Three-agent fan-out shipping the major touch UI surfaces. Opus pre-wrote 6 EventBus signals (pawn_selected/deselected, pawn_priority_changed, alert_added, request_wolf_spawn, day_ended) + Pawn.work_priorities Dictionary stub before dispatch. Pattern proven across Phases 12-17. Pawn detail + Settings (Agent A): - scenes/ui/pawn_detail_panel.gd — right-side CanvasLayer (layer 18), ~360px wide, opens on EventBus.pawn_selected. Renders portrait, HP/Hunger/Sleep bars with threshold colors, current job, mood + sulking, statuses, top 5 mood thoughts, full skill table, read-only work-priorities row. Live-refreshes each sim tick. - scenes/ui/settings_menu.gd — modal CanvasLayer (layer 26), opened via Settings button. Auto-pause toggles (Threat/Wanderer/Pawn-Down/ Modal), audio sliders (stubs for Phase 18), accessibility checkboxes. Persists via GameState.apply_settings. - scenes/world/selection.gd — extended to emit pawn_selected/deselected through EventBus on tap. Build drawer + 12 new Designation tools (Agent B): - scenes/ui/build_drawer.gd — bottom-sheet CanvasLayer (layer 16) with 4 tabs (Designate/Build/Stockpile/Cancel) + FAB ⊕ open button. Each tab has HFlowContainer of 80×80 buttons with procedural colored icons + label. Tap → Designation.set_active_tool + alert + auto-close. - Designation: added TOOL_CHOP, TOOL_MINE, TOOL_BUILD_CRATE, TOOL_BUILD_BED, TOOL_BUILD_TORCH, 5× TOOL_BUILD_WORKBENCH_* variants, TOOL_PAINT_STOCKPILE. Plus tool_material override for wall/floor. - World._on_designation_added: extended dispatch for all 12 new tools; added _spawn_workbench() helper for the 5 bench kinds. Work matrix + Alerts log + Decision refactor + Wolf signal (Agent C): - scenes/ai/decision.gd: Layer 4 now filters by pawn.work_priorities (0=OFF skip, sort by level ascending with provider.priority tiebreak). NEEDS_CATEGORIES (rest/eat/sleep) bypass the filter — a pawn can never starve from misconfiguration. Audit log prefixes work decisions with (pri=N). - scenes/ui/work_priority_matrix.gd — CanvasLayer (layer 17) bottom-sheet grid: rows=pawns × cols=8 work categories. Each cell tap-cycles 1→2→3→4→0→1, color-coded (red/orange/yellow/blue/gray). Writes back to pawn.work_priorities + emits pawn_priority_changed. - scenes/ui/alerts_log.gd — CanvasLayer (layer 19) ring buffer 50 entries. Newest first, severity icon (info/warn/danger), Day HH:MM timestamp, Go-there camera pan. Listens to alert_added + storyteller_event_fired + day_ended. - EventBus.request_wolf_spawn wired end-to-end: EventCatalog _spawn_wolves emits; WolfSpawner._on_request_wolf_spawn force-spawns bypassing the darkness/cooldown gates. - Clock emits EventBus.day_ended(summary) at dusk→night transition. Top bar buttons added in order: ‖ / 1× / 5× / 12× / Save / Load / Settings / Build / Work / Log[N]. Plus the ⊕ FAB at bottom-right. MCP runtime verified all 4 surfaces via screenshot: - PawnDetailPanel: Bram shows Crafting=8 / Cooking=2 / Manual=0 matching seed; bars green; Mood: 50; work-priorities readout - BuildDrawer: 4 tabs visible, Designate tab shows Chop/Mine/Dig grave/ No roof buttons with procedural icons - WorkPriorityMatrix: 3 pawns × 8 categories, all '3' (NORMAL default) cells in yellow, tap-to-cycle ready - AlertsLog: 4 entries — red 'Wolf pack approaching!' danger, blue 'Bram is at the cabin' info, yellow 'Test alert' warn, blue 'Spring Awakens' from boot storyteller roll. Go-there button per entry. Mouse drag-paint works as-is (user noted). Existing Selection/Designation _unhandled_input handles drag. Deferred to Phase 17.5 polish: - Per-pawn/per-job view layers on the matrix - Stockpile 4×4 chip filter UI (paint creates 1×1 zones today) - Bill UI for workbenches (programmatic only today) - 'No stockpile accepts X' / 'Bill blocked' alert emit wiring - DaySummaryCard visual (signal emits today, no card UI) - Wanderer recruit UI, resource buff system 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>
206 lines
10 KiB
GDScript
206 lines
10 KiB
GDScript
extends Node
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## i18n string table — player-visible strings ONLY. Code keys, EN values.
