Adds full PC keyboard+mouse support on top of existing touch controls. Touch paths untouched. All input goes through named actions in project.godot. Bindings: - WASD / arrows: camera pan (speed scales with zoom) - = / -: keyboard zoom in/out - C / Home: center on selected pawn - Tab / Shift+Tab: cycle through pawns (pans camera to selection) - B / L / P / ,: toggle BuildDrawer / AlertsLog / WorkPriorityMatrix / Settings - Escape: cancel active designation tool > close topmost panel > deselect pawn - Right-click: cancel active tool or deselect pawn (RTS convention) - F: speed_cycle (action restored; handler still TODO) - pawn_prev action removed; Shift+Tab read via event.shift_pressed inline Escape priority enforced by Designation._input running before _unhandled_input plus each panel consuming its own cancel action when visible. Also fixes a pre-existing pre-Phase-17 bug: WorkPriorityMatrix, AlertsLog, StorytellerModal, LoadMenu, and SettingsMenu had MOUSE_FILTER_STOP Controls (Backdrop / Dim) that remained input-active when the panel was "closed" — their open/close paths only toggled _root.visible / _panel.visible, never CanvasLayer.visible. World mouse events (right-click deselect, left-click pawn-select) were silently eaten. Now each _set_visible / open / close toggles self.visible (the CanvasLayer) so input dispatch shuts off properly. Verified end-to-end via MCP runtime: WASD pan, zoom keys, Tab+Shift+Tab cycle, B-open + Escape-close, right-click deselect, left-click pawn-select all working in sequence with no input bleed. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
182 lines
6.4 KiB
GDScript
182 lines
6.4 KiB
GDScript
extends Node
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class_name Selection
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## Pawn selection + click-to-move input handler.
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##
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## A click on a pawn selects it; a click on a walkable tile while a pawn is
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## selected pathfinds + commands the walk. Drags belong to the camera (pan)
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## — we discriminate clicks from drags by motion + duration thresholds.
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##
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## Lives as a child of World; `_unhandled_input` runs after the camera rig
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## and after any CanvasLayer UI swallows its own clicks.
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const CLICK_MAX_DRIFT_PX: float = 8.0
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const CLICK_MAX_DURATION_MS: int = 300
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var _pathfinder: Pathfinder = null
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var _selected_pawn: Pawn = null
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var _camera = null # Camera2D (CameraRig) — set via bind_camera(); duck-typed to avoid circular preload
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# When Designation paint mode is active this flag is raised by Designation so
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# Selection does not also try to select/move on the same click.
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var designation_active: bool = false
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var _press_screen_pos: Vector2 = Vector2.ZERO
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var _press_time_ms: int = 0
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var _pressing: bool = false
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func bind(pathfinder: Pathfinder) -> void:
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assert(pathfinder != null, "Selection.bind: pathfinder is null")
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_pathfinder = pathfinder
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## Inject the CameraRig so Tab-cycle and center-on-selection can pan to the
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## selected pawn's tile. Call from world.gd after selection.bind().
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func bind_camera(rig) -> void:
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_camera = rig
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func selected() -> Pawn:
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return _selected_pawn
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func _unhandled_input(event: InputEvent) -> void:
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# ── Keyboard: Tab → cycle pawns (Shift+Tab reverses) ───────────────────────
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if event.is_action_pressed("pawn_next"):
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# Read shift from the event itself (set by the OS on the key event); more
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# reliable than Input.is_key_pressed(KEY_SHIFT) which doesn't reflect modifier
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# state from synthetic input events (MCP test injections).
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var reverse: bool = event is InputEventKey and event.shift_pressed
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_cycle_pawn(-1 if reverse else 1)
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get_viewport().set_input_as_handled()
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return
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# ── Keyboard: C / Home → center camera on selected pawn ─────────────────────
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if event.is_action_pressed("center_on_selection"):
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if _selected_pawn != null and _camera != null:
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_camera.pan_to_tile(_selected_pawn.tile)
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Audit.log("selection", "center_on_selection → %s" % _selected_pawn.tile)
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get_viewport().set_input_as_handled()
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return
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# ── Keyboard: Escape → deselect (lowest-priority; consumed last) ─────────────
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# Designation._input handles Escape first; panels handle it in _unhandled_input
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# before reaching here. If we still see it and have a selection, consume it.
