Adds an InspectTooltip CanvasLayer that follows the mouse, samples the tile under the cursor each frame, and renders a small dark panel with a short description of whatever's there. Per-entity describers cover the playable surface: * Pawn: name + HP + mood + current job * Tree / rock / big rock: progress %, "marked" tag if designated * Wall: material + ghost/% if unbuilt * Floor / door / torch: ghost vs complete state * Bed: occupant or "available", medical tag * Crate: full contents broken down by item type and count * Workbench: label + active bills count * Item on ground: type + stack size * Corpse: deceased name + fresh/rotting/rotted state * Wolf: HP + state * Grave marker: deceased name * Stockpile / graveyard zone: name + priority + accepted types Layer 50 so the tooltip sits above the world but below modals (which sit at 100+). process_mode = ALWAYS so hovering still works during storyteller modals. Position auto-flips to the other side of the cursor when it would overflow the viewport. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
150 lines
6.2 KiB
GDScript
150 lines
6.2 KiB
GDScript
extends Node2D
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## Bootstrap. Mounts the world view + UI overlay.
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##
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## Once we add menus / continue-game / new-game flows this will branch
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## on game state. For Phase 1 it just instances the World and TopBar,
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## which are children placed in main.tscn.
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##
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## Phase 15 — StorytellerBanner and StorytellerModal are runtime-instantiated
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## here (same pattern as world.gd's BeautySystem / DirtinessSystem). Both are
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## CanvasLayer nodes so they draw above the world regardless of scene-tree order.
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##
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## Phase 16 — LoadMenu (layer 25) and ResumeToast (layer 22) are runtime-
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## instantiated here. LoadMenu ref is injected into TopBar so the Load button
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## can call open() without a get_node("/root/…") call.
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const STORYTELLER_BANNER_SCRIPT: Script = preload("res://scenes/ui/storyteller_banner.gd")
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const STORYTELLER_MODAL_SCRIPT: Script = preload("res://scenes/ui/storyteller_modal.gd")
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const LOAD_MENU_SCRIPT: Script = preload("res://scenes/ui/load_menu.gd")
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const RESUME_TOAST_SCRIPT: Script = preload("res://scenes/ui/resume_toast.gd")
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# Phase 17 — PawnDetailPanel (layer 18) and SettingsMenu (layer 26).
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const PAWN_DETAIL_PANEL_SCRIPT: Script = preload("res://scenes/ui/pawn_detail_panel.gd")
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const SETTINGS_MENU_SCRIPT: Script = preload("res://scenes/ui/settings_menu.gd")
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# Phase 17 (Agent B) — BuildDrawer bottom-sheet (layer 16).
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const BUILD_DRAWER_SCRIPT: Script = preload("res://scenes/ui/build_drawer.gd")
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# Phase 17 (Agent C) — WorkPriorityMatrix (layer 17) and AlertsLog (layer 19).
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const WORK_PRIORITY_MATRIX_SCRIPT: Script = preload("res://scenes/ui/work_priority_matrix.gd")
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const ALERTS_LOG_SCRIPT: Script = preload("res://scenes/ui/alerts_log.gd")
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func _ready() -> void:
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Audit.log("main", "Phase 3 — world + AI (Decision + JobRunner + RestProvider) online.")
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# Autoloads — keep these asserts; cheap and catch a renamed-autoload
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# regression instantly.
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assert(World != null, "World autoload missing")
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assert(Sim != null, "Sim autoload missing")
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assert(GameState != null, "GameState autoload missing")
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assert(EventBus != null, "EventBus autoload missing")
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assert(Strings != null, "Strings autoload missing")
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assert(SaveSystem != null, "SaveSystem autoload missing")
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assert(Autosave != null, "Autosave autoload missing")
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# Phase 15 — Storyteller UI layers. Runtime-instantiated so no .tscn edit is
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# needed. CanvasLayer ensures correct draw order above World/TopBar regardless
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# of parent-node position.
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var banner := CanvasLayer.new()
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banner.set_script(STORYTELLER_BANNER_SCRIPT)
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banner.name = "StorytellerBanner"
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add_child(banner)
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var modal := CanvasLayer.new()
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modal.set_script(STORYTELLER_MODAL_SCRIPT)
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modal.name = "StorytellerModal"
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add_child(modal)
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Audit.log("main", "Phase 15 — StorytellerBanner + StorytellerModal mounted.")