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##
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## Locked from day one (per CLAUDE.md): no hardcoded display copy in scenes or
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## scripts. If you have player-facing text, add a key here and call Strings.t(key).
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##
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## Locale switching is post-MVP; the indirection lands now so we don't have to
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## retrofit the whole game later. When the table grows, move it to a .tres or
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## external CSV import; the public API (`Strings.t(key)`) stays the same.
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const TABLE: Dictionary = {
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# Phase 0 placeholder — populate as features land.
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&"app.title": "Rimlike",
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&"smoke.hello": "Phase 0 — autoloads online.",
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# Speed controls (top bar)
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&"speed.pause": "‖",
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&"speed.normal": "1×",
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&"speed.fast": "5×",
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&"speed.ultra": "12×",
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# HUD
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&"hud.tick": "Tick: {n}",
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# Phase 11 — in-game clock display ("{d}" = day, "{t}" = "HH:MM")
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&"clock.format": "Day {d}, {t}",
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# Phase 12 — season indicator ("{s}" = season name, "{d}" = 1-indexed day, "{total}" = days per season)
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&"season.spring": "Spring",
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&"season.summer": "Summer",
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&"season.autumn": "Autumn",
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&"season.winter": "Winter",
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&"season.format": "{s} {d}/12",
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# Pawn state labels
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&"pawn.state.idle": "idle",
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&"pawn.state.walking": "walking",
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# Item types (player-visible this phase)
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&"item.wood": "Wood",
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&"item.stone": "Stone",
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&"item.iron_ore": "Iron ore",
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# Item stack count badge ("{n}" is substituted at call site via .format())
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&"item.stack_count": "×{n}",
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# Phase 6 — new item types (carpenter bench + smelter outputs)
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&"item.plank": "Plank",
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&"item.stone_block": "Stone block",
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# Phase 7 — food loop and cooking chain item types
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&"item.flour": "Flour",
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&"item.bread": "Bread",
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&"item.meal": "Meal",
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# Phase 7 — cooking workbench labels
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&"workbench.hearth": "Hearth",
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&"workbench.millstone": "Millstone",
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# Phase 7 — pawn hunger states
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&"pawn.state.eating": "eating",
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&"pawn.state.hungry": "hungry",
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# Phase 11 — mood thoughts (player-visible in pawn-detail, Phase 17)
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&"thought.in_darkness": "In darkness",
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# Phase 6 — quality tier labels
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&"quality.shoddy": "Shoddy",
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&"quality.normal": "Normal",
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&"quality.excellent": "Excellent",
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&"quality.masterwork": "Masterwork",
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&"quality.legendary": "Legendary",
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# Phase 15 — Storyteller UI buttons
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&"ui.go_there": "Go there",
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&"ui.dismiss": "Dismiss",
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# Phase 16 — Save/Load UI
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&"ui.save": "Save",
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&"ui.load": "Load",
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&"ui.saved": "Saved",
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&"ui.saving": "Saving…",
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&"ui.no_saves": "No saves yet.",
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&"ui.continue": "Continue",
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&"ui.cancel": "Cancel",
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&"ui.manual_save": "Manual save",
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&"ui.autosave": "Autosave",
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&"ui.version_mismatch": "This save is from an older version (v{v}) — loading may fail. Continue?",
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&"ui.welcome_back": "Welcome back — away {n}",
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&"ui.welcome_back_min": "{n} minute",
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&"ui.welcome_back_mins": "{n} minutes",
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&"ui.welcome_back_hour": "{n} hour",
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&"ui.welcome_back_hours": "{n} hours",
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&"ui.load_failed": "Load failed (corrupt or version mismatch).",
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# Phase 15 — Storyteller event titles + bodies (25-event corpus).