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if event.is_action_pressed("cancel") and _selected_pawn != null:
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_deselect()
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get_viewport().set_input_as_handled()
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Audit.log("selection", "escape: deselected")
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return
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# ── Mouse: only handle button events below ───────────────────────────────────
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if not (event is InputEventMouseButton):
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return
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# ── Right-click: cancel designation (if active) or deselect pawn ─────────────
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if event.button_index == MOUSE_BUTTON_RIGHT and event.pressed:
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# Designation cancellation is handled by Designation._input; if we see
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# this right-click, no designation was active. Deselect any selected pawn.
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if _selected_pawn != null:
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_deselect()
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get_viewport().set_input_as_handled()
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return
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if event.button_index != MOUSE_BUTTON_LEFT:
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return
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# Designation paint mode owns input while active; Selection steps aside.
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if designation_active:
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return
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if event.pressed:
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_press_screen_pos = event.position
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_press_time_ms = Time.get_ticks_msec()
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_pressing = true
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return
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if not _pressing:
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return
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_pressing = false
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var drift: float = event.position.distance_to(_press_screen_pos)
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var dt_ms: int = Time.get_ticks_msec() - _press_time_ms
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# Anything that drifted more than a few pixels or sat for more than 300 ms
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# is the camera's drag-pan; ignore it as a select/move action.
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if drift > CLICK_MAX_DRIFT_PX or dt_ms > CLICK_MAX_DURATION_MS:
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return
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_handle_click(event.position)
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func _handle_click(screen_pos: Vector2) -> void:
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if _pathfinder == null:
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Audit.log("selection", "click before bind() — ignored")
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return
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var world_pos: Vector2 = get_viewport().get_canvas_transform().affine_inverse() * screen_pos
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var tile: Vector2i = Vector2i(
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floori(world_pos.x / float(Pawn.TILE_SIZE_PX)),
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floori(world_pos.y / float(Pawn.TILE_SIZE_PX)),
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)
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# Click on a pawn → select.
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var hit_pawn: Pawn = World.pawn_at_tile(tile)
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if hit_pawn != null:
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_select(hit_pawn)
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return
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# Empty tile with no current selection → no-op.
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if _selected_pawn == null:
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return
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# Empty walkable tile with a selection → queue a forced job. Decision picks
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# it up on the next sim tick (preempts whatever RestProvider had assigned).
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if not _pathfinder.is_walkable(tile):
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Audit.log("selection", "destination %s not walkable" % tile)
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return
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var go_job := Job.new()
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go_job.label = "Go to %s" % tile
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go_job.toils.append(Toil.walk_to(tile))
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go_job.toils.append(Toil.idle())
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_selected_pawn.forced_job = go_job
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Audit.log("selection", "forced %s → %s" % [_selected_pawn.pawn_name, tile])
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func _select(pawn: Pawn) -> void:
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if _selected_pawn == pawn:
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return
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if _selected_pawn != null:
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_selected_pawn.set_selected(false)
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EventBus.pawn_deselected.emit()
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_selected_pawn = pawn
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pawn.set_selected(true)
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EventBus.pawn_selected.emit(pawn)
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Audit.log("selection", "selected %s at %s" % [pawn.pawn_name, pawn.tile])
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## Clear the current selection without selecting another pawn.
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func _deselect() -> void:
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if _selected_pawn == null:
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return
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_selected_pawn.set_selected(false)
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EventBus.pawn_deselected.emit()
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Audit.log("selection", "deselected %s" % _selected_pawn.pawn_name)
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_selected_pawn = null
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## Cycle the selection forward (dir=1) or backward (dir=-1) through World.pawns.
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## Wraps around. If no pawn currently selected, picks World.pawns[0].
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## Pans the camera to the newly selected pawn's tile.
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func _cycle_pawn(dir: int) -> void:
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var pawns: Array = World.pawns
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if pawns.is_empty():
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return
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var next_pawn: Pawn
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if _selected_pawn == null:
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next_pawn = pawns[0]
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else:
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var idx: int = pawns.find(_selected_pawn)
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if idx == -1:
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next_pawn = pawns[0]
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else:
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idx = posmod(idx + dir, pawns.size())
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next_pawn = pawns[idx]
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_select(next_pawn)
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if _camera != null:
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_camera.pan_to_tile(next_pawn.tile)
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Audit.log("selection", "pawn_cycle dir=%d → %s" % [dir, next_pawn.pawn_name])
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