sprint A cleanup: accessibility, signals, race, debris

G: large_text scales global theme font (14→20 at 1.4×) via new
GameState.get_font_scale + EventBus.settings_changed. reduce_motion
gates ResumeToast fade (HintOverlay already gated).

I: InspectTooltip long-press wired (500ms hold, 12px drift cancel,
tap-to-clear pin). Stale Phase 19 TODO replaced with accurate doc.

H: Pawn.arrived_at_destination now also emitted on
EventBus.pawn_arrived_at_destination; DirtinessSystem subscribes and
bumps indoor traffic dirt (BUMP_INDOOR_TRAFFIC = 0.2). Outdoor-tracked
bump needs Pawn.prev_tile — flagged for Phase 20.

P: CraftingProvider caches ingredient item ref on Job.ingredient_item;
JobRunner._tick_pickup validates is_instance_valid + not being_carried
before the tile scan, cancels cleanly if another pawn grabbed it.

J: rest_provider.gd deleted. Removed @onready + register call from
world.gd, ext_resource + node from world.tscn. Provider count comment
updated to 9.

M: DIRTY_THRESHOLD extracted — cleaning_provider and job_runner now
reference DirtinessSystem.DIRT_DIRTY_THRESHOLD.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
megaproxy 2026-05-16 18:38:14 +01:00
parent 2f76ae1639
commit fd6f958344
15 changed files with 157 additions and 62 deletions

View file

@ -22,10 +22,9 @@ class_name DirtinessSystem extends Node
## This keeps signal volume low since bumps fire 20×/s per pawn crossing.
##
## Pawn tile-change hook:
## World scene calls bump_pawn_traffic(tile, indoor) each time a pawn advances
## a tile. Indoor traffic adds 0.2; outdoor-tracked-in adds 0.5.
## (world.gd bridges _advance_walk → DirtinessSystem via the arrived_at_destination
## signal on each Pawn — wired in world.gd _spawn_sample_pawns / _on_pawn_ready.)
## _ready() connects to EventBus.pawn_arrived_at_destination. Indoor arrivals bump
## BUMP_INDOOR_TRAFFIC (0.2); outdoor arrivals are skipped. Phase 20 can upgrade to
## BUMP_OUTDOOR_TRACKED (0.5) on outdoor→indoor transitions once Pawn.prev_tile lands.
##
## Wire as child of the World scene (after Pathfinder). world.gd exposes the
## instance on the World autoload as World.dirtiness_system for entity code.
@ -34,6 +33,10 @@ class_name DirtinessSystem extends Node
## Keys = Vector2i tile coords; Values = float in [0, 100].
var dirt_map: Dictionary = {}
func _ready() -> void:
EventBus.pawn_arrived_at_destination.connect(_on_pawn_arrived_at_destination)
## Tier boundaries (thresholds match design.md; tune Phase 20).
const DIRT_DIRTY_THRESHOLD: float = 25.0
const DIRT_FILTHY_THRESHOLD: float = 60.0
@ -71,13 +74,23 @@ func bump_clean(tile: Vector2i, amount: float) -> void:
_set_dirt(tile, old_val, new_val)
## Traffic-driven dirt bump. Called by World when a pawn arrives at a new tile.
## `indoor` = true when the tile is inside a roofed room (World.is_indoor check).
## Traffic-driven dirt bump. Called internally by _on_pawn_arrived_at_destination.
## `indoor` = true when the destination tile is inside a roofed room (World.is_indoor check).
func bump_pawn_traffic(tile: Vector2i, indoor: bool) -> void:
var amount := BUMP_INDOOR_TRAFFIC if indoor else BUMP_OUTDOOR_TRACKED
bump(tile, amount)
## Pawn arrival handler — wired to EventBus.pawn_arrived_at_destination in _ready().
## Skips outdoor arrivals (no floor to dirty); bumps indoor tiles by BUMP_INDOOR_TRAFFIC.
## Phase 20 follow-up: add Pawn.prev_tile tracking so an outdoor→indoor transition can
## instead use BUMP_OUTDOOR_TRACKED (0.5) to model boots tracking mud in.
func _on_pawn_arrived_at_destination(_pawn, dest_tile: Vector2i) -> void:
if not World.is_indoor(dest_tile):
return # Only dirtiness indoor floor tiles.
bump_pawn_traffic(dest_tile, true)
# ── save / load ───────────────────────────────────────────────────────────────
## Serialise the sparse dirt map as an array of {x, y, v} dicts.

View file

@ -129,7 +129,6 @@ const SEASON_TINTS: Dictionary = {
@onready var pathfinder: Pathfinder = $Pathfinder
@onready var selection: Selection = $Selection
@onready var designation_ctl: Designation = $DesignationCtl
@onready var rest_provider: RestProvider = $RestProvider
@onready var chop_provider: ChopProvider = $ChopProvider
@onready var mine_provider: MineProvider = $MineProvider
@onready var hauling_provider: HaulingProvider = $HaulingProvider
@ -216,9 +215,9 @@ func _ready() -> void:
# completion (Tree.fell, Wall._complete, etc.).
World.designation_ctl = designation_ctl
# Register all 10 providers — Decision iterates by .priority desc.
# Register all 9 providers — Decision iterates by .priority desc.
# doctor=9 > sleep=8 > eat=7 > construction=6 > chop=5 ≈ plant=5 > mine=4
# ≈ crafting=4 > haul=3 > rest=0.
# ≈ crafting=4 > haul=3 > clean=2.
# Phase 17 will tune these via the work-priority matrix UI.
World.register_work_provider(doctor_provider)
World.register_work_provider(sleep_provider)
@ -229,8 +228,7 @@ func _ready() -> void:
World.register_work_provider(crafting_provider)
World.register_work_provider(plant_provider)
World.register_work_provider(hauling_provider)
World.register_work_provider(cleaning) # priority 2 — between haul (3) and rest (0)
World.register_work_provider(rest_provider)
World.register_work_provider(cleaning) # priority 2 — between haul (3) and idle
# Phase 5: bridge designation paint events → spawn the ghost-state entity
# at that tile and register it as a build site.

View file

@ -4,7 +4,6 @@
[ext_resource type="PackedScene" uid="uid://rimlike_camera_rig" path="res://scenes/world/camera_rig.tscn" id="2_camera"]
[ext_resource type="Script" path="res://scenes/world/pathfinder.gd" id="3_pathfinder"]
[ext_resource type="Script" path="res://scenes/world/selection.gd" id="4_selection"]
[ext_resource type="Script" path="res://scenes/ai/rest_provider.gd" id="5_rest_provider"]
[ext_resource type="Script" path="res://scenes/ai/chop_provider.gd" id="6_chop_provider"]
[ext_resource type="Script" path="res://scenes/ai/mine_provider.gd" id="7_mine_provider"]
[ext_resource type="Script" path="res://scenes/ai/hauling_provider.gd" id="8_hauling_provider"]
@ -60,10 +59,6 @@ script = ExtResource("4_selection")
[node name="DesignationCtl" type="Node" parent="."]
script = ExtResource("10_designation")
[node name="RestProvider" type="Node" parent="."]
script = ExtResource("5_rest_provider")
rest_tile = Vector2i(50, 50)
[node name="ChopProvider" type="Node" parent="."]
script = ExtResource("6_chop_provider")