rimlike/scenes/main/main.gd
megaproxy ce61928a54 Hover-inspect tooltip — what's under the cursor
Adds an InspectTooltip CanvasLayer that follows the mouse, samples the
tile under the cursor each frame, and renders a small dark panel with a
short description of whatever's there.

Per-entity describers cover the playable surface:
* Pawn: name + HP + mood + current job
* Tree / rock / big rock: progress %, "marked" tag if designated
* Wall: material + ghost/% if unbuilt
* Floor / door / torch: ghost vs complete state
* Bed: occupant or "available", medical tag
* Crate: full contents broken down by item type and count
* Workbench: label + active bills count
* Item on ground: type + stack size
* Corpse: deceased name + fresh/rotting/rotted state
* Wolf: HP + state
* Grave marker: deceased name
* Stockpile / graveyard zone: name + priority + accepted types

Layer 50 so the tooltip sits above the world but below modals (which
sit at 100+). process_mode = ALWAYS so hovering still works during
storyteller modals. Position auto-flips to the other side of the cursor
when it would overflow the viewport.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 19:01:24 +01:00

150 lines
6.2 KiB
GDScript

extends Node2D
## Bootstrap. Mounts the world view + UI overlay.
##
## Once we add menus / continue-game / new-game flows this will branch
## on game state. For Phase 1 it just instances the World and TopBar,
## which are children placed in main.tscn.
##
## Phase 15 — StorytellerBanner and StorytellerModal are runtime-instantiated
## here (same pattern as world.gd's BeautySystem / DirtinessSystem). Both are
## CanvasLayer nodes so they draw above the world regardless of scene-tree order.
##
## Phase 16 — LoadMenu (layer 25) and ResumeToast (layer 22) are runtime-
## instantiated here. LoadMenu ref is injected into TopBar so the Load button
## can call open() without a get_node("/root/…") call.
const STORYTELLER_BANNER_SCRIPT: Script = preload("res://scenes/ui/storyteller_banner.gd")
const STORYTELLER_MODAL_SCRIPT: Script = preload("res://scenes/ui/storyteller_modal.gd")
const LOAD_MENU_SCRIPT: Script = preload("res://scenes/ui/load_menu.gd")
const RESUME_TOAST_SCRIPT: Script = preload("res://scenes/ui/resume_toast.gd")
# Phase 17 — PawnDetailPanel (layer 18) and SettingsMenu (layer 26).
const PAWN_DETAIL_PANEL_SCRIPT: Script = preload("res://scenes/ui/pawn_detail_panel.gd")
const SETTINGS_MENU_SCRIPT: Script = preload("res://scenes/ui/settings_menu.gd")
# Phase 17 (Agent B) — BuildDrawer bottom-sheet (layer 16).
const BUILD_DRAWER_SCRIPT: Script = preload("res://scenes/ui/build_drawer.gd")
# Phase 17 (Agent C) — WorkPriorityMatrix (layer 17) and AlertsLog (layer 19).
const WORK_PRIORITY_MATRIX_SCRIPT: Script = preload("res://scenes/ui/work_priority_matrix.gd")
const ALERTS_LOG_SCRIPT: Script = preload("res://scenes/ui/alerts_log.gd")
func _ready() -> void:
Audit.log("main", "Phase 3 — world + AI (Decision + JobRunner + RestProvider) online.")
# Autoloads — keep these asserts; cheap and catch a renamed-autoload
# regression instantly.
assert(World != null, "World autoload missing")
assert(Sim != null, "Sim autoload missing")
assert(GameState != null, "GameState autoload missing")
assert(EventBus != null, "EventBus autoload missing")
assert(Strings != null, "Strings autoload missing")
assert(SaveSystem != null, "SaveSystem autoload missing")
assert(Autosave != null, "Autosave autoload missing")
# Phase 15 — Storyteller UI layers. Runtime-instantiated so no .tscn edit is
# needed. CanvasLayer ensures correct draw order above World/TopBar regardless
# of parent-node position.
var banner := CanvasLayer.new()
