extends CanvasLayer ## InspectTooltip — hover (or long-press) on a world tile to see what's there. ## ## Samples the mouse position every frame, maps to a tile, looks for an entity ## or zone at that tile, builds a short description, and renders a small panel ## offset from the cursor. Empty tile or off-map → tooltip hides. ## ## Touch fallback: long-press on a tile triggers the same lookup and pins the ## tooltip until the next click anywhere (Phase 17 long-press inspect from the ## design doc). Desktop hovering is the primary path on PC; the long-press ## path is wired via Selection's long-press detector (TODO Phase 19). const TILE_SIZE_PX: int = 16 const CURSOR_OFFSET: Vector2 = Vector2(14, 14) const EDGE_MARGIN_PX: int = 8 var _panel: PanelContainer = null var _label: RichTextLabel = null var _last_tile: Vector2i = Vector2i(-9999, -9999) var _last_text: String = "" func _ready() -> void: layer = 50 # below modals (which are 100+), above world # Process while paused so hover-inspect works during storyteller modals. process_mode = Node.PROCESS_MODE_ALWAYS _panel = PanelContainer.new() _panel.mouse_filter = Control.MOUSE_FILTER_IGNORE _panel.visible = false # Dark translucent background so text stays readable on any biome. var sb := StyleBoxFlat.new() sb.bg_color = Color(0.06, 0.08, 0.12, 0.92) sb.border_color = Color(0.55, 0.55, 0.55, 0.9) sb.border_width_left = 1 sb.border_width_top = 1 sb.border_width_right = 1 sb.border_width_bottom = 1 sb.content_margin_left = 8 sb.content_margin_right = 8 sb.content_margin_top = 6 sb.content_margin_bottom = 6 sb.corner_radius_top_left = 3 sb.corner_radius_top_right = 3 sb.corner_radius_bottom_left = 3 sb.corner_radius_bottom_right = 3 _panel.add_theme_stylebox_override("panel", sb) add_child(_panel) _label = RichTextLabel.new() _label.bbcode_enabled = true _label.fit_content = true _label.scroll_active = false _label.autowrap_mode = TextServer.AUTOWRAP_OFF _label.mouse_filter = Control.MOUSE_FILTER_IGNORE _label.custom_minimum_size = Vector2(140, 0) _label.add_theme_constant_override("line_separation", 2) _label.add_theme_color_override("default_color", Color(0.95, 0.95, 0.95, 1.0)) _panel.add_child(_label) func _process(_dt: float) -> void: var vp := get_viewport() if vp == null: return var mouse_screen: Vector2 = vp.get_mouse_position() # Convert screen → world via canvas transform (selection.gd does the same). var world_pos: Vector2 = vp.get_canvas_transform().affine_inverse() * mouse_screen var tile: Vector2i = Vector2i( floori(world_pos.x / float(TILE_SIZE_PX)), floori(world_pos.y / float(TILE_SIZE_PX)), ) # Off-map → hide. if not _tile_in_map(tile): _panel.visible = false _last_tile = Vector2i(-9999, -9999) return var text: String = _describe_tile(tile) if text == "": _panel.visible = false _last_tile = tile _last_text = "" return if text != _last_text: _label.text = text _last_text = text # Force a layout pass so size is fresh before positioning. _panel.reset_size() _last_tile = tile _panel.visible = true _position_near(mouse_screen) func _tile_in_map(tile: Vector2i) -> bool: if World.pathfinder == null: return false # Pathfinder.is_walkable checks bounds; cheap and reused. # We don't actually care about walkability — bounds-check via direct access. # Map size is exposed on the autoload after World scene _ready. var ms: Vector2i = Vector2i(80, 80) # default; refined below if available if "MAP_SIZE_TILES" in World: ms = World.MAP_SIZE_TILES return tile.x >= 0 and tile.y >= 0 and tile.x < ms.x and tile.y < ms.y func _position_near(mouse_screen: Vector2) -> void: var vp_size: Vector2 = Vector2(get_viewport().get_visible_rect().size) var sz: Vector2 = _panel.size var pos: Vector2 = mouse_screen + CURSOR_OFFSET # Flip to the other side of cursor when overflowing right / bottom edges. if pos.x + sz.x + EDGE_MARGIN_PX > vp_size.x: pos.x = mouse_screen.x - sz.x - CURSOR_OFFSET.x if pos.y + sz.y + EDGE_MARGIN_PX > vp_size.y: pos.y = mouse_screen.y - sz.y - CURSOR_OFFSET.y pos.x = clampf(pos.x, EDGE_MARGIN_PX, vp_size.x - sz.x - EDGE_MARGIN_PX) pos.y = clampf(pos.y, EDGE_MARGIN_PX, vp_size.y - sz.y - EDGE_MARGIN_PX) _panel.position = pos # ── tile → description ────────────────────────────────────────────────────── func _describe_tile(tile: Vector2i) -> String: # Priority order: pawn > corpse > wolf > big_rock > tree > rock > furniture # (wall/door/bed/crate/workbench/torch/floor) > item > stockpile zone > terrain. var p = World.pawn_at_tile(tile) if World.has_method("pawn_at_tile") else null if p != null and is_instance_valid(p): return _describe_pawn(p) for c in World.corpses: if is_instance_valid(c) and c.get("tile") == tile: return _describe_corpse(c) for w in World.wolves: if is_instance_valid(w) and w.get("tile") == tile: return _describe_wolf(w) for r in World.rocks: if not is_instance_valid(r): continue if r.has_method("footprint_tiles"): if tile in r.footprint_tiles(): return _describe_big_rock(r) elif r.get("tile") == tile: return _describe_rock(r) # Trees anchor to the trunk tile (bottom) but visually rise up to 4 tiles # above (canopy). Treat any hover within that vertical band as the tree. for t in World.trees: if not is_instance_valid(t): continue var tt: Vector2i = t.get("tile") if tile.x == tt.x and tile.y >= tt.y - 4 and tile.y <= tt.y: return _describe_tree(t) # Furniture / build sites at this tile (Wall, Floor, Door, Bed, Crate, # Workbench, Torch, GraveSlot all live in World.build_queue via _ready). # Two-pass: above-ground furniture wins over floor, so hovering on a bed # placed on a wood floor reports the bed, not the floor underneath. var floor_hit = null for s in World.build_queue: if not is_instance_valid(s): continue if s.get("tile") != tile: continue var path: String = s.get_script().resource_path if s.get_script() else "" if "floor.gd" in path: floor_hit = s continue # remember it, but keep scanning for furniture on top var d := _describe_build_site(s) if d != "": return d # Items take priority over the bare floor too — a wood stack should show # as "wood ×N", not as the floor it sits on. for it in World.items: if is_instance_valid(it) and it.get("tile") == tile: return _describe_item(it) if floor_hit != null: return _describe_build_site(floor_hit) # Grave markers (permanent, not in build_queue once converted). for gm in World.grave_markers: if is_instance_valid(gm) and gm.get("tile") == tile: return _describe_grave(gm) # Stockpile / graveyard / cremation zones (region-based, may be multi-cell). for sp in World.stockpiles: if not is_instance_valid(sp): continue var region = sp.get("region") if region != null and region.has_point(tile): return _describe_stockpile(sp) return "" # nothing to show # ── per-entity describers ─────────────────────────────────────────────────── func _describe_pawn(p) -> String: var name_s: String = p.pawn_name var hp_s: String = "%d/100" % int(p.hp) var mood_s: String = "%d" % int(p.mood) var lines: Array[String] = [] lines.append("[b]%s[/b]" % name_s) lines.append("HP %s · Mood %s" % [hp_s, mood_s]) if p.has_method("is_downed") and p.is_downed(): lines.append("[color=red]Downed[/color]") if p.job_runner != null and p.job_runner.job != null: lines.append("[color=#aaa]%s[/color]" % p.job_runner.job.label) return "\n".join(lines) func _describe_corpse(c) -> String: var name_s: String = str(c.get("deceased_name")) var decay: float = float(c.get("decay") if "decay" in c else 0.0) var state := "fresh" if decay >= 100.0: state = "rotted" elif decay >= 50.0: state = "rotting" return "[b]Corpse of %s[/b]\n%s (%d%%)" % [name_s, state, int(decay)] func _describe_wolf(w) -> String: var state_s := "?" if w.has_method("get_state_name"): state_s = w.get_state_name() var hp_s := str(int(w.hp)) if "hp" in w else "?" return "[b]Wolf[/b]\nHP %s · %s" % [hp_s, state_s] func _describe_tree(t) -> String: var pct: int = int(100.0 * float(t.chop_progress) / float(t.CHOP_TICKS)) var designated: bool = bool(t.get("chop_designated")) var tag := " · [color=#fc6]marked[/color]" if designated else "" if pct > 0: return "[b]Tree[/b]\nChop %d%%%s" % [pct, tag] return "[b]Tree[/b]%s" % tag func _describe_rock(r) -> String: var pct: int = int(100.0 * float(r.mine_progress) / float(r.MINE_TICKS)) var designated: bool = bool(r.get("mine_designated")) var tag := " · [color=#fc6]marked[/color]" if designated else "" if pct > 0: return "[b]Rock[/b]\nMine %d%%%s" % [pct, tag] return "[b]Rock[/b]%s" % tag func _describe_big_rock(r) -> String: var pct: int = int(100.0 * float(r.mine_progress) / float(r.MINE_TICKS)) var designated: bool = bool(r.get("mine_designated")) var tag := " · [color=#fc6]marked[/color]" if designated else "" return "[b]Boulder (2×2)[/b]\nMine %d%%%s" % [pct, tag] func _describe_build_site(s) -> String: var path: String = "" if s.get_script() != null: path = s.get_script().resource_path var label: String = s.label() if s.has_method("label") else "Build site" var completed: bool = false if s.has_method("is_completed"): completed = s.is_completed() elif s.has_method("is_buildable"): completed = not s.is_buildable() if "wall.gd" in path: var mat: String = str(s.get("wall_material")) var head := "[b]%s wall[/b]" % mat.capitalize() if not completed: var prog: int = int(100.0 * float(s.build_progress) / float(s.BUILD_TICKS)) return "%s\n[color=#aaa]ghost · %d%%[/color]" % [head, prog] return head if "floor.gd" in path: var mat2: String = str(s.get("floor_material")) var head2 := "[b]%s floor[/b]" % mat2.capitalize() if not completed: return "%s\n[color=#aaa]ghost[/color]" % head2 return head2 if "door.gd" in path: var head3 := "[b]Door[/b]" if not completed: return "%s\n[color=#aaa]ghost[/color]" % head3 return head3 if "bed.gd" in path: var lines: Array[String] = [] var head4 := "Medical bed" if bool(s.get("is_medical")) else "Bed" lines.append("[b]%s[/b]" % head4) if not completed: lines.append("[color=#aaa]ghost[/color]") else: var occ = s.get("_occupant_pawn") if occ != null and is_instance_valid(occ): lines.append("Occupied by %s" % occ.pawn_name) else: lines.append("[color=#888]available[/color]") return "\n".join(lines) if "crate.gd" in path: var lines2: Array[String] = [] lines2.append("[b]Crate[/b]") if not completed: lines2.append("[color=#aaa]ghost[/color]") var contents: Array = s._contents if "_contents" in s else [] if contents.is_empty(): lines2.append("[color=#888]empty[/color]") else: var counts: Dictionary = {} for it in contents: if not is_instance_valid(it): continue var k: String = str(it.item_type) counts[k] = int(counts.get(k, 0)) + int(it.stack_size) for k in counts.keys(): lines2.append("· %s ×%d" % [k, counts[k]]) return "\n".join(lines2) if "workbench.gd" in path or "cremation_pyre.gd" in path: var lines3: Array[String] = [] lines3.append("[b]%s[/b]" % s.label_text) if not completed: lines3.append("[color=#aaa]ghost[/color]") var bills: Array = s.get("bills") if "bills" in s else [] if not bills.is_empty(): lines3.append("Bills: %d" % bills.size()) return "\n".join(lines3) if "torch.gd" in path: var head5 := "[b]Torch[/b]" if not completed: var prog2: int = int(100.0 * float(s.build_progress) / float(s.BUILD_TICKS)) return "%s\n[color=#aaa]ghost · %d%%[/color]" % [head5, prog2] var lit: bool = bool(s.is_on()) if s.has_method("is_on") else true return "%s\n%s" % [head5, ("[color=#fc6]lit[/color]" if lit else "[color=#888]unlit[/color]")] if "grave_slot.gd" in path: return "[b]Grave slot[/b]\n[color=#aaa]ghost[/color]" # Fallback for any other build_queue entity. return "[b]%s[/b]" % label func _describe_item(it) -> String: return "[b]%s[/b] ×%d" % [String(it.item_type).capitalize(), int(it.stack_size)] func _describe_grave(gm) -> String: var name_s: String = str(gm.get("deceased_name")) return "[b]Grave of %s[/b]" % name_s func _describe_stockpile(sp) -> String: var label: String = str(sp.get("label")) var prio = sp.get("priority") var accepts: Array = sp.get("accepted_types") if "accepted_types" in sp else [] var lines: Array[String] = [] lines.append("[b]%s[/b]" % (label if label != "" else "Stockpile")) if prio != null: lines.append("Priority %s" % str(prio)) if accepts.is_empty(): lines.append("[color=#888]accepts: any[/color]") else: var s := "" for a in accepts: s += ("· " + String(a) + "\n") lines.append(s.strip_edges()) return "\n".join(lines)