Three-agent fan-out reusing the contracts-first pattern: Opus pre-wrote
EventDef class + 5 EventBus signals + Storyteller autoload stub before
dispatch. Pattern proven across Phases 12/13/14/15.
EventDef + 25-event corpus (Agent A):
- scenes/storyteller/event_def.gd — data class with id/title/body/
category/display/cooldown_days/base_weight/choices/auto_pause/
focus_tile/trigger_predicate/on_resolve
- scenes/storyteller/event_catalog.gd — class_name EventCatalog with
register_all() dispatcher + 25 _event_NN() static factories covering
all 8 categories (nudge×4, seasonal×4, wanderer×4, threat×4, disease×3,
resource×3, lore×2, milestone×1)
- Strings catalog: 50 keys added (event.<id>.title + event.<id>.body)
+ ui.go_there / ui.dismiss for UI buttons
- on_resolve effects: real-wired for a_bad_cut (StatusCatalog.bleeding),
one_year_survived + refugee_family + sleeplessness (colony mood thoughts);
stubbed-with-log for wanderer spawns (Phase 17 recruit UI), resource
buffs (Phase 17 work-buff system), wolf spawn (EventBus signal pending),
fever (StatusCatalog.sick pending), seasonal effects
Storyteller real implementation (Agent B):
- autoload/storyteller.gd — replaced stub with full logic:
* Daily 6 AM roll via Clock.phase_changed(&dawn), one-per-day guard
* Per-event cooldown via _event_last_fired Dict; per-category via
_category_last_fired Dict + CATEGORY_COOLDOWN_DAYS (nudge=2,
seasonal=12, wanderer=5, threat=3, disease=4, resource=3, lore=6,
milestone=30) — both gates must pass
* Tension model: 0..100, −3/roll decay, +15 on THREAT fire (net +12)
Category multipliers: THREAT = lerp(2.0, 0.3, t/100),
RESOURCE = lerp(0.5, 1.5, t/100), others = 1.0
* State-trigger 3× weight boost when predicate currently true
* Auto-pause Sim before showing UI for auto_pause events
* Ghost state: _on_pawn_died flips on World.pawns empty,
_ghost_wanderer_target_day = today + randi_range(3, 5),
daily roll bypasses pool and force-fires WANDERER (prefers a_traveler)
* Full save/load round-trip incl. cooldown dicts (StringName↔String)
Banner + Modal UI (Agent C):
- scenes/ui/storyteller_banner.gd — class_name StorytellerBanner extends
CanvasLayer (layer 15), top-center under top-bar, 6-sec auto-dismiss
Timer, tap-to-dismiss-early, internal queue for back-to-back events
- scenes/ui/storyteller_modal.gd — class_name StorytellerModal extends
CanvasLayer (layer 20), center PanelContainer, full-screen 0.45 dim
ColorRect, 0/1/2 choice button layouts
- camera_rig.gd: pan_to_tile(tile) public helper using existing
_centre_on tween slot
- Both UI scenes runtime-instantiated in main.gd as CanvasLayer children
(no .tscn edit needed)
- %pawn% substitution at display time (World.pawns[0].pawn_name fallback)
Modal auto-hide-on-resolve fix (Opus mid-flight):
- Original Agent C modal only hid on internal button click. Added
EventBus.storyteller_event_resolved subscriber → _set_visible(false)
so external resolve_current calls (test scripts, ghost-state auto-fire)
also dismiss the dialog.
MCP runtime verified across two boots:
- Boot 1: day 0 roll → lone_wolf THREAT, modal 'A starving wolf circles
your livestock.' with Prepare/Dismiss + auto-pause (tick 1 frozen).
Resolve → tension 27→42, sim resumed.
- Boot 2: day 0 roll → an_old_map LORE, top-center banner, non-blocking.
Banner path + modal path both visually confirmed.
Deferred to Phase 17 polish:
- EventBus.request_wolf_spawn signal — wolf-spawn effects log-stub today
- Wanderer recruit UI (modal currently dismisses, pawn add deferred)
- Resource buff system (next-N-jobs multipliers)
- 3+ choice modals (current UI renders first 2)
- .tres event resources (currently code-as-data factories)
Delegation: 3× gdscript-refactor (Sonnet) agents in parallel;
modal-hide fix on Opus; integration + MCP verify on Opus.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
81 lines
2.8 KiB
GDScript
81 lines
2.8 KiB
GDScript
class_name EventDef extends RefCounted
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## Phase 15 — Storyteller event definition (data class).
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##
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## EventDef is the static, authored shape of one event from the 25-prompt corpus
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## (see docs/design.md "Prompt corpus"). Storyteller picks one EventDef per
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## daily 6 AM roll, then runs its trigger predicate + cooldown gates, then
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## applies its effect.
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##
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## EventDef instances are constructed in EventCatalog (`scenes/storyteller/event_catalog.gd`)
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## by Agent A. They're treated as immutable at runtime; per-event cooldown state
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## lives in Storyteller, NOT here.
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##
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## Categories (locked, mirror design.md headings):
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## NUDGE — soft dismissible banner, no pause
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## SEASONAL — ambient banner on season transition
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## WANDERER — modal with choice (Welcome / Refuse)
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## THREAT — modal with auto-pause; spawns hostiles
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## DISEASE — modal or nudge; applies status to a pawn
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## RESOURCE — banner; applies a transient buff
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## LORE — flavor banner, no mechanical effect
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## MILESTONE — celebratory banner; small mood thought
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##
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## Display kinds:
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## BANNER — non-blocking, auto-dismiss
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## MODAL — blocking, may auto-pause, may carry choices
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enum Category {
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NUDGE,
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SEASONAL,
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WANDERER,
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THREAT,
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DISEASE,
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RESOURCE,
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LORE,
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MILESTONE,
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}
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enum Display {
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BANNER,
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MODAL,
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}
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## Stable id. Used for cooldown tracking and Strings.t() keys.
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var id: StringName = &""
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## Display title — short. Localized via Strings catalog by Agent A.
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var title: String = ""
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## Body copy — 1-2 sentences, supports `%pawn%` substitution.
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var body: String = ""
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var category: Category = Category.NUDGE
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var display: Display = Display.BANNER
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## Cooldown in in-game days from this event. Per-event gate.
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## Per-category cooldowns live in Storyteller.CATEGORY_COOLDOWN_DAYS.
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var cooldown_days: int = 3
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## Base weight in the daily roll's weighted pool. Tension/state modifiers
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## multiply this at roll time.
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var base_weight: float = 1.0
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## Optional choice labels for MODAL events (e.g. ["Welcome", "Send away"]).
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## Empty array = dismiss-only.
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var choices: Array[String] = []
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## If true, this event causes a sim auto-pause when fired (Storyteller calls
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## Sim.set_speed(PAUSE) before showing the UI).
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var auto_pause: bool = false
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## Optional tile to focus the "Go there" camera-pan on. Vector2i(-1, -1) = no jump.
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var focus_tile: Vector2i = Vector2i(-1, -1)
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## Predicate evaluated by Storyteller before this event is eligible to roll.
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## Set in the EventCatalog factory; returns true when world state matches.
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## Signature: Callable that takes no args, returns bool.
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var trigger_predicate: Callable = Callable()
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## Effect applied when the event resolves (chosen path for modals, immediate for banners).
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## Signature: Callable taking (choice_index: int) — choice 0 = first option / dismiss.
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var on_resolve: Callable = Callable()
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