banner.set_script(STORYTELLER_BANNER_SCRIPT)
banner.name = "StorytellerBanner"
add_child(banner)
var modal := CanvasLayer.new()
modal.set_script(STORYTELLER_MODAL_SCRIPT)
modal.name = "StorytellerModal"
add_child(modal)
Audit.log("main", "Phase 15 — StorytellerBanner + StorytellerModal mounted.")
# Phase 16 — Save/Load UI layers.
var resume_toast := CanvasLayer.new()
resume_toast.set_script(RESUME_TOAST_SCRIPT)
resume_toast.name = "ResumeToast"
add_child(resume_toast)
var load_menu := CanvasLayer.new()
load_menu.set_script(LOAD_MENU_SCRIPT)
load_menu.name = "LoadMenu"
add_child(load_menu)
# Inject LoadMenu ref into TopBar so the Load button can call open()
# without reaching into the scene tree by path.
var top_bar = get_node_or_null("TopBar")
if top_bar != null:
top_bar.load_menu = load_menu
Audit.log("main", "Phase 16 — LoadMenu + ResumeToast mounted.")
# Phase 17 — PawnDetailPanel (layer 18) and SettingsMenu (layer 26).
var pawn_detail_panel := CanvasLayer.new()
pawn_detail_panel.set_script(PAWN_DETAIL_PANEL_SCRIPT)
pawn_detail_panel.name = "PawnDetailPanel"
add_child(pawn_detail_panel)
var settings_menu := CanvasLayer.new()
settings_menu.set_script(SETTINGS_MENU_SCRIPT)
settings_menu.name = "SettingsMenu"
add_child(settings_menu)
# Inject SettingsMenu ref into TopBar so the Settings button can call open()
# without reaching into the scene tree by path.
if top_bar != null:
top_bar.settings_menu = settings_menu
if top_bar.has_method("_add_settings_btn"):
top_bar._add_settings_btn()
Audit.log("main", "Phase 17 — PawnDetailPanel + SettingsMenu mounted.")
# Phase 17 (Agent B) — BuildDrawer bottom-sheet (layer 16).
# Must mount AFTER the World node is ready (World._ready seeds designation_ctl).
# Resolve the Designation controller from the World child so BuildDrawer can
# call set_active_tool() without a get_node("/root/…") call.
var build_drawer := CanvasLayer.new()
build_drawer.set_script(BUILD_DRAWER_SCRIPT)
build_drawer.name = "BuildDrawer"
add_child(build_drawer)
# Inject Designation ref (World child node) into the drawer.
var world_node = get_node_or_null("World")
if world_node != null:
var desig = world_node.get_node_or_null("DesignationCtl")
if desig != null:
build_drawer.designation = desig
else:
Audit.log("main", "BuildDrawer: DesignationCtl not found on World — tool paint disabled")
else:
Audit.log("main", "BuildDrawer: World node not found — tool paint disabled")
# Inject BuildDrawer ref into TopBar and add the Build button.
if top_bar != null:
top_bar.build_drawer = build_drawer
if top_bar.has_method("_add_build_btn"):
top_bar._add_build_btn()
Audit.log("main", "Phase 17 (Agent B) — BuildDrawer mounted.")
# Phase 17 (Agent C) — WorkPriorityMatrix (layer 17) and AlertsLog (layer 19).
var work_matrix := CanvasLayer.new()
work_matrix.set_script(WORK_PRIORITY_MATRIX_SCRIPT)
work_matrix.name = "WorkPriorityMatrix"
add_child(work_matrix)
var alerts_log := CanvasLayer.new()
alerts_log.set_script(ALERTS_LOG_SCRIPT)
alerts_log.name = "AlertsLog"
add_child(alerts_log)
# Inspect tooltip — hover any tile to see what's there (pawn / wall / bed
# / crate contents / tree progress / item stack / stockpile filter).
# Layer 50: above world, below modals (which sit at 100+).
var inspect := CanvasLayer.new()
inspect.set_script(preload("res://scenes/ui/inspect_tooltip.gd"))
inspect.name = "InspectTooltip"
add_child(inspect)
# Inject refs into TopBar and add Work + Log buttons to ButtonRow.
if top_bar != null:
top_bar.work_priority_matrix = work_matrix
top_bar.alerts_log_panel = alerts_log
if top_bar.has_method("_add_work_log_btns"):
top_bar._add_work_log_btns()
Audit.log("main", "Phase 17 (Agent C) — WorkPriorityMatrix + AlertsLog mounted.")