Three-agent fan-out (gdscript-refactor x3) ships the chosen Phase 19 approach: contextual hints during first session + a Help reference, plus a sweep of hover tooltips for desktop discoverability. - HintSystem (autoload) + HintOverlay (layer 22 top-center banner): 7-step tour gated on player events — welcome (boot+2s), pawn select, build drawer open, stockpile painted, work matrix open, day_ended, tour_complete. Per-hint dismissals persist as Array[String] in GameState.settings['dismissed_hints']. Max-3 FIFO queue if hints chain. Reduce-motion path snaps in/out instead of tweening. Reset_tour() public API for the Help modal. - HelpModal (layer 20): 5-tab static reference (Controls / Verbs / Priorities / Storyteller / Tips). Opens via EventBus.help_requested, dimmed backdrop, X/Esc/backdrop-tap dismiss. SettingsMenu gains an 'Onboarding' section: Show-hints checkbox, Help button (emits help_requested), Reset hints button (calls HintSystem.reset_tour with has_method guard). Pre-existing 'W' keybind reference fixed to 'P'. - Tooltip pass: tooltip_text via Strings.t on every TopBar button (10 buttons incl. speed shortcuts), BuildDrawer FAB, and every tool button in BuildDrawer (21 tools). _add_tool_btn extended with optional tooltip param. ~34 new tooltip.* string keys. Contracts pre-written (Opus): EventBus.help_requested, hint_dismissed, ui_panel_opened signals; GameState show_hints + dismissed_hints defaults; BuildDrawer.open + WorkPriorityMatrix.open emit ui_panel_opened so HintSystem can subscribe via one signal. Also recorded [MED] known bug in memory.md: drag-paint with active paint tool is eaten by camera drag-pan. MCP runtime verified: welcome banner fires 2s after boot, dismiss queues build_drawer hint on next ui_panel_opened, dismissed_hints persisted as ['welcome'], HelpModal opens via help_requested with tab switching working (Controls → Tips verified visually). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
200 lines
7.1 KiB
GDScript
200 lines
7.1 KiB
GDScript
extends Node
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## Phase 19 — Onboarding hint tour orchestrator.
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##
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## Reads GameState.settings["show_hints"] and ["dismissed_hints"] at _ready.
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## Connects signal-based triggers for the 7-step tour; queues hints when the
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## overlay is busy (max depth 3, oldest dropped first on overflow).
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##
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## The autoload name is HintSystem. HintOverlay registers itself here in its
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## own _ready so this singleton never calls find_child() on the tree.
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##
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## Tour steps in order:
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## welcome → pawn_select → build_drawer → stockpile_painted →
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## work_matrix → day_ended → tour_complete (auto-fired after day_ended)
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# ── tour definition ──────────────────────────────────────────────────────────
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## Each entry: { id, message_key } — trigger wiring is in _connect_triggers().
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const TOUR: Array = [
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{ "id": &"welcome", "msg": &"hint.welcome" },
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{ "id": &"pawn_select", "msg": &"hint.pawn_select" },
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{ "id": &"build_drawer", "msg": &"hint.build_drawer" },
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{ "id": &"stockpile_painted", "msg": &"hint.stockpile_painted" },
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{ "id": &"work_matrix", "msg": &"hint.work_matrix" },
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{ "id": &"day_ended", "msg": &"hint.day_ended" },
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{ "id": &"tour_complete", "msg": &"hint.tour_complete" },
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]
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const MAX_QUEUE: int = 3
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# ── state ─────────────────────────────────────────────────────────────────────
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var _overlay: Node = null # HintOverlay — registered via register_overlay()
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var _queue: Array = [] # Array[StringName] pending hint ids
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var _overlay_busy: bool = false # true while overlay is sliding in or showing
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var _enabled: bool = false # false if show_hints == false or all dismissed
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func _ready() -> void:
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process_mode = Node.PROCESS_MODE_ALWAYS
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var show: bool = bool(GameState.settings.get("show_hints", true))
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if not show:
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Audit.log("hint_system", "HintSystem disabled (show_hints=false)")
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return
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_enabled = true
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_connect_triggers()
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Audit.log("hint_system", "HintSystem ready")
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# ── public API ───────────────────────────────────────────────────────────────
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## Called by HintOverlay._ready() to register itself with this singleton.
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func register_overlay(overlay: Node) -> void:
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_overlay = overlay
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Audit.log("hint_system", "HintOverlay registered")
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## Reset the full tour: clear dismissed list, re-enable, refire welcome.
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## Called by HelpModal's "Reset hints" button.
