rimlike/autoload/event_bus.gd
megaproxy 708080a022 Alerts: wire room_too_large, no_stockpile_accepts, bill_blocked
Three alert signals had no UI subscribers — gameplay failures vanished
silently. Now all three feed AlertsLog via translator handlers that
forward to the generic alert_added sink.

- EventBus: new no_stockpile_accepts(item_type, tile) and
  bill_blocked(recipe_label, reason, focus_tile) signals.
- HaulingProvider: per-item-type 30s cooldown; emits when find_best_for
  scan finishes with viable items but no destinations.
- CraftingProvider: per-(workbench, reason) 60s cooldown; emits at the
  skill_too_low and missing_ingredient continue sites. no_workbench
  reason declared for future use but not emitted (the iteration shape
  has no natural site for it).
- AlertsLog: connect + disconnect for all three signals using the same
  has_signal-guarded pattern; translator handlers convert to localized
  alert_added(severity, text, focus_tile).
- AlertsLog catch-up: room_too_large emits during World init, before
  this CanvasLayer mounts. _catch_up_room_too_large() in _ready scans
  World.rooms for rooms > ROOM_AUTOROOF_CAP and replays them, so the
  pre-built cabin's 24-tile-too-large warning lands in the log on every
  boot. Hauling/bill signals fire at runtime so they need no catch-up.

Verified runtime: cabin warning shows up in AlertsLog with severity
'warn' and focus_tile (45, 24) — the cabin top-left.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 13:16:25 +01:00

65 lines
5.2 KiB
GDScript

extends Node
## Pure signal hub — notification-only, no state, no callbacks back into singletons.
##
## Subsystems mutate themselves; this bus only spreads the news. Add signals as
## features land — keep this file readable. See docs/architecture.md.
# Sim
signal sim_tick(tick_number: int) ## Emitted once per sim tick at the current speed.
signal speed_changed(new_speed: int) ## Emitted when Sim.current_speed changes; value is Speed enum cast to int.
# Phase 2 will add pawn-state signals (selected, deselected, walking, …).
# Phase 5 — Designation paint mode.
signal designation_added(cell: Vector2i, tool: StringName) ## Ghost placed + job queued.
signal designation_cleared(cell: Vector2i) ## Ghost removed (job cancelled).
# Phase 8 — Mood system.
signal pawn_mood_changed(pawn, mood: float) ## Emitted by Pawn._recompute_mood() whenever mood is recalculated.
# Phase 9 — HP + Status system.
signal pawn_took_damage(pawn, amount: float) ## Emitted by Pawn.take_damage() after HP is reduced.
signal pawn_status_added(pawn, status) ## Emitted by Pawn.add_status() when a new status is appended.
signal pawn_status_removed(pawn, status) ## Emitted by Pawn.remove_status_by_id() when a status is dropped.
# Phase 12 — Seasons + Weather.
signal season_changed(season: StringName) ## Emitted by Clock when current_season() rolls over (Spring → Summer → Autumn → Winter).
signal weather_changed(weather: StringName) ## Emitted by Weather autoload when the daily roll resolves to a new weather kind.
# Phase 13 — Rooms + Roofing + Beauty + Dirtiness + Cleaning.
signal room_changed(room_id: int) ## Emitted when a room is created, destroyed, or recomputed (id may be invalid post-destroy).
signal room_too_large(top_left: Vector2i, cell_count: int) ## Emitted when BFS hits ROOM_MAX_CELLS — surfaces the "split with interior wall" banner.
signal tile_beauty_changed(tile: Vector2i, beauty: float) ## Emitted when beauty recomputes for a tile (Phase 13 beauty system).
signal tile_dirtiness_changed(tile: Vector2i, dirt: float) ## Emitted when dirtiness crosses a tier threshold (clean/dirty/filthy).
# Phase 14 — Death + corpses + burial.
signal pawn_died(pawn, cause: StringName) ## Emitted right before Pawn is unregistered; corpse spawn handler listens here.
signal corpse_spawned(corpse) ## Emitted when a Corpse entity is added to the world (right after pawn_died handler).
signal corpse_buried(corpse, grave_marker) ## Emitted when a corpse reaches a GraveSlot and converts to a permanent GraveMarker.
signal corpse_cremated(corpse, pyre) ## Emitted when a corpse is consumed by a cremation pyre recipe.
signal corpse_rotted_away(corpse) ## Emitted when an un-handled corpse hits decay 100 and is destroyed.
# Phase 15 — Storyteller.
signal storyteller_event_fired(event) ## Emitted when Storyteller selects an event and is about to display it (carries EventDef).
signal storyteller_event_resolved(event, choice_index: int) ## Emitted after the player dismisses or chooses (choice 0 = dismiss/first option).
signal storyteller_tension_changed(tension: float) ## Emitted when running tension score changes (0..100).
signal storyteller_ghost_state_entered ## Emitted when all colonists are dead/gone — wanderer recovery clock starts.
signal storyteller_ghost_state_exited ## Emitted when a wanderer joins and the colony is alive again.
# Phase 16 — Save/load.
signal save_started(slot: StringName) ## Emitted by SaveSystem.write_save before file IO.
signal save_finished(slot: StringName, ok: bool) ## Emitted after file IO; ok=false on write failure.
signal load_started(slot: StringName) ## Emitted by SaveSystem.apply_save before clear_all.
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.
# Phase 17 — Touch UX completion.
signal pawn_selected(pawn) ## Emitted when Selection picks a pawn — opens PawnDetailPanel.
signal pawn_deselected ## Emitted when Selection clears — closes PawnDetailPanel.
signal pawn_priority_changed(pawn, category: StringName, level: int) ## Emitted when priority matrix updates a cell.
signal alert_added(severity: StringName, text: String, focus_tile: Vector2i) ## Emitted by gameplay subsystems to surface a player notice. severity = info | warn | danger.
signal request_wolf_spawn(count: int) ## Phase 15 EventCatalog → WolfSpawner. Decouples threat-event effects from spawner.
signal day_ended(summary: Dictionary) ## Emitted by Clock at dusk→night boundary; carries the end-of-day recap dict.
# Phase 18 — Alert wiring (dangling signals surfaced to AlertsLog).
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).
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.