rimlike/scenes/ui/top_bar.gd
megaproxy b9093dd24b Phase 17: Touch UX (PawnDetail+BuildDrawer+WorkMatrix+AlertsLog+Settings)
Three-agent fan-out shipping the major touch UI surfaces. Opus pre-wrote
6 EventBus signals (pawn_selected/deselected, pawn_priority_changed,
alert_added, request_wolf_spawn, day_ended) + Pawn.work_priorities
Dictionary stub before dispatch. Pattern proven across Phases 12-17.

Pawn detail + Settings (Agent A):
- scenes/ui/pawn_detail_panel.gd — right-side CanvasLayer (layer 18),
  ~360px wide, opens on EventBus.pawn_selected. Renders portrait,
  HP/Hunger/Sleep bars with threshold colors, current job, mood +
  sulking, statuses, top 5 mood thoughts, full skill table,
  read-only work-priorities row. Live-refreshes each sim tick.
- scenes/ui/settings_menu.gd — modal CanvasLayer (layer 26), opened
  via Settings button. Auto-pause toggles (Threat/Wanderer/Pawn-Down/
  Modal), audio sliders (stubs for Phase 18), accessibility checkboxes.
  Persists via GameState.apply_settings.
- scenes/world/selection.gd — extended to emit pawn_selected/deselected
  through EventBus on tap.

Build drawer + 12 new Designation tools (Agent B):
- scenes/ui/build_drawer.gd — bottom-sheet CanvasLayer (layer 16) with
  4 tabs (Designate/Build/Stockpile/Cancel) + FAB ⊕ open button.
  Each tab has HFlowContainer of 80×80 buttons with procedural colored
  icons + label. Tap → Designation.set_active_tool + alert + auto-close.
- Designation: added TOOL_CHOP, TOOL_MINE, TOOL_BUILD_CRATE,
  TOOL_BUILD_BED, TOOL_BUILD_TORCH, 5× TOOL_BUILD_WORKBENCH_* variants,
  TOOL_PAINT_STOCKPILE. Plus tool_material override for wall/floor.
- World._on_designation_added: extended dispatch for all 12 new tools;
  added _spawn_workbench() helper for the 5 bench kinds.

Work matrix + Alerts log + Decision refactor + Wolf signal (Agent C):
- scenes/ai/decision.gd: Layer 4 now filters by pawn.work_priorities
  (0=OFF skip, sort by level ascending with provider.priority tiebreak).
  NEEDS_CATEGORIES (rest/eat/sleep) bypass the filter — a pawn can
  never starve from misconfiguration. Audit log prefixes work decisions
  with (pri=N).
- scenes/ui/work_priority_matrix.gd — CanvasLayer (layer 17) bottom-sheet
  grid: rows=pawns × cols=8 work categories. Each cell tap-cycles
  1→2→3→4→0→1, color-coded (red/orange/yellow/blue/gray). Writes back
  to pawn.work_priorities + emits pawn_priority_changed.
- scenes/ui/alerts_log.gd — CanvasLayer (layer 19) ring buffer 50
  entries. Newest first, severity icon (info/warn/danger), Day HH:MM
  timestamp, Go-there camera pan. Listens to alert_added +
  storyteller_event_fired + day_ended.
- EventBus.request_wolf_spawn wired end-to-end: EventCatalog
  _spawn_wolves emits; WolfSpawner._on_request_wolf_spawn force-spawns
  bypassing the darkness/cooldown gates.
- Clock emits EventBus.day_ended(summary) at dusk→night transition.

Top bar buttons added in order: ‖ / 1× / 5× / 12× / Save / Load /
Settings / Build / Work / Log[N]. Plus the ⊕ FAB at bottom-right.

MCP runtime verified all 4 surfaces via screenshot:
- PawnDetailPanel: Bram shows Crafting=8 / Cooking=2 / Manual=0
  matching seed; bars green; Mood: 50; work-priorities readout
- BuildDrawer: 4 tabs visible, Designate tab shows Chop/Mine/Dig grave/
  No roof buttons with procedural icons
- WorkPriorityMatrix: 3 pawns × 8 categories, all '3' (NORMAL default)
  cells in yellow, tap-to-cycle ready
- AlertsLog: 4 entries — red 'Wolf pack approaching!' danger, blue
  'Bram is at the cabin' info, yellow 'Test alert' warn, blue 'Spring
  Awakens' from boot storyteller roll. Go-there button per entry.

Mouse drag-paint works as-is (user noted). Existing
Selection/Designation _unhandled_input handles drag.

