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>
70 lines
2.4 KiB
GDScript
70 lines
2.4 KiB
GDScript
extends Node
|
|
## Top-level mutable game state. SaveSystem serializes via save_dict() / apply_dict().
|
|
##
|
|
## Holds session-wide flags and the "what map are we on" pointer. Per-entity state
|
|
## lives on the entities themselves; per-tile state on the TileMap or World.
|
|
## See docs/architecture.md.
|
|
|
|
var current_map_id: StringName = &"slice_temperate_forest"
|
|
var session_started_at_unix: int = 0 # for "you've been away X minutes" toast
|
|
|
|
# Phase 17 — player settings persisted across sessions.
|
|
# Auto-pause booleans mirror the SettingsMenu checkboxes.
|
|
# Audio floats are 0.0..1.0; default 1.0 (full volume).
|
|
# Accessibility stubs wired in a later phase.
|
|
var settings: Dictionary = {
|
|
"pause_on_threat": true,
|
|
"pause_on_wanderer": true,
|
|
"pause_on_pawn_down": true,
|
|
"pause_on_modal": true,
|
|
"show_day_summary": true,
|
|
# Phase 19 — onboarding hint system.
|
|
# show_hints: master toggle; dismissed_hints: per-hint dismissal log (Array[String]).
|
|
"show_hints": true,
|
|
"dismissed_hints": [] as Array,
|
|
"audio_master": 1.0,
|
|
"audio_music": 1.0,
|
|
"audio_sfx": 1.0,
|
|
"audio_ambient": 1.0,
|
|
"accessibility_large_text": false,
|
|
"accessibility_reduce_motion": false,
|
|
}
|
|
|
|
|
|
func _ready() -> void:
|
|
session_started_at_unix = int(Time.get_unix_time_from_system())
|
|
|
|
|
|
## Apply a dictionary of setting values. Unknown keys are silently ignored so
|
|
## callers can pass partial dicts (e.g. only the audio block). Each recognised
|
|
## key is type-coerced to match the default type in `settings`.
|
|
func apply_settings(d: Dictionary) -> void:
|
|
for key in d:
|
|
if not settings.has(key):
|
|
continue
|
|
var default_val = settings[key]
|
|
if default_val is bool:
|
|
settings[key] = bool(d[key])
|
|
elif default_val is float:
|
|
settings[key] = clampf(float(d[key]), 0.0, 1.0)
|
|
else:
|
|
settings[key] = d[key]
|
|
|
|
|
|
# Phase 16 expands these into real save round-trip.
|
|
func save_dict() -> Dictionary:
|
|
return {
|
|
"current_map_id": String(current_map_id),
|
|
"session_started_at_unix": session_started_at_unix,
|
|
"settings": settings.duplicate(),
|
|
}
|
|
|
|
|
|
func apply_dict(d: Dictionary) -> void:
|
|
if d.has("current_map_id"):
|
|
current_map_id = StringName(d["current_map_id"])
|
|
if d.has("session_started_at_unix"):
|
|
session_started_at_unix = int(d["session_started_at_unix"])
|
|
# Phase 17 — restore settings block; partial saves are fine.
|
|
if d.has("settings") and d["settings"] is Dictionary:
|
|
apply_settings(d["settings"])
|