Three-agent fan-out (gdscript-refactor x3) ships the chosen Phase 19 approach: contextual hints during first session + a Help reference, plus a sweep of hover tooltips for desktop discoverability. - HintSystem (autoload) + HintOverlay (layer 22 top-center banner): 7-step tour gated on player events — welcome (boot+2s), pawn select, build drawer open, stockpile painted, work matrix open, day_ended, tour_complete. Per-hint dismissals persist as Array[String] in GameState.settings['dismissed_hints']. Max-3 FIFO queue if hints chain. Reduce-motion path snaps in/out instead of tweening. Reset_tour() public API for the Help modal. - HelpModal (layer 20): 5-tab static reference (Controls / Verbs / Priorities / Storyteller / Tips). Opens via EventBus.help_requested, dimmed backdrop, X/Esc/backdrop-tap dismiss. SettingsMenu gains an 'Onboarding' section: Show-hints checkbox, Help button (emits help_requested), Reset hints button (calls HintSystem.reset_tour with has_method guard). Pre-existing 'W' keybind reference fixed to 'P'. - Tooltip pass: tooltip_text via Strings.t on every TopBar button (10 buttons incl. speed shortcuts), BuildDrawer FAB, and every tool button in BuildDrawer (21 tools). _add_tool_btn extended with optional tooltip param. ~34 new tooltip.* string keys. Contracts pre-written (Opus): EventBus.help_requested, hint_dismissed, ui_panel_opened signals; GameState show_hints + dismissed_hints defaults; BuildDrawer.open + WorkPriorityMatrix.open emit ui_panel_opened so HintSystem can subscribe via one signal. Also recorded [MED] known bug in memory.md: drag-paint with active paint tool is eaten by camera drag-pan. MCP runtime verified: welcome banner fires 2s after boot, dismiss queues build_drawer hint on next ui_panel_opened, dismissed_hints persisted as ['welcome'], HelpModal opens via help_requested with tab switching working (Controls → Tips verified visually). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
75 lines
6.1 KiB
GDScript
75 lines
6.1 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 stockpile_selected(zone) ## Emitted when Selection picks a StockpileZone — opens StockpilePanel for filter editing.
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signal stockpile_deselected ## Emitted when Selection clears the active stockpile.
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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 wolf_spawned(wolves: Array) ## Emitted by WolfSpawner AFTER a raid wave has been instantiated; carries the spawned Wolf nodes. Audio uses this for raid-warning sting.
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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 19 — Onboarding (hint system + help section).
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signal help_requested ## Settings "Help" button → opens HelpModal.
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signal hint_dismissed(hint_id: StringName) ## Emitted by HintOverlay when player closes a hint; HintSystem persists the dismissal.
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signal ui_panel_opened(panel_id: StringName) ## Emitted by UI panels (build_drawer, work_matrix, ...) when they become visible. HintSystem subscribes for tour gating.
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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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