rimlike/scenes/ui/load_menu.gd
megaproxy 19d28ca9f8 Phase 16: Save/load full coverage + autosave + UI
Three-agent fan-out reusing the contracts-first pattern: Opus pre-wrote
World.clear_all + 4 EventBus signals (save_started/finished, load_started/
finished) before dispatch. Pattern proven across Phases 12/13/14/15/16.

Entity to_dict/from_dict + class_id tagging (Agent A):
- class_id tag added to all 18 entity to_dict methods for loader routing
- Missing pairs filled in: wolf, grave_slot, graveyard_zone, stockpile_zone,
  crate (from_dict). All defensive with d.get(field, default).
- Workbench round-trips label_text so Carpenter/Smelter/Millstone/Hearth/
  Pyre kinds survive reload
- BeautySystem + DirtinessSystem save_dict/apply_dict for sparse maps
- World.save_tilemap_layers / apply_tilemap_layers covering 5 layers
  (Terrain/Floor/Wall/Designation/Roof; Fog runtime-only skipped)

SaveSystem v2 rewrite (Agent B):
- SAVE_VERSION bumped from 1 to 2
- write_save(slot) pauses Sim, emits save_started, collects every entity
  via _collect_entities iterating all World registries, writes payload to
  user://save_<slot>.json
- apply_save full rewrite: pause sim → emit load_started → World.clear_all
  → apply autoloads (GameState/Clock/Weather/Storyteller) → apply tilemap
  layers → iterate payload.entities and dispatch to per-class factories
  → apply beauty/dirt maps → emit load_finished(slot, ok, real_seconds_away)
- Per-class factory registry: 18 class_ids dispatched to setup+add_child+
  from_dict patterns. CremationPyre detected via workbench.label_text == 'Pyre'
- Public slot API: save_to_slot/load_from_slot/has_save/delete_save/
  peek_save_metadata. Slots locked: &manual + &autosave

Autosave + UI + Resume toast (Agent C):
- autoload/autosave.gd — new Autosave autoload. Periodic every
  AUTOSAVE_INTERVAL_TICKS = 6000 (~5 in-game min at 20 Hz) + NOTIFICATION_
  APPLICATION_PAUSED (mobile) + NOTIFICATION_WM_WINDOW_FOCUS_OUT (desktop).
  Gated by _busy flag tied to EventBus.save_started/save_finished.
- TopBar extended with SaveBtn (💾) + LoadBtn buttons, 48×48 min hit area
- scenes/ui/load_menu.gd — CanvasLayer slot picker. Reads peek_save_metadata
  to show 'Manual save (Date Time)' / 'Autosave (Date Time)' rows.
  Version-mismatch warning dialog before continuing on older saves.
- scenes/ui/resume_toast.gd — top-center toast. On load_finished(ok=true):
  'Welcome back — N minutes/hours away' for 5s + 0.8s fade.
  On ok=false: 'Load failed (corrupt or version mismatch)'.
- Strings catalog: 14 new keys (ui.save / ui.load / ui.welcome_back_* /
  ui.load_failed etc.)
- main.gd mounts LoadMenu + ResumeToast as runtime CanvasLayer children

MCP runtime verified:
- Saved at tick 1137 → [save] wrote slot 'manual': 113 entities at tick 1137
- Advanced sim to tick 4600 at ULTRA speed (different state)
- load_from_slot(&manual) → [save] applied slot 'manual': 113 entities,
  0 errors, tick=1137, away=34s
- post-load: Sim.tick=1137 (restored), pawns alive=3, all furniture +
  workbenches + crops + walls + floors back in place
- Resume toast fires: [resume_toast] showing — ok=true seconds_away=34
- Autosave on focus-loss verified: [autosave] focus-loss → wrote autosave
- Screenshot shows TopBar with Save + Load buttons + post-load Lone Wolf
  storyteller modal from fresh dawn roll

Known acceptable gaps (deferred to Phase 20 tuning):
- Pawn JobRunner mid-INTERACT/mid-BUILD restarts from toil 0 on reload
  (walk toil round-trips; multi-step interact does not). Pawns lose a few
  seconds of work.
- Workbench bill mid-craft fetch state isn't fully serialized.
- Wolf.target_pawn re-resolution from name string is Agent A's documented
  pattern; Agent B's apply_save respects pawn-restoration ordering so the
  resolution works after pawns are back.