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func reset_tour() -> void:
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GameState.settings["dismissed_hints"] = [] as Array
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_queue.clear()
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_overlay_busy = false
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_enabled = true
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if not _are_triggers_connected():
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_connect_triggers()
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_try_show(&"welcome")
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Audit.log("hint_system", "tour reset")
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# ── trigger wiring ───────────────────────────────────────────────────────────
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func _are_triggers_connected() -> bool:
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return EventBus.pawn_selected.is_connected(_on_pawn_selected)
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func _connect_triggers() -> void:
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# welcome — deferred 2s timer, only if not already dismissed.
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if not _is_dismissed(&"welcome"):
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get_tree().create_timer(2.0).timeout.connect(_on_welcome_timer)
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# pawn_select
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if not EventBus.pawn_selected.is_connected(_on_pawn_selected):
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EventBus.pawn_selected.connect(_on_pawn_selected)
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# build_drawer + work_matrix share ui_panel_opened
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if not EventBus.ui_panel_opened.is_connected(_on_ui_panel_opened):
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EventBus.ui_panel_opened.connect(_on_ui_panel_opened)
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# stockpile_painted
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if not EventBus.designation_added.is_connected(_on_designation_added):
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EventBus.designation_added.connect(_on_designation_added)
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# day_ended
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if not EventBus.day_ended.is_connected(_on_day_ended):
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EventBus.day_ended.connect(_on_day_ended)
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# hint_dismissed — HintOverlay emits this; we persist and dequeue.
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if not EventBus.hint_dismissed.is_connected(_on_hint_dismissed):
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EventBus.hint_dismissed.connect(_on_hint_dismissed)
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# ── trigger handlers ─────────────────────────────────────────────────────────
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func _on_welcome_timer() -> void:
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_try_show(&"welcome")
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func _on_pawn_selected(_pawn) -> void:
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_try_show(&"pawn_select")
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func _on_ui_panel_opened(panel_id: StringName) -> void:
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match panel_id:
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&"build_drawer":
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_try_show(&"build_drawer")
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&"work_matrix":
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_try_show(&"work_matrix")
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func _on_designation_added(_cell: Vector2i, tool: StringName) -> void:
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if tool == &"paint_stockpile":
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_try_show(&"stockpile_painted")
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func _on_day_ended(_summary: Dictionary) -> void:
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_try_show(&"day_ended")
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func _on_hint_dismissed(hint_id: StringName) -> void:
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# Persist dismissal (String, not StringName, for JSON-safe save).
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var dismissed: Array = GameState.settings["dismissed_hints"]
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var id_str: String = String(hint_id)
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if not dismissed.has(id_str):
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dismissed.append(id_str)
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GameState.settings["dismissed_hints"] = dismissed
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_overlay_busy = false
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Audit.log("hint_system", "dismissed: %s total=%d" % [id_str, dismissed.size()])
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# Auto-fire tour_complete after day_ended is dismissed.
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if hint_id == &"day_ended":
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_try_show(&"tour_complete")
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# Drain the queue.
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_drain_queue()
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# ── show / queue logic ───────────────────────────────────────────────────────
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func _try_show(hint_id: StringName) -> void:
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if not _enabled:
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return
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if _is_dismissed(hint_id):
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return
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if _overlay_busy:
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_enqueue(hint_id)
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return
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_show_now(hint_id)
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func _show_now(hint_id: StringName) -> void:
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if _overlay == null:
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# Overlay not yet mounted — queue for later.
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_enqueue(hint_id)
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return
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var msg_key: StringName = _msg_key_for(hint_id)
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_overlay_busy = true
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_overlay.show_hint(hint_id, Strings.t(msg_key))
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func _enqueue(hint_id: StringName) -> void:
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if _queue.has(hint_id):
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return # already pending
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if _queue.size() >= MAX_QUEUE:
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_queue.pop_front() # drop oldest to cap backlog
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_queue.append(hint_id)
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func _drain_queue() -> void:
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while _queue.size() > 0:
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var next: StringName = _queue[0]
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_queue.pop_front()
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if _is_dismissed(next):
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continue # skip already-dismissed entries
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_show_now(next)
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return # show one at a time; wait for next hint_dismissed
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# ── helpers ──────────────────────────────────────────────────────────────────
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func _is_dismissed(hint_id: StringName) -> bool:
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var dismissed: Array = GameState.settings.get("dismissed_hints", [])
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return dismissed.has(String(hint_id))
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func _msg_key_for(hint_id: StringName) -> StringName:
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for entry in TOUR:
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if entry["id"] == hint_id:
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return entry["msg"]
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return &"hint.welcome" # fallback
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