rimlike/autoload/strings.gd
megaproxy 3da7353387 Phase 15: Storyteller (25 events, daily roll, banner+modal UI)
Three-agent fan-out reusing the contracts-first pattern: Opus pre-wrote
EventDef class + 5 EventBus signals + Storyteller autoload stub before
dispatch. Pattern proven across Phases 12/13/14/15.

EventDef + 25-event corpus (Agent A):
- scenes/storyteller/event_def.gd — data class with id/title/body/
  category/display/cooldown_days/base_weight/choices/auto_pause/
  focus_tile/trigger_predicate/on_resolve
- scenes/storyteller/event_catalog.gd — class_name EventCatalog with
  register_all() dispatcher + 25 _event_NN() static factories covering
  all 8 categories (nudge×4, seasonal×4, wanderer×4, threat×4, disease×3,
  resource×3, lore×2, milestone×1)
- Strings catalog: 50 keys added (event.<id>.title + event.<id>.body)
  + ui.go_there / ui.dismiss for UI buttons
- on_resolve effects: real-wired for a_bad_cut (StatusCatalog.bleeding),
  one_year_survived + refugee_family + sleeplessness (colony mood thoughts);
  stubbed-with-log for wanderer spawns (Phase 17 recruit UI), resource
  buffs (Phase 17 work-buff system), wolf spawn (EventBus signal pending),
  fever (StatusCatalog.sick pending), seasonal effects

Storyteller real implementation (Agent B):
- autoload/storyteller.gd — replaced stub with full logic:
  * Daily 6 AM roll via Clock.phase_changed(&dawn), one-per-day guard
  * Per-event cooldown via _event_last_fired Dict; per-category via
    _category_last_fired Dict + CATEGORY_COOLDOWN_DAYS (nudge=2,
    seasonal=12, wanderer=5, threat=3, disease=4, resource=3, lore=6,
    milestone=30) — both gates must pass
  * Tension model: 0..100, −3/roll decay, +15 on THREAT fire (net +12)
    Category multipliers: THREAT = lerp(2.0, 0.3, t/100),
    RESOURCE = lerp(0.5, 1.5, t/100), others = 1.0
  * State-trigger 3× weight boost when predicate currently true
  * Auto-pause Sim before showing UI for auto_pause events
  * Ghost state: _on_pawn_died flips on World.pawns empty,
    _ghost_wanderer_target_day = today + randi_range(3, 5),
    daily roll bypasses pool and force-fires WANDERER (prefers a_traveler)
  * Full save/load round-trip incl. cooldown dicts (StringName↔String)

Banner + Modal UI (Agent C):
- scenes/ui/storyteller_banner.gd — class_name StorytellerBanner extends
  CanvasLayer (layer 15), top-center under top-bar, 6-sec auto-dismiss
  Timer, tap-to-dismiss-early, internal queue for back-to-back events
- scenes/ui/storyteller_modal.gd — class_name StorytellerModal extends
  CanvasLayer (layer 20), center PanelContainer, full-screen 0.45 dim
  ColorRect, 0/1/2 choice button layouts
- camera_rig.gd: pan_to_tile(tile) public helper using existing
  _centre_on tween slot
- Both UI scenes runtime-instantiated in main.gd as CanvasLayer children
  (no .tscn edit needed)
- %pawn% substitution at display time (World.pawns[0].pawn_name fallback)

Modal auto-hide-on-resolve fix (Opus mid-flight):
- Original Agent C modal only hid on internal button click. Added
  EventBus.storyteller_event_resolved subscriber → _set_visible(false)
  so external resolve_current calls (test scripts, ghost-state auto-fire)
  also dismiss the dialog.

MCP runtime verified across two boots:
- Boot 1: day 0 roll → lone_wolf THREAT, modal 'A starving wolf circles
  your livestock.' with Prepare/Dismiss + auto-pause (tick 1 frozen).
  Resolve → tension 27→42, sim resumed.
- Boot 2: day 0 roll → an_old_map LORE, top-center banner, non-blocking.
  Banner path + modal path both visually confirmed.

Deferred to Phase 17 polish:
- EventBus.request_wolf_spawn signal — wolf-spawn effects log-stub today
- Wanderer recruit UI (modal currently dismisses, pawn add deferred)
- Resource buff system (next-N-jobs multipliers)
- 3+ choice modals (current UI renders first 2)
- .tres event resources (currently code-as-data factories)

