Tap-to-select chain extended to workbenches (pawn always wins on shared tile). Mutually exclusive with pawn selection via EventBus — selecting one clears the other. New WorkbenchPanel (scenes/ui/workbench_panel.gd, ~432 LOC, layer 18, right-anchored 360 px) mirrors PawnDetailPanel shape. Bill rows expose recipe name, mode (FOREVER / COUNT / UNTIL_N), target count, completed progress, pause, and remove. Add-bill popup filters RecipeCatalog.all() by accepted_skill so a Hearth only offers cooking recipes. Supporting plumbing: - EventBus.workbench_selected / workbench_deselected signals. - Workbench.remove_bill() — interrupts mid-craft cleanly via on_craft_interrupted() before erasing. - RecipeCatalog.all() static enumerator + Recipe.display_name() helper. - World.workbench_at_tile() lookup. - i18n keys ui.bill.* and ui.workbench.* in strings.gd. Closes the deferred Phase 17 "Bill UI for workbenches" item. Player- built workbenches are now functionally configurable; before this landed, only world.gd-hardcoded bills worked.
67 lines
5.3 KiB
GDScript
67 lines
5.3 KiB
GDScript
extends Node
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## Pure signal hub — notification-only, no state, no callbacks back into singletons.
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##
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## Subsystems mutate themselves; this bus only spreads the news. Add signals as
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## features land — keep this file readable. See docs/architecture.md.
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# Sim
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signal sim_tick(tick_number: int) ## Emitted once per sim tick at the current speed.
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signal speed_changed(new_speed: int) ## Emitted when Sim.current_speed changes; value is Speed enum cast to int.
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# Phase 2 will add pawn-state signals (selected, deselected, walking, …).
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# Phase 5 — Designation paint mode.
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signal designation_added(cell: Vector2i, tool: StringName) ## Ghost placed + job queued.
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signal designation_cleared(cell: Vector2i) ## Ghost removed (job cancelled).
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# Phase 8 — Mood system.
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signal pawn_mood_changed(pawn, mood: float) ## Emitted by Pawn._recompute_mood() whenever mood is recalculated.
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# Phase 9 — HP + Status system.
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signal pawn_took_damage(pawn, amount: float) ## Emitted by Pawn.take_damage() after HP is reduced.
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signal pawn_status_added(pawn, status) ## Emitted by Pawn.add_status() when a new status is appended.
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signal pawn_status_removed(pawn, status) ## Emitted by Pawn.remove_status_by_id() when a status is dropped.
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# Phase 12 — Seasons + Weather.
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signal season_changed(season: StringName) ## Emitted by Clock when current_season() rolls over (Spring → Summer → Autumn → Winter).
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signal weather_changed(weather: StringName) ## Emitted by Weather autoload when the daily roll resolves to a new weather kind.
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# Phase 13 — Rooms + Roofing + Beauty + Dirtiness + Cleaning.
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signal room_changed(room_id: int) ## Emitted when a room is created, destroyed, or recomputed (id may be invalid post-destroy).
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signal room_too_large(top_left: Vector2i, cell_count: int) ## Emitted when BFS hits ROOM_MAX_CELLS — surfaces the "split with interior wall" banner.
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signal tile_beauty_changed(tile: Vector2i, beauty: float) ## Emitted when beauty recomputes for a tile (Phase 13 beauty system).
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signal tile_dirtiness_changed(tile: Vector2i, dirt: float) ## Emitted when dirtiness crosses a tier threshold (clean/dirty/filthy).
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# Phase 14 — Death + corpses + burial.
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signal pawn_died(pawn, cause: StringName) ## Emitted right before Pawn is unregistered; corpse spawn handler listens here.
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signal corpse_spawned(corpse) ## Emitted when a Corpse entity is added to the world (right after pawn_died handler).
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signal corpse_buried(corpse, grave_marker) ## Emitted when a corpse reaches a GraveSlot and converts to a permanent GraveMarker.
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signal corpse_cremated(corpse, pyre) ## Emitted when a corpse is consumed by a cremation pyre recipe.
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signal corpse_rotted_away(corpse) ## Emitted when an un-handled corpse hits decay 100 and is destroyed.
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# Phase 15 — Storyteller.
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signal storyteller_event_fired(event) ## Emitted when Storyteller selects an event and is about to display it (carries EventDef).
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signal storyteller_event_resolved(event, choice_index: int) ## Emitted after the player dismisses or chooses (choice 0 = dismiss/first option).
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signal storyteller_tension_changed(tension: float) ## Emitted when running tension score changes (0..100).
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signal storyteller_ghost_state_entered ## Emitted when all colonists are dead/gone — wanderer recovery clock starts.
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signal storyteller_ghost_state_exited ## Emitted when a wanderer joins and the colony is alive again.
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# Phase 16 — Save/load.
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signal save_started(slot: StringName) ## Emitted by SaveSystem.write_save before file IO.
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signal save_finished(slot: StringName, ok: bool) ## Emitted after file IO; ok=false on write failure.
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signal load_started(slot: StringName) ## Emitted by SaveSystem.apply_save before clear_all.
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signal load_finished(slot: StringName, ok: bool, real_seconds_away: int) ## Emitted after respawn; real_seconds_away drives the "you've been away X" toast.
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# Phase 17 — Touch UX completion.
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signal pawn_selected(pawn) ## Emitted when Selection picks a pawn — opens PawnDetailPanel.
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signal pawn_deselected ## Emitted when Selection clears — closes PawnDetailPanel.
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signal workbench_selected(workbench)
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signal workbench_deselected
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signal pawn_priority_changed(pawn, category: StringName, level: int) ## Emitted when priority matrix updates a cell.
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signal alert_added(severity: StringName, text: String, focus_tile: Vector2i) ## Emitted by gameplay subsystems to surface a player notice. severity = info | warn | danger.
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signal request_wolf_spawn(count: int) ## Phase 15 EventCatalog → WolfSpawner. Decouples threat-event effects from spawner.
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signal day_ended(summary: Dictionary) ## Emitted by Clock at dusk→night boundary; carries the end-of-day recap dict.
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# Phase 18 — Alert wiring (dangling signals surfaced to AlertsLog).
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signal no_stockpile_accepts(item_type: StringName, tile: Vector2i) ## Emitted by HaulingProvider when an item needs haul but no stockpile accepts it (rate-limited per item_type).
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signal bill_blocked(recipe_label: String, reason: StringName, focus_tile: Vector2i) ## Emitted by CraftingProvider when a bill cannot proceed. reason: missing_ingredient | skill_too_low | no_workbench.
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