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# EventDef factories in EventCatalog carry the English string directly;
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# these keys exist so Strings.t() is the indirection point for future locale
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# switching. When a locale ships, swap EventDef.title/body from these keys
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# instead of touching EventCatalog factories. (%pawn% is substituted by UI.)
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&"event.first_beds.title": "First Beds",
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&"event.first_beds.body": "Your settlers slept on the cold ground again. They are starting to ache.",
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&"event.empty_larder.title": "Empty Larder",
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&"event.empty_larder.body": "The larder is bare. Spring won't last forever.",
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&"event.no_fire.title": "No Fire",
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&"event.no_fire.body": "Without a hearth, the cold will bite by night.",
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&"event.walls.title": "Walls?",
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&"event.walls.body": "Sleeping under stars is romantic until the wolves arrive.",
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&"event.spring_awakens.title": "Spring Awakens",
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&"event.spring_awakens.body": "The thaw runs in every stream. Crops will grow fast now.",
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&"event.summers_heat.title": "Summer's Heat",
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&"event.summers_heat.body": "The sun beats down. Unsheltered work will tire faster.",
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&"event.autumns_harvest.title": "Autumn's Harvest",
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&"event.autumns_harvest.body": "The fields are heavy with the last of the year's bounty.",
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&"event.winters_edge.title": "Winter's Edge",
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&"event.winters_edge.body": "Frost has come. The road is closed; you are alone.",
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&"event.a_traveler.title": "A Traveler",
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&"event.a_traveler.body": "A weary traveler stumbles toward your gate. They look hungry. Will you welcome them?",
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&"event.the_refugee_family.title": "The Refugee Family",
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&"event.the_refugee_family.body": "A family fleeing bandits arrives. They have nothing, but they would work hard.",
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&"event.the_old_soldier.title": "The Old Soldier",
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&"event.the_old_soldier.body": "A retired soldier offers his blade for a place by your fire. Combat 8, but old and tired.",
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&"event.the_wandering_healer.title": "The Wandering Healer",
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&"event.the_wandering_healer.body": "A traveling healer asks for shelter. She brings knowledge of medicine.",
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&"event.wolves_at_the_edge.title": "Wolves at the Edge",
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&"event.wolves_at_the_edge.body": "Wolves howl in the distance. They will be here by nightfall.",
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&"event.lone_wolf.title": "Lone Wolf",
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&"event.lone_wolf.body": "A starving wolf circles your livestock.",
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&"event.pack_hunt.title": "Pack Hunt",
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&"event.pack_hunt.body": "A hunting pack moves through the forest. They smell your colony.",
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&"event.bandit_scouts.title": "Bandit Scouts",
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&"event.bandit_scouts.body": "Strange figures watched from the treeline at dusk. Bandits, perhaps.",
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&"event.fever.title": "Fever",
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&"event.fever.body": "%pawn% woke with a fever. The sickness may spread.",
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&"event.a_bad_cut.title": "A Bad Cut",
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&"event.a_bad_cut.body": "%pawn% gashed their hand chopping wood. The wound looks deep.",
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&"event.the_sleeplessness.title": "The Sleeplessness",
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&"event.the_sleeplessness.body": "%pawn% has barely slept. Something weighs on them.",
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&"event.bountiful_harvest.title": "Bountiful Harvest",
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&"event.bountiful_harvest.body": "Your fields exceeded the season. The granary swells.",
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&"event.lumberjacks_luck.title": "Lumberjack's Luck",
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&"event.lumberjacks_luck.body": "%pawn% found a copse of unusually thick trees.",
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&"event.veins_of_iron.title": "Veins of Iron",
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&"event.veins_of_iron.body": "A miner reports a rich vein, deeper than expected.",
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&"event.strange_stones.title": "Strange Stones",
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&"event.strange_stones.body": "Settlers report finding carved stones in the wood — older than any memory.",
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&"event.an_old_map.title": "An Old Map",
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&"event.an_old_map.body": "%pawn% found a tattered map. Roads to the north, half-faded.",
