Three alert signals had no UI subscribers — gameplay failures vanished
silently. Now all three feed AlertsLog via translator handlers that
forward to the generic alert_added sink.
- EventBus: new no_stockpile_accepts(item_type, tile) and
bill_blocked(recipe_label, reason, focus_tile) signals.
- HaulingProvider: per-item-type 30s cooldown; emits when find_best_for
scan finishes with viable items but no destinations.
- CraftingProvider: per-(workbench, reason) 60s cooldown; emits at the
skill_too_low and missing_ingredient continue sites. no_workbench
reason declared for future use but not emitted (the iteration shape
has no natural site for it).
- AlertsLog: connect + disconnect for all three signals using the same
has_signal-guarded pattern; translator handlers convert to localized
alert_added(severity, text, focus_tile).
- AlertsLog catch-up: room_too_large emits during World init, before
this CanvasLayer mounts. _catch_up_room_too_large() in _ready scans
World.rooms for rooms > ROOM_AUTOROOF_CAP and replays them, so the
pre-built cabin's 24-tile-too-large warning lands in the log on every
boot. Hauling/bill signals fire at runtime so they need no catch-up.
Verified runtime: cabin warning shows up in AlertsLog with severity
'warn' and focus_tile (45, 24) — the cabin top-left.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds full PC keyboard+mouse support on top of existing touch controls. Touch
paths untouched. All input goes through named actions in project.godot.
Bindings:
- WASD / arrows: camera pan (speed scales with zoom)
- = / -: keyboard zoom in/out
- C / Home: center on selected pawn
- Tab / Shift+Tab: cycle through pawns (pans camera to selection)
- B / L / P / ,: toggle BuildDrawer / AlertsLog / WorkPriorityMatrix / Settings
- Escape: cancel active designation tool > close topmost panel > deselect pawn
- Right-click: cancel active tool or deselect pawn (RTS convention)
- F: speed_cycle (action restored; handler still TODO)
- pawn_prev action removed; Shift+Tab read via event.shift_pressed inline
Escape priority enforced by Designation._input running before _unhandled_input
plus each panel consuming its own cancel action when visible.
Also fixes a pre-existing pre-Phase-17 bug: WorkPriorityMatrix, AlertsLog,
StorytellerModal, LoadMenu, and SettingsMenu had MOUSE_FILTER_STOP Controls
(Backdrop / Dim) that remained input-active when the panel was "closed" —
their open/close paths only toggled _root.visible / _panel.visible, never
CanvasLayer.visible. World mouse events (right-click deselect, left-click
pawn-select) were silently eaten. Now each _set_visible / open / close
toggles self.visible (the CanvasLayer) so input dispatch shuts off properly.
Verified end-to-end via MCP runtime: WASD pan, zoom keys, Tab+Shift+Tab
cycle, B-open + Escape-close, right-click deselect, left-click pawn-select
all working in sequence with no input bleed.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>