extends Node class_name Selection ## Pawn selection + click-to-move input handler. ## ## A click on a pawn selects it; a click on a walkable tile while a pawn is ## selected pathfinds + commands the walk. Drags belong to the camera (pan) ## — we discriminate clicks from drags by motion + duration thresholds. ## ## Lives as a child of World; `_unhandled_input` runs after the camera rig ## and after any CanvasLayer UI swallows its own clicks. const CLICK_MAX_DRIFT_PX: float = 8.0 const CLICK_MAX_DURATION_MS: int = 300 var _pathfinder: Pathfinder = null var _selected_pawn: Pawn = null var _camera = null # Camera2D (CameraRig) — set via bind_camera(); duck-typed to avoid circular preload # When Designation paint mode is active this flag is raised by Designation so # Selection does not also try to select/move on the same click. var designation_active: bool = false var _press_screen_pos: Vector2 = Vector2.ZERO var _press_time_ms: int = 0 var _pressing: bool = false func bind(pathfinder: Pathfinder) -> void: assert(pathfinder != null, "Selection.bind: pathfinder is null") _pathfinder = pathfinder ## Inject the CameraRig so Tab-cycle and center-on-selection can pan to the ## selected pawn's tile. Call from world.gd after selection.bind(). func bind_camera(rig) -> void: _camera = rig func selected() -> Pawn: return _selected_pawn func _unhandled_input(event: InputEvent) -> void: # ── Keyboard: Tab → cycle pawns (Shift+Tab reverses) ─────────────────────── if event.is_action_pressed("pawn_next"): # Read shift from the event itself (set by the OS on the key event); more # reliable than Input.is_key_pressed(KEY_SHIFT) which doesn't reflect modifier # state from synthetic input events (MCP test injections). var reverse: bool = event is InputEventKey and event.shift_pressed _cycle_pawn(-1 if reverse else 1) get_viewport().set_input_as_handled() return # ── Keyboard: C / Home → center camera on selected pawn ───────────────────── if event.is_action_pressed("center_on_selection"): if _selected_pawn != null and _camera != null: _camera.pan_to_tile(_selected_pawn.tile) Audit.log("selection", "center_on_selection → %s" % _selected_pawn.tile) get_viewport().set_input_as_handled() return # ── Keyboard: Escape → deselect (lowest-priority; consumed last) ───────────── # Designation._input handles Escape first; panels handle it in _unhandled_input # before reaching here. If we still see it and have a selection, consume it. if event.is_action_pressed("cancel") and _selected_pawn != null: _deselect() get_viewport().set_input_as_handled() Audit.log("selection", "escape: deselected") return # ── Mouse: only handle button events below ─────────────────────────────────── if not (event is InputEventMouseButton): return # ── Right-click: cancel designation (if active) or deselect pawn ───────────── if event.button_index == MOUSE_BUTTON_RIGHT and event.pressed: # Designation cancellation is handled by Designation._input; if we see # this right-click, no designation was active. Deselect any selected pawn. if _selected_pawn != null: _deselect() get_viewport().set_input_as_handled() return if event.button_index != MOUSE_BUTTON_LEFT: return # Designation paint mode owns input while active; Selection steps aside. if designation_active: return if event.pressed: _press_screen_pos = event.position _press_time_ms = Time.get_ticks_msec() _pressing = true return if not _pressing: return _pressing = false var drift: float = event.position.distance_to(_press_screen_pos) var dt_ms: int = Time.get_ticks_msec() - _press_time_ms # Anything that drifted more than a few pixels or sat for more than 300 ms # is the camera's drag-pan; ignore it as a select/move action. if drift > CLICK_MAX_DRIFT_PX or dt_ms > CLICK_MAX_DURATION_MS: return _handle_click(event.position) func _handle_click(screen_pos: Vector2) -> void: if _pathfinder == null: Audit.log("selection", "click before bind() — ignored") return var world_pos: Vector2 = get_viewport().get_canvas_transform().affine_inverse() * screen_pos var tile: Vector2i = Vector2i( floori(world_pos.x / float(Pawn.TILE_SIZE_PX)), floori(world_pos.y / float(Pawn.TILE_SIZE_PX)), ) # Click on a pawn → select. var hit_pawn: Pawn = World.pawn_at_tile(tile) if hit_pawn != null: _select(hit_pawn) return # Empty tile with no current selection → no-op. if _selected_pawn == null: return # Empty walkable tile with a selection → queue a forced job. Decision picks # it up on the next sim tick (preempts whatever RestProvider had assigned). if not _pathfinder.is_walkable(tile): Audit.log("selection", "destination %s not walkable" % tile) return var go_job := Job.new() go_job.label = "Go to %s" % tile go_job.toils.append(Toil.walk_to(tile)) go_job.toils.append(Toil.idle()) _selected_pawn.forced_job = go_job Audit.log("selection", "forced %s → %s" % [_selected_pawn.pawn_name, tile]) func _select(pawn: Pawn) -> void: if _selected_pawn == pawn: return if _selected_pawn != null: _selected_pawn.set_selected(false) EventBus.pawn_deselected.emit() _selected_pawn = pawn pawn.set_selected(true) EventBus.pawn_selected.emit(pawn) Audit.log("selection", "selected %s at %s" % [pawn.pawn_name, pawn.tile]) ## Clear the current selection without selecting another pawn. func _deselect() -> void: if _selected_pawn == null: return _selected_pawn.set_selected(false) EventBus.pawn_deselected.emit() Audit.log("selection", "deselected %s" % _selected_pawn.pawn_name) _selected_pawn = null ## Cycle the selection forward (dir=1) or backward (dir=-1) through World.pawns. ## Wraps around. If no pawn currently selected, picks World.pawns[0]. ## Pans the camera to the newly selected pawn's tile. func _cycle_pawn(dir: int) -> void: var pawns: Array = World.pawns if pawns.is_empty(): return var next_pawn: Pawn if _selected_pawn == null: next_pawn = pawns[0] else: var idx: int = pawns.find(_selected_pawn) if idx == -1: next_pawn = pawns[0] else: idx = posmod(idx + dir, pawns.size()) next_pawn = pawns[idx] _select(next_pawn) if _camera != null: _camera.pan_to_tile(next_pawn.tile) Audit.log("selection", "pawn_cycle dir=%d → %s" % [dir, next_pawn.pawn_name])