Deferred to Phase 17.5 polish:
- Per-pawn/per-job view layers on the matrix
- Stockpile 4×4 chip filter UI (paint creates 1×1 zones today)
- Bill UI for workbenches (programmatic only today)
- 'No stockpile accepts X' / 'Bill blocked' alert emit wiring
- DaySummaryCard visual (signal emits today, no card UI)
- Wanderer recruit UI, resource buff system

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

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 19:45:35 +01:00

238 lines
8.5 KiB
GDScript

extends CanvasLayer
## Top-bar HUD: speed/pause buttons, tick counter, and save/load controls.
##
## Buttons call Sim.set_speed(); active button is yellow-tinted.
## Tick label updates on every EventBus.sim_tick signal.
## Keyboard shortcuts (pause / speed_normal / speed_fast / speed_ultra) are
## handled here so the bar is the single owner of speed-input logic.
##
## Phase 16: SaveBtn → SaveSystem.save_to_slot(&"manual").
## LoadBtn → opens the LoadMenu CanvasLayer (mounted by main.gd).
const ACTIVE_MODULATE := Color(1.2, 1.2, 0.8)
const IDLE_MODULATE := Color.WHITE
@onready var pause_btn : Button = $Anchor/ButtonRow/PauseBtn
@onready var normal_btn : Button = $Anchor/ButtonRow/NormalBtn
@onready var fast_btn : Button = $Anchor/ButtonRow/FastBtn
@onready var ultra_btn : Button = $Anchor/ButtonRow/UltraBtn
@onready var save_btn : Button = $Anchor/ButtonRow/SaveBtn
@onready var load_btn : Button = $Anchor/ButtonRow/LoadBtn
@onready var tick_label : Label = $Anchor/TickLabel
@onready var clock_label : Label = $Anchor/ClockLabel
@onready var season_label : Label = $Anchor/SeasonLabel
# Maps Speed enum value → the corresponding Button node.
var _speed_buttons: Dictionary = {}
# Early-out cache: only set label text when the string changes.
var _last_clock_text: String = ""
var _last_season_text: String = ""
## Injected by main.gd after mount so we don't walk the tree with get_node.
var load_menu: CanvasLayer = null
## Phase 17 — injected by main.gd; used by the runtime-added Settings button.
var settings_menu: CanvasLayer = null
## Phase 17 (Agent B) — injected by main.gd; used by the runtime-added Build button.
var build_drawer: CanvasLayer = null
## Phase 17 (Agent C) — injected by main.gd; used by the runtime-added Work / Log buttons.
var work_priority_matrix: CanvasLayer = null
var alerts_log_panel: CanvasLayer = null
## Kept to drive the unread badge text.
var _log_btn: Button = null
func _ready() -> void:
pause_btn.text = Strings.t(&"speed.pause")
normal_btn.text = Strings.t(&"speed.normal")
fast_btn.text = Strings.t(&"speed.fast")
ultra_btn.text = Strings.t(&"speed.ultra")
save_btn.text = Strings.t(&"ui.save")
load_btn.text = Strings.t(&"ui.load")
tick_label.text = "(boot)"
clock_label.text = Strings.t(&"clock.format").format({"d": 1, "t": "06:00"})
season_label.text = Strings.t(&"season.format").format({"s": Strings.t(&"season.spring"), "d": 1})
_speed_buttons = {
Sim.Speed.PAUSE: pause_btn,
Sim.Speed.NORMAL: normal_btn,
Sim.Speed.FAST: fast_btn,
Sim.Speed.ULTRA: ultra_btn,
}
pause_btn.pressed.connect(func() -> void: Sim.set_speed(Sim.Speed.PAUSE))
normal_btn.pressed.connect(func() -> void: Sim.set_speed(Sim.Speed.NORMAL))
fast_btn.pressed.connect(func() -> void: Sim.set_speed(Sim.Speed.FAST))
ultra_btn.pressed.connect(func() -> void: Sim.set_speed(Sim.Speed.ULTRA))
save_btn.pressed.connect(_on_save_pressed)
load_btn.pressed.connect(_on_load_pressed)
EventBus.speed_changed.connect(_on_speed_changed)
EventBus.sim_tick.connect(_on_sim_tick)
EventBus.sim_tick.connect(_on_clock_refresh)
EventBus.sim_tick.connect(_on_season_refresh)
EventBus.save_started.connect(_on_save_started)
EventBus.save_finished.connect(_on_save_finished)
# Reflect the initial speed state without emitting a signal.
_apply_highlight(Sim.current_speed)
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("pause"):
Sim.set_speed(Sim.Speed.PAUSE)
elif event.is_action_pressed("speed_normal"):
Sim.set_speed(Sim.Speed.NORMAL)
elif event.is_action_pressed("speed_fast"):
Sim.set_speed(Sim.Speed.FAST)
elif event.is_action_pressed("speed_ultra"):
Sim.set_speed(Sim.Speed.ULTRA)
func _on_speed_changed(new_speed: int) -> void:
_apply_highlight(new_speed as Sim.Speed)
func _on_sim_tick(tick_number: int) -> void:
tick_label.text = Strings.t(&"hud.tick").format({"n": tick_number})
func _on_clock_refresh(_n: int) -> void:
var t: String = Strings.t(&"clock.format").format({"d": Clock.current_day(), "t": Clock.time_string()})
