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_cb_pawn_down = _make_checkbox(Strings.t(&"ui.settings.pause_pawn_down"), vbox)
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_cb_modal = _make_checkbox(Strings.t(&"ui.settings.pause_modal"), vbox)
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_cb_threat = _make_checkbox(Strings.t(&"ui.settings.pause_threat"), vbox)
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_cb_wanderer = _make_checkbox(Strings.t(&"ui.settings.pause_wanderer"), vbox)
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_cb_pawn_down = _make_checkbox(Strings.t(&"ui.settings.pause_pawn_down"), vbox)
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_cb_modal = _make_checkbox(Strings.t(&"ui.settings.pause_modal"), vbox)
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_cb_day_summary = _make_checkbox(Strings.t(&"ui.settings.show_day_summary"), vbox)
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_add_separator(vbox)
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@ -196,10 +198,11 @@ func _add_separator(parent: VBoxContainer) -> void:
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func _load_from_game_state() -> void:
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var s: Dictionary = GameState.settings
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_cb_threat.button_pressed = bool(s.get("pause_on_threat", true))
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_cb_wanderer.button_pressed = bool(s.get("pause_on_wanderer", true))
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_cb_pawn_down.button_pressed = bool(s.get("pause_on_pawn_down", true))
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_cb_modal.button_pressed = bool(s.get("pause_on_modal", true))
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_cb_threat.button_pressed = bool(s.get("pause_on_threat", true))
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_cb_wanderer.button_pressed = bool(s.get("pause_on_wanderer", true))
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_cb_pawn_down.button_pressed = bool(s.get("pause_on_pawn_down", true))
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_cb_modal.button_pressed = bool(s.get("pause_on_modal", true))
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_cb_day_summary.button_pressed = bool(s.get("show_day_summary", true))
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_sl_master.value = float(s.get("audio_master", 1.0))
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_sl_music.value = float(s.get("audio_music", 1.0))
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@ -230,6 +233,7 @@ func _collect_to_dict() -> Dictionary:
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"pause_on_wanderer": _cb_wanderer.button_pressed,
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"pause_on_pawn_down": _cb_pawn_down.button_pressed,
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"pause_on_modal": _cb_modal.button_pressed,
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"show_day_summary": _cb_day_summary.button_pressed,
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"audio_master": _sl_master.value,
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"audio_music": _sl_music.value,
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"audio_sfx": _sl_sfx.value,
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