Delegation: 3× gdscript-refactor (Sonnet) agents in parallel; integration
+ MCP verify on Opus.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 19:24:59 +01:00

252 lines
8.1 KiB
GDScript

class_name LoadMenu extends CanvasLayer
## Phase 16 — Slot-picker shown when the player taps Load.
##
## Layer 25 — above StorytellerModal (20) and any banner (15).
## Shows Manual save + Autosave slots with timestamps. If a slot's version
## differs from SAVE_VERSION, the player sees a warning dialog before the load
## proceeds.
##
## Open via LoadMenu.open(); close via the Cancel button or _close().
## Emitted when the player confirms a load (after any version-mismatch dialog).
signal load_confirmed(slot: StringName)
const TILE_SIZE_PX: int = 16
# ── node refs ─────────────────────────────────────────────────────────────────
var _dim: ColorRect = null
var _panel: PanelContainer = null
var _slot_list: VBoxContainer = null
var _no_saves_label: Label = null
var _cancel_btn: Button = null
# Version-mismatch confirmation dialog refs.
var _warn_dim: ColorRect = null
var _warn_panel: PanelContainer = null
var _warn_label: Label = null
var _warn_continue_btn: Button = null
var _warn_cancel_btn: Button = null
## The slot waiting for confirmation (set while the warning dialog is open).
var _pending_slot: StringName = &""
func _ready() -> void:
layer = 25
_build_ui()
_set_visible(false)
Audit.log("load_menu", "LoadMenu ready")
func _exit_tree() -> void:
pass
# ── public API ────────────────────────────────────────────────────────────────
func open() -> void:
_refresh_slots()
_set_visible(true)
Audit.log("load_menu", "opened")
# ── UI construction ───────────────────────────────────────────────────────────
func _build_ui() -> void:
# Full-screen dim.
_dim = ColorRect.new()
_dim.name = "Dim"
_dim.set_anchors_preset(Control.PRESET_FULL_RECT)
_dim.color = Color(0.0, 0.0, 0.0, 0.55)
_dim.mouse_filter = Control.MOUSE_FILTER_STOP
add_child(_dim)
# Centre panel.
_panel = PanelContainer.new()
_panel.name = "Dialog"
_panel.set_anchors_preset(Control.PRESET_CENTER)
_panel.custom_minimum_size = Vector2(360, 220)
_panel.offset_left = -180
_panel.offset_right = 180
_panel.offset_top = -110
_panel.offset_bottom = 110
add_child(_panel)
var vbox := VBoxContainer.new()
vbox.add_theme_constant_override("separation", 12)
_panel.add_child(vbox)
# Title.
var title := Label.new()
title.name = "Title"
title.text = Strings.t(&"ui.load")
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
vbox.add_child(title)
# Slot list (populated by _refresh_slots).
_slot_list = VBoxContainer.new()
_slot_list.name = "SlotList"
_slot_list.add_theme_constant_override("separation", 8)
vbox.add_child(_slot_list)
# "No saves yet" label — hidden when slots exist.
_no_saves_label = Label.new()
_no_saves_label.name = "NoSaves"
_no_saves_label.text = Strings.t(&"ui.no_saves")
_no_saves_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_no_saves_label.visible = false
vbox.add_child(_no_saves_label)
# Cancel row.
var cancel_row := HBoxContainer.new()
cancel_row.alignment = BoxContainer.ALIGNMENT_CENTER
vbox.add_child(cancel_row)
_cancel_btn = Button.new()
_cancel_btn.name = "CancelBtn"
_cancel_btn.text = Strings.t(&"ui.cancel")
_cancel_btn.custom_minimum_size = Vector2(120, 48)
_cancel_btn.focus_mode = Control.FOCUS_NONE
_cancel_btn.pressed.connect(_close)
cancel_row.add_child(_cancel_btn)
# Version-mismatch warning dialog (built once, shown when needed).
_build_warn_dialog()
func _build_warn_dialog() -> void:
_warn_dim = ColorRect.new()
_warn_dim.name = "WarnDim"
_warn_dim.set_anchors_preset(Control.PRESET_FULL_RECT)
_warn_dim.color = Color(0.0, 0.0, 0.0, 0.45)
_warn_dim.mouse_filter = Control.MOUSE_FILTER_STOP
_warn_dim.visible = false
add_child(_warn_dim)