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# Phase 16 — Save/Load UI layers.
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var resume_toast := CanvasLayer.new()
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resume_toast.set_script(RESUME_TOAST_SCRIPT)
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resume_toast.name = "ResumeToast"
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add_child(resume_toast)
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var load_menu := CanvasLayer.new()
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load_menu.set_script(LOAD_MENU_SCRIPT)
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load_menu.name = "LoadMenu"
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add_child(load_menu)
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# Inject LoadMenu ref into TopBar so the Load button can call open()
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# without reaching into the scene tree by path.
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var top_bar = get_node_or_null("TopBar")
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if top_bar != null:
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top_bar.load_menu = load_menu
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Audit.log("main", "Phase 16 — LoadMenu + ResumeToast mounted.")
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# Phase 17 — PawnDetailPanel (layer 18) and SettingsMenu (layer 26).
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var pawn_detail_panel := CanvasLayer.new()
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pawn_detail_panel.set_script(PAWN_DETAIL_PANEL_SCRIPT)
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pawn_detail_panel.name = "PawnDetailPanel"
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add_child(pawn_detail_panel)
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var settings_menu := CanvasLayer.new()
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settings_menu.set_script(SETTINGS_MENU_SCRIPT)
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settings_menu.name = "SettingsMenu"
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add_child(settings_menu)
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# Inject SettingsMenu ref into TopBar so the Settings button can call open()
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# without reaching into the scene tree by path.
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if top_bar != null:
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top_bar.settings_menu = settings_menu
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if top_bar.has_method("_add_settings_btn"):
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top_bar._add_settings_btn()
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Audit.log("main", "Phase 17 — PawnDetailPanel + SettingsMenu mounted.")
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# Phase 17 (Agent B) — BuildDrawer bottom-sheet (layer 16).
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# Must mount AFTER the World node is ready (World._ready seeds designation_ctl).
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# Resolve the Designation controller from the World child so BuildDrawer can
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# call set_active_tool() without a get_node("/root/…") call.
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var build_drawer := CanvasLayer.new()
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build_drawer.set_script(BUILD_DRAWER_SCRIPT)
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build_drawer.name = "BuildDrawer"
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add_child(build_drawer)
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# Inject Designation ref (World child node) into the drawer.
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var world_node = get_node_or_null("World")
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if world_node != null:
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var desig = world_node.get_node_or_null("DesignationCtl")
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if desig != null:
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build_drawer.designation = desig
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else:
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Audit.log("main", "BuildDrawer: DesignationCtl not found on World — tool paint disabled")
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else:
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Audit.log("main", "BuildDrawer: World node not found — tool paint disabled")
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# Inject BuildDrawer ref into TopBar and add the Build button.
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if top_bar != null:
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top_bar.build_drawer = build_drawer
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if top_bar.has_method("_add_build_btn"):
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top_bar._add_build_btn()
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Audit.log("main", "Phase 17 (Agent B) — BuildDrawer mounted.")
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# Phase 17 (Agent C) — WorkPriorityMatrix (layer 17) and AlertsLog (layer 19).
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var work_matrix := CanvasLayer.new()
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work_matrix.set_script(WORK_PRIORITY_MATRIX_SCRIPT)
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work_matrix.name = "WorkPriorityMatrix"
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add_child(work_matrix)
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var alerts_log := CanvasLayer.new()
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alerts_log.set_script(ALERTS_LOG_SCRIPT)
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alerts_log.name = "AlertsLog"
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add_child(alerts_log)
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# Inspect tooltip — hover any tile to see what's there (pawn / wall / bed
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# / crate contents / tree progress / item stack / stockpile filter).
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# Layer 50: above world, below modals (which sit at 100+).
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var inspect := CanvasLayer.new()
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inspect.set_script(preload("res://scenes/ui/inspect_tooltip.gd"))
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inspect.name = "InspectTooltip"
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add_child(inspect)
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# Inject refs into TopBar and add Work + Log buttons to ButtonRow.
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if top_bar != null:
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top_bar.work_priority_matrix = work_matrix
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top_bar.alerts_log_panel = alerts_log
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if top_bar.has_method("_add_work_log_btns"):
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top_bar._add_work_log_btns()
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Audit.log("main", "Phase 17 (Agent C) — WorkPriorityMatrix + AlertsLog mounted.")
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