Workbench bill editor — tap a workbench, see/edit bills
Tap-to-select chain extended to workbenches (pawn always wins on shared tile). Mutually exclusive with pawn selection via EventBus — selecting one clears the other. New WorkbenchPanel (scenes/ui/workbench_panel.gd, ~432 LOC, layer 18, right-anchored 360 px) mirrors PawnDetailPanel shape. Bill rows expose recipe name, mode (FOREVER / COUNT / UNTIL_N), target count, completed progress, pause, and remove. Add-bill popup filters RecipeCatalog.all() by accepted_skill so a Hearth only offers cooking recipes. Supporting plumbing: - EventBus.workbench_selected / workbench_deselected signals. - Workbench.remove_bill() — interrupts mid-craft cleanly via on_craft_interrupted() before erasing. - RecipeCatalog.all() static enumerator + Recipe.display_name() helper. - World.workbench_at_tile() lookup. - i18n keys ui.bill.* and ui.workbench.* in strings.gd. Closes the deferred Phase 17 "Bill UI for workbenches" item. Player- built workbenches are now functionally configurable; before this landed, only world.gd-hardcoded bills worked.
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9 changed files with 551 additions and 10 deletions
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@ -55,6 +55,8 @@ signal load_finished(slot: StringName, ok: bool, real_seconds_away: int) ## Emit
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# Phase 17 — Touch UX completion.
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signal pawn_selected(pawn) ## Emitted when Selection picks a pawn — opens PawnDetailPanel.
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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 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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@ -196,6 +196,18 @@ const TABLE: Dictionary = {
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&"tool.workbench_cremation_pyre": "Cremation Pyre",
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&"tool.stockpile_general": "Stockpile",
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&"tool.graveyard": "Graveyard",
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&"ui.bill.mode_forever": "Forever",
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&"ui.bill.mode_count": "Do X times",
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&"ui.bill.mode_until_n": "Do until X",
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&"ui.bill.target": "Target",
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&"ui.bill.until_count": "Until count",
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&"ui.bill.completed": "Done",
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&"ui.bill.pause": "Pause",
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&"ui.bill.remove": "Remove",
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&"ui.bill.add_button": "Add bill",
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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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}
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@ -124,6 +124,15 @@ func pawn_at_tile(tile: Vector2i) -> Pawn:
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return null
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## Returns the Workbench occupying `tile`, or null if none. Used by Selection
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## to route taps on a workbench to the bill-editor panel.
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func workbench_at_tile(tile: Vector2i):
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for w in workbenches:
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if w.tile == tile:
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return w
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return null
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func clear_pawns() -> void:
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# For save-load / new-game flow in Phase 16.
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pawns.clear()
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