_warn_panel = PanelContainer.new()
_warn_panel.name = "WarnDialog"
_warn_panel.set_anchors_preset(Control.PRESET_CENTER)
_warn_panel.custom_minimum_size = Vector2(340, 160)
_warn_panel.offset_left = -170
_warn_panel.offset_right = 170
_warn_panel.offset_top = -80
_warn_panel.offset_bottom = 80
_warn_panel.visible = false
add_child(_warn_panel)
var vbox := VBoxContainer.new()
vbox.add_theme_constant_override("separation", 12)
_warn_panel.add_child(vbox)
_warn_label = Label.new()
_warn_label.name = "WarnLabel"
_warn_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_warn_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
vbox.add_child(_warn_label)
var btn_row := HBoxContainer.new()
btn_row.alignment = BoxContainer.ALIGNMENT_CENTER
btn_row.add_theme_constant_override("separation", 12)
vbox.add_child(btn_row)
_warn_continue_btn = Button.new()
_warn_continue_btn.text = Strings.t(&"ui.continue")
_warn_continue_btn.custom_minimum_size = Vector2(120, 48)
_warn_continue_btn.focus_mode = Control.FOCUS_NONE
_warn_continue_btn.pressed.connect(_on_warn_continue)
btn_row.add_child(_warn_continue_btn)
_warn_cancel_btn = Button.new()
_warn_cancel_btn.text = Strings.t(&"ui.cancel")
_warn_cancel_btn.custom_minimum_size = Vector2(120, 48)
_warn_cancel_btn.focus_mode = Control.FOCUS_NONE
_warn_cancel_btn.pressed.connect(_on_warn_cancel)
btn_row.add_child(_warn_cancel_btn)
# ── slot population ───────────────────────────────────────────────────────────
func _refresh_slots() -> void:
# Clear previous slot buttons.
for child in _slot_list.get_children():
child.queue_free()
var slots: Array[StringName] = [&"manual", &"autosave"]
var any_exist: bool = false
for slot in slots:
var meta: Dictionary = SaveSystem.peek_save_metadata(slot)
if not meta.get("exists", false):
continue
any_exist = true
var label_key: StringName = &"ui.manual_save" if slot == &"manual" else &"ui.autosave"
var saved_at: int = int(meta.get("saved_at_unix", 0))
var date_str: String = _unix_to_date(saved_at)
var btn_text: String = "%s (%s)" % [Strings.t(label_key), date_str]
var btn := Button.new()
btn.text = btn_text
btn.custom_minimum_size = Vector2(320, 48)
btn.focus_mode = Control.FOCUS_NONE
# Capture slot by value in the lambda.
btn.pressed.connect(_on_slot_pressed.bind(slot, int(meta.get("version", 1))))
_slot_list.add_child(btn)
_no_saves_label.visible = not any_exist
func _unix_to_date(unix: int) -> String:
if unix <= 0:
return ""
var dt: Dictionary = Time.get_datetime_dict_from_unix_time(unix)
return "%04d-%02d-%02d %02d:%02d" % [dt.year, dt.month, dt.day, dt.hour, dt.minute]
# ── interaction ───────────────────────────────────────────────────────────────
func _on_slot_pressed(slot: StringName, file_version: int) -> void:
if file_version != SaveSystem.SAVE_VERSION:
# Show version-mismatch warning dialog before proceeding.
_pending_slot = slot
_warn_label.text = Strings.t(&"ui.version_mismatch").format({"v": file_version})
_warn_dim.visible = true
_warn_panel.visible = true
Audit.log("load_menu", "version mismatch warning shown for slot '%s' (v%d)" % [slot, file_version])
else:
_do_load(slot)
func _on_warn_continue() -> void:
_warn_dim.visible = false
_warn_panel.visible = false
if _pending_slot != &"":
_do_load(_pending_slot)
_pending_slot = &""
func _on_warn_cancel() -> void:
_warn_dim.visible = false
_warn_panel.visible = false
_pending_slot = &""
Audit.log("load_menu", "version mismatch — player cancelled load")
func _do_load(slot: StringName) -> void:
Audit.log("load_menu", "loading slot '%s'" % slot)
load_confirmed.emit(slot)
_close()
SaveSystem.load_from_slot(slot)
func _close() -> void:
_set_visible(false)
Audit.log("load_menu", "closed")
func _set_visible(v: bool) -> void:
if _dim != null:
_dim.visible = v
if _panel != null:
_panel.visible = v