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&"event.one_year_survived.title": "One Year Survived",
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&"event.one_year_survived.body": "A full year. The first frost feels different now — yours is a real settlement.",
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# Phase 17 — PawnDetailPanel
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&"ui.detail.close": "X",
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&"ui.detail.hp": "HP",
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&"ui.detail.hunger": "Hunger",
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&"ui.detail.sleep": "Sleep",
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&"ui.detail.mood": "Mood",
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&"ui.detail.job": "Job",
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&"ui.detail.idle": "Idle",
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&"ui.detail.sulking": "Sulking",
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&"ui.detail.thoughts": "Thoughts",
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&"ui.detail.statuses": "Statuses",
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&"ui.detail.skills": "Skills",
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&"ui.detail.priorities": "Work priorities",
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&"ui.detail.skill.manual_labor": "Manual",
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&"ui.detail.skill.crafting": "Crafting",
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&"ui.detail.skill.cooking": "Cooking",
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&"ui.detail.skill.medicine": "Medicine",
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&"ui.detail.skill.combat": "Combat",
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&"ui.detail.sev": "sev={s}/{m}",
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# Phase 17 — SettingsMenu
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&"ui.settings.title": "Settings",
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&"ui.settings.speeds": "Speeds",
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&"ui.settings.shortcuts": "Pause=Space 1×=1 5×=2 12×=3",
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&"ui.settings.auto_pause": "Auto-pause",
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&"ui.settings.pause_threat": "On Threat",
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&"ui.settings.pause_wanderer": "On Wanderer",
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&"ui.settings.pause_pawn_down": "On Pawn-Down",
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&"ui.settings.pause_modal": "On Modal",
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&"ui.settings.audio": "Audio",
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&"ui.settings.master": "Master",
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&"ui.settings.music": "Music",
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&"ui.settings.sfx": "SFX",
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&"ui.settings.ambient": "Ambient",
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&"ui.settings.accessibility": "Accessibility",
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&"ui.settings.larger_text": "Larger Text",
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&"ui.settings.reduce_motion": "Reduce Motion",
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&"ui.settings.save": "Save",
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&"ui.settings.cancel": "Cancel",
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&"ui.settings.btn": "Settings",
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# Phase 17 — BuildDrawer bottom-sheet.
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&"ui.build": "Build",
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&"ui.build_drawer.designate": "Designate",
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&"ui.build_drawer.build": "Build",
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&"ui.build_drawer.stockpile": "Stockpile",
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&"ui.build_drawer.cancel": "Cancel",
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&"tool.chop": "Chop trees",
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&"tool.mine": "Mine rocks",
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&"tool.dig_grave": "Dig grave",
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&"tool.no_roof": "No roof",
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&"tool.build_wall_stone": "Stone wall",
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&"tool.build_wall_wood": "Wood wall",
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&"tool.build_floor_wood": "Wood floor",
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&"tool.build_floor_stone": "Stone floor",
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&"tool.build_door": "Door",
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&"tool.build_crate": "Crate",
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&"tool.build_bed": "Bed",
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&"tool.build_torch": "Torch",
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&"tool.workbench_carpenter": "Carpenter",
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&"tool.workbench_smelter": "Smelter",
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&"tool.workbench_millstone": "Millstone",
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&"tool.workbench_hearth": "Hearth",
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&"tool.workbench_cremation_pyre": "Cremation Pyre",
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&"tool.stockpile_general": "Stockpile",
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&"tool.graveyard": "Graveyard",
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}
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func t(key: StringName) -> String:
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if TABLE.has(key):
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return TABLE[key]
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push_warning("Strings.t(): missing key %s" % key)
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return String(key)
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