if t != _last_clock_text:
_last_clock_text = t
clock_label.text = t
func _on_season_refresh(_n: int) -> void:
var season_key: StringName = &"season." + String(Clock.current_season())
var t: String = Strings.t(&"season.format").format({
"s": Strings.t(season_key),
"d": Clock.day_of_season() + 1, # display as 1-indexed
})
if t != _last_season_text:
_last_season_text = t
season_label.text = t
func _apply_highlight(speed: Sim.Speed) -> void:
for s: int in _speed_buttons:
_speed_buttons[s].modulate = ACTIVE_MODULATE if s == speed else IDLE_MODULATE
func _on_save_pressed() -> void:
SaveSystem.save_to_slot(&"manual")
Audit.log("top_bar", "manual save triggered")
func _on_load_pressed() -> void:
if load_menu != null and load_menu.has_method("open"):
load_menu.open()
else:
Audit.log("top_bar", "LoadMenu not mounted — skipping open()")
func _on_save_started(_slot: StringName) -> void:
save_btn.disabled = true
save_btn.text = Strings.t(&"ui.saving")
func _on_save_finished(_slot: StringName, _ok: bool) -> void:
save_btn.disabled = false
save_btn.text = Strings.t(&"ui.save")
## Phase 17 (Agent B) — called by main.gd after build_drawer is injected.
## Appends a Build button to the ButtonRow at runtime so no .tscn edit is needed.
func _add_build_btn() -> void:
var button_row: HBoxContainer = get_node_or_null("Anchor/ButtonRow")
if button_row == null:
Audit.log("top_bar", "_add_build_btn: ButtonRow not found — skipping")
return
var build_btn := Button.new()
build_btn.name = "BuildBtn"
build_btn.text = Strings.t(&"ui.build")
build_btn.custom_minimum_size = Vector2(60, 48)
build_btn.focus_mode = Control.FOCUS_NONE
build_btn.pressed.connect(_on_build_pressed)
button_row.add_child(build_btn)
Audit.log("top_bar", "Build button added to ButtonRow")
func _on_build_pressed() -> void:
if build_drawer != null and build_drawer.has_method("toggle"):
build_drawer.toggle()
else:
Audit.log("top_bar", "BuildDrawer not mounted — skipping toggle()")
## Phase 17 — called by main.gd after settings_menu is injected.
## Appends a Settings button to the ButtonRow at runtime so no .tscn edit is needed.
func _add_settings_btn() -> void:
var button_row: HBoxContainer = get_node_or_null("Anchor/ButtonRow")
if button_row == null:
Audit.log("top_bar", "_add_settings_btn: ButtonRow not found — skipping")
return
var settings_btn := Button.new()
settings_btn.name = "SettingsBtn"
settings_btn.text = Strings.t(&"ui.settings.btn")
settings_btn.custom_minimum_size = Vector2(80, 48)
settings_btn.focus_mode = Control.FOCUS_NONE
settings_btn.pressed.connect(_on_settings_pressed)
button_row.add_child(settings_btn)
Audit.log("top_bar", "Settings button added to ButtonRow")
func _on_settings_pressed() -> void:
if settings_menu != null and settings_menu.has_method("open"):
settings_menu.open()
else:
Audit.log("top_bar", "SettingsMenu not mounted — skipping open()")
## Phase 17 (Agent C) — called by main.gd after work_priority_matrix and
## alerts_log_panel are injected. Appends "Work" and "Log" buttons to ButtonRow.
func _add_work_log_btns() -> void:
var button_row: HBoxContainer = get_node_or_null("Anchor/ButtonRow")
if button_row == null:
Audit.log("top_bar", "_add_work_log_btns: ButtonRow not found — skipping")
return
var work_btn := Button.new()
work_btn.name = "WorkBtn"
work_btn.text = "Work"
work_btn.custom_minimum_size = Vector2(60, 48)
work_btn.focus_mode = Control.FOCUS_NONE
work_btn.pressed.connect(_on_work_pressed)
button_row.add_child(work_btn)
_log_btn = Button.new()
_log_btn.name = "LogBtn"
_log_btn.text = "Log"
_log_btn.custom_minimum_size = Vector2(60, 48)
_log_btn.focus_mode = Control.FOCUS_NONE
_log_btn.pressed.connect(_on_log_pressed)
button_row.add_child(_log_btn)
# Give the AlertsLog a reference to the Log button so it can update the badge.
if alerts_log_panel != null and alerts_log_panel.get("log_button") != null:
alerts_log_panel.log_button = _log_btn
elif alerts_log_panel != null:
alerts_log_panel.set("log_button", _log_btn)
Audit.log("top_bar", "Work + Log buttons added to ButtonRow")
func _on_work_pressed() -> void:
if work_priority_matrix != null and work_priority_matrix.has_method("open"):
work_priority_matrix.open()
else:
Audit.log("top_bar", "WorkPriorityMatrix not mounted — skipping open()")
func _on_log_pressed() -> void:
if alerts_log_panel != null and alerts_log_panel.has_method("open"):
alerts_log_panel.open()
else:
Audit.log("top_bar", "AlertsLog not mounted — skipping open()")