rimlike/autoload/event_bus.gd
megaproxy fd6f958344 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>
2026-05-16 18:38:14 +01:00

81 lines
6.9 KiB
GDScript

extends Node
## Pure signal hub — notification-only, no state, no callbacks back into singletons.
##
## Subsystems mutate themselves; this bus only spreads the news. Add signals as
## features land — keep this file readable. See docs/architecture.md.
# Sim
signal sim_tick(tick_number: int) ## Emitted once per sim tick at the current speed.
signal speed_changed(new_speed: int) ## Emitted when Sim.current_speed changes; value is Speed enum cast to int.
# Phase 2 will add pawn-state signals (selected, deselected, walking, …).
# Phase 5 — Designation paint mode.
signal designation_added(cell: Vector2i, tool: StringName) ## Ghost placed + job queued.
signal designation_cleared(cell: Vector2i) ## Ghost removed (job cancelled).
# Phase 8 — Mood system.
signal pawn_mood_changed(pawn, mood: float) ## Emitted by Pawn._recompute_mood() whenever mood is recalculated.
# Phase 9 — HP + Status system.
signal pawn_took_damage(pawn, amount: float) ## Emitted by Pawn.take_damage() after HP is reduced.
signal pawn_status_added(pawn, status) ## Emitted by Pawn.add_status() when a new status is appended.
signal pawn_status_removed(pawn, status) ## Emitted by Pawn.remove_status_by_id() when a status is dropped.
# Phase 12 — Seasons + Weather.
signal season_changed(season: StringName) ## Emitted by Clock when current_season() rolls over (Spring → Summer → Autumn → Winter).
signal weather_changed(weather: StringName) ## Emitted by Weather autoload when the daily roll resolves to a new weather kind.
# Phase 13 — Rooms + Roofing + Beauty + Dirtiness + Cleaning.
signal room_changed(room_id: int) ## Emitted when a room is created, destroyed, or recomputed (id may be invalid post-destroy).
signal room_too_large(top_left: Vector2i, cell_count: int) ## Emitted when BFS hits ROOM_MAX_CELLS — surfaces the "split with interior wall" banner.
signal tile_beauty_changed(tile: Vector2i, beauty: float) ## Emitted when beauty recomputes for a tile (Phase 13 beauty system).
signal tile_dirtiness_changed(tile: Vector2i, dirt: float) ## Emitted when dirtiness crosses a tier threshold (clean/dirty/filthy).
# Phase 14 — Death + corpses + burial.
signal pawn_arrived_at_destination(pawn, tile: Vector2i) ## Emitted by Pawn when a walk-toil completes. DirtinessSystem uses this for traffic-dirt bumps.
signal pawn_died(pawn, cause: StringName) ## Emitted right before Pawn is unregistered; corpse spawn handler listens here.
signal corpse_spawned(corpse) ## Emitted when a Corpse entity is added to the world (right after pawn_died handler).
signal corpse_buried(corpse, grave_marker) ## Emitted when a corpse reaches a GraveSlot and converts to a permanent GraveMarker.
signal corpse_cremated(corpse, pyre) ## Emitted when a corpse is consumed by a cremation pyre recipe.
signal corpse_rotted_away(corpse) ## Emitted when an un-handled corpse hits decay 100 and is destroyed.
# Phase 15 — Storyteller.
signal storyteller_event_fired(event) ## Emitted when Storyteller selects an event and is about to display it (carries EventDef).
signal storyteller_event_resolved(event, choice_index: int) ## Emitted after the player dismisses or chooses (choice 0 = dismiss/first option).
signal storyteller_tension_changed(tension: float) ## Emitted when running tension score changes (0..100).
signal storyteller_ghost_state_entered ## Emitted when all colonists are dead/gone — wanderer recovery clock starts.
signal storyteller_ghost_state_exited ## Emitted when a wanderer joins and the colony is alive again.
# Phase 16 — Save/load.
signal save_started(slot: StringName) ## Emitted by SaveSystem.write_save before file IO.
signal save_finished(slot: StringName, ok: bool) ## Emitted after file IO; ok=false on write failure.
signal load_started(slot: StringName) ## Emitted by SaveSystem.apply_save before clear_all.
signal load_finished(slot: StringName, ok: bool, real_seconds_away: int) ## Emitted after respawn; real_seconds_away drives the "you've been away X" toast.
# Phase 17 — Touch UX completion.
signal pawn_selected(pawn) ## Emitted when Selection picks a pawn — opens PawnDetailPanel.
signal pawn_deselected ## Emitted when Selection clears — closes PawnDetailPanel.
signal workbench_selected(workbench)
signal workbench_deselected
signal stockpile_selected(zone) ## Emitted when Selection picks a StockpileZone — opens StockpilePanel for filter editing.
signal stockpile_deselected ## Emitted when Selection clears the active stockpile.
signal pawn_priority_changed(pawn, category: StringName, level: int) ## Emitted when priority matrix updates a cell.
signal alert_added(severity: StringName, text: String, focus_tile: Vector2i) ## Emitted by gameplay subsystems to surface a player notice. severity = info | warn | danger.
signal request_wolf_spawn(count: int) ## Phase 15 EventCatalog → WolfSpawner. Decouples threat-event effects from spawner.
signal wolf_spawned(wolves: Array) ## Emitted by WolfSpawner AFTER a raid wave has been instantiated; carries the spawned Wolf nodes. Audio uses this for raid-warning sting.
signal request_pawn_spawn(skills: Dictionary) ## Phase 17 EventCatalog wanderer events → World scene. skills dict is forwarded to pawn.setup; empty dict = random skills.
signal day_ended(summary: Dictionary) ## Emitted by Clock at dusk→night boundary; carries the end-of-day recap dict.
# Phase 19 — Onboarding (hint system + help section).
signal help_requested ## Settings "Help" button → opens HelpModal.
signal hint_dismissed(hint_id: StringName) ## Emitted by HintOverlay when player closes a hint; HintSystem persists the dismissal.
signal ui_panel_opened(panel_id: StringName) ## Emitted by UI panels (build_drawer, work_matrix, ...) when they become visible. HintSystem subscribes for tour gating.
# Accessibility (Phase 19 completion).
signal settings_changed ## Emitted by SettingsMenu._on_save_pressed() after GameState.apply_settings(); UI panels that honour accessibility flags re-read them here.
# Phase 18 — Alert wiring (dangling signals surfaced to AlertsLog).
signal no_stockpile_accepts(item_type: StringName, tile: Vector2i) ## Emitted by HaulingProvider when an item needs haul but no stockpile accepts it (rate-limited per item_type).
signal stockpile_layout_changed ## Emitted when any stockpile is added, removed, or has its filter/priority edited. HaulingProvider listens to reset haul_rejected items.
signal bill_blocked(recipe_label: String, reason: StringName, focus_tile: Vector2i) ## Emitted by CraftingProvider when a bill cannot proceed. reason: missing_ingredient | skill_too_low | no_workbench.