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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@ -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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