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

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 19:01:35 +01:00

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extends Node
## i18n string table — player-visible strings ONLY. Code keys, EN values.
##
## Locked from day one (per CLAUDE.md): no hardcoded display copy in scenes or
## scripts. If you have player-facing text, add a key here and call Strings.t(key).
##
## Locale switching is post-MVP; the indirection lands now so we don't have to
## retrofit the whole game later. When the table grows, move it to a .tres or
## external CSV import; the public API (`Strings.t(key)`) stays the same.
const TABLE: Dictionary = {
# Phase 0 placeholder — populate as features land.
&"app.title": "Rimlike",
&"smoke.hello": "Phase 0 — autoloads online.",
# Speed controls (top bar)
&"speed.pause": "",
&"speed.normal": "1×",
&"speed.fast": "5×",
&"speed.ultra": "12×",
# HUD
&"hud.tick": "Tick: {n}",
# Phase 11 — in-game clock display ("{d}" = day, "{t}" = "HH:MM")
&"clock.format": "Day {d}, {t}",
# Phase 12 — season indicator ("{s}" = season name, "{d}" = 1-indexed day, "{total}" = days per season)
&"season.spring": "Spring",
&"season.summer": "Summer",
&"season.autumn": "Autumn",
&"season.winter": "Winter",
&"season.format": "{s} {d}/12",
# Pawn state labels
&"pawn.state.idle": "idle",
&"pawn.state.walking": "walking",
# Item types (player-visible this phase)
&"item.wood": "Wood",
&"item.stone": "Stone",
&"item.iron_ore": "Iron ore",
# Item stack count badge ("{n}" is substituted at call site via .format())
&"item.stack_count": "×{n}",
# Phase 6 — new item types (carpenter bench + smelter outputs)
&"item.plank": "Plank",
&"item.stone_block": "Stone block",
# Phase 7 — food loop and cooking chain item types
&"item.flour": "Flour",
&"item.bread": "Bread",
&"item.meal": "Meal",
# Phase 7 — cooking workbench labels
&"workbench.hearth": "Hearth",
&"workbench.millstone": "Millstone",
# Phase 7 — pawn hunger states
&"pawn.state.eating": "eating",
&"pawn.state.hungry": "hungry",
# Phase 11 — mood thoughts (player-visible in pawn-detail, Phase 17)
&"thought.in_darkness": "In darkness",
# Phase 6 — quality tier labels
&"quality.shoddy": "Shoddy",
&"quality.normal": "Normal",
&"quality.excellent": "Excellent",
&"quality.masterwork": "Masterwork",
&"quality.legendary": "Legendary",
# Phase 15 — Storyteller UI buttons
&"ui.go_there": "Go there",
&"ui.dismiss": "Dismiss",
# Phase 15 — Storyteller event titles + bodies (25-event corpus).
# EventDef factories in EventCatalog carry the English string directly;
# these keys exist so Strings.t() is the indirection point for future locale
# switching. When a locale ships, swap EventDef.title/body from these keys
# instead of touching EventCatalog factories. (%pawn% is substituted by UI.)
&"event.first_beds.title": "First Beds",
&"event.first_beds.body": "Your settlers slept on the cold ground again. They are starting to ache.",
&"event.empty_larder.title": "Empty Larder",
&"event.empty_larder.body": "The larder is bare. Spring won't last forever.",
&"event.no_fire.title": "No Fire",
&"event.no_fire.body": "Without a hearth, the cold will bite by night.",
&"event.walls.title": "Walls?",
&"event.walls.body": "Sleeping under stars is romantic until the wolves arrive.",
&"event.spring_awakens.title": "Spring Awakens",
&"event.spring_awakens.body": "The thaw runs in every stream. Crops will grow fast now.",
&"event.summers_heat.title": "Summer's Heat",
&"event.summers_heat.body": "The sun beats down. Unsheltered work will tire faster.",
&"event.autumns_harvest.title": "Autumn's Harvest",
&"event.autumns_harvest.body": "The fields are heavy with the last of the year's bounty.",
&"event.winters_edge.title": "Winter's Edge",
&"event.winters_edge.body": "Frost has come. The road is closed; you are alone.",
&"event.a_traveler.title": "A Traveler",
&"event.a_traveler.body": "A weary traveler stumbles toward your gate. They look hungry. Will you welcome them?",
&"event.the_refugee_family.title": "The Refugee Family",
&"event.the_refugee_family.body": "A family fleeing bandits arrives. They have nothing, but they would work hard.",
&"event.the_old_soldier.title": "The Old Soldier",
&"event.the_old_soldier.body": "A retired soldier offers his blade for a place by your fire. Combat 8, but old and tired.",
&"event.the_wandering_healer.title": "The Wandering Healer",
&"event.the_wandering_healer.body": "A traveling healer asks for shelter. She brings knowledge of medicine.",
&"event.wolves_at_the_edge.title": "Wolves at the Edge",
&"event.wolves_at_the_edge.body": "Wolves howl in the distance. They will be here by nightfall.",
&"event.lone_wolf.title": "Lone Wolf",
&"event.lone_wolf.body": "A starving wolf circles your livestock.",
&"event.pack_hunt.title": "Pack Hunt",
&"event.pack_hunt.body": "A hunting pack moves through the forest. They smell your colony.",
&"event.bandit_scouts.title": "Bandit Scouts",
&"event.bandit_scouts.body": "Strange figures watched from the treeline at dusk. Bandits, perhaps.",
&"event.fever.title": "Fever",
&"event.fever.body": "%pawn% woke with a fever. The sickness may spread.",
&"event.a_bad_cut.title": "A Bad Cut",
&"event.a_bad_cut.body": "%pawn% gashed their hand chopping wood. The wound looks deep.",
&"event.the_sleeplessness.title": "The Sleeplessness",
&"event.the_sleeplessness.body": "%pawn% has barely slept. Something weighs on them.",
&"event.bountiful_harvest.title": "Bountiful Harvest",
&"event.bountiful_harvest.body": "Your fields exceeded the season. The granary swells.",
&"event.lumberjacks_luck.title": "Lumberjack's Luck",
&"event.lumberjacks_luck.body": "%pawn% found a copse of unusually thick trees.",
&"event.veins_of_iron.title": "Veins of Iron",
&"event.veins_of_iron.body": "A miner reports a rich vein, deeper than expected.",
&"event.strange_stones.title": "Strange Stones",
&"event.strange_stones.body": "Settlers report finding carved stones in the wood — older than any memory.",
&"event.an_old_map.title": "An Old Map",
&"event.an_old_map.body": "%pawn% found a tattered map. Roads to the north, half-faded.",
&"event.one_year_survived.title": "One Year Survived",
&"event.one_year_survived.body": "A full year. The first frost feels different now — yours is a real settlement.",
}
func t(key: StringName) -> String:
if TABLE.has(key):
return TABLE[key]
push_warning("Strings.t(): missing key %s" % key)
return String(key)