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>
620 lines
24 KiB
GDScript
620 lines
24 KiB
GDScript
class_name EventCatalog
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## Phase 15 — static registry that constructs all 25 EventDefs from the
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## 25-prompt corpus (docs/design.md §"Prompt corpus") and registers them
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## with the Storyteller autoload at world boot.
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##
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## Usage (in world.gd _ready, after systems are up):
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## EventCatalog.register_all(Storyteller)
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##
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## Design decisions (see memory.md §"Decisions"):
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## - English copy is inlined in each factory AND mirrored as Strings keys so
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## the i18n hook (`Strings.t(key)`) exists today without requiring it.
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## EventDef carries the rendered English string; locale switching can swap
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## it via the string table later without touching EventDef or this catalog.
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## - Effect helpers below are stubbed with Audit.log lines where full
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## integration is post-Phase-15:
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## _spawn_wanderer_pawn — Phase 17 recruit UI wires the real spawn.
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## _apply_buff_next_n_jobs — Phase 17 work-buff system.
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## _spawn_wolves — WolfSpawner is a scene child, not reachable statically;
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## real wiring will go through EventBus or a future WolfSpawner autoload.
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## _apply_pawn_status (sick) — StatusCatalog.sick() ships Phase 17.
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## All real-wired effects are noted per-event below.
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##
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## The 25-event count is the Phase 15 gate. Do not commit with != 25.
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## Construct all 25 EventDefs and register them with `storyteller_node`.
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## Called once from world._ready(), after World systems are mounted.
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static func register_all(storyteller_node: Node) -> void:
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var defs: Array = [
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# ── Nudges (1-4) ──────────────────────────────────────────────────
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_event_01_first_beds(),
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_event_02_empty_larder(),
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_event_03_no_fire(),
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_event_04_walls(),
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# ── Seasonal (5-8) ────────────────────────────────────────────────
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_event_05_spring_awakens(),
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_event_06_summers_heat(),
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_event_07_autumns_harvest(),
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_event_08_winters_edge(),
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# ── Wanderers (9-12) ──────────────────────────────────────────────
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_event_09_a_traveler(),
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_event_10_the_refugee_family(),
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_event_11_the_old_soldier(),
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_event_12_the_wandering_healer(),
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# ── Threats (13-16) ───────────────────────────────────────────────
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_event_13_wolves_at_the_edge(),
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_event_14_lone_wolf(),
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_event_15_pack_hunt(),
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_event_16_bandit_scouts(),
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# ── Disease (17-19) ───────────────────────────────────────────────
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_event_17_fever(),
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_event_18_a_bad_cut(),
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_event_19_the_sleeplessness(),
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# ── Resource (20-22) ──────────────────────────────────────────────
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_event_20_bountiful_harvest(),
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_event_21_lumberjacks_luck(),
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_event_22_veins_of_iron(),
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# ── Lore (23-24) ──────────────────────────────────────────────────
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_event_23_strange_stones(),
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_event_24_an_old_map(),
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# ── Milestone (25) ────────────────────────────────────────────────
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_event_25_one_year_survived(),
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]
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for def in defs:
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storyteller_node.register_event(def)
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Audit.log("storyteller", "%d events registered" % defs.size())
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# ── Nudge factories ─────────────────────────────────────────────────────────
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static func _event_01_first_beds() -> EventDef:
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var d := EventDef.new()
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d.id = &"first_beds"
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d.title = "First Beds"
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d.body = "Your settlers slept on the cold ground again. They are starting to ache."
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d.category = EventDef.Category.NUDGE
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d.display = EventDef.Display.BANNER
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d.cooldown_days = 3
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d.base_weight = 3.0 # high weight — active whenever trigger is true
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d.auto_pause = false
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# Trigger: day 2+, fewer beds than pawns.
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d.trigger_predicate = func() -> bool:
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return Clock.current_day() >= 2 and World.beds.size() < World.pawns.size()
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d.on_resolve = func(_c: int) -> void:
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pass # nudge — dismiss only, no mechanical effect
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return d
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static func _event_02_empty_larder() -> EventDef:
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var d := EventDef.new()
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d.id = &"empty_larder"
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d.title = "Empty Larder"
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d.body = "The larder is bare. Spring won't last forever."
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d.category = EventDef.Category.NUDGE
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d.display = EventDef.Display.BANNER
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d.cooldown_days = 3
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d.base_weight = 2.0
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d.auto_pause = false
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# Trigger: day 3+, no crops in the world (proxy for no farm zone).
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d.trigger_predicate = func() -> bool:
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return Clock.current_day() >= 3 and World.crops.is_empty()
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d.on_resolve = func(_c: int) -> void:
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pass
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return d
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static func _event_03_no_fire() -> EventDef:
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var d := EventDef.new()
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d.id = &"no_fire"
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d.title = "No Fire"
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d.body = "Without a hearth, the cold will bite by night."
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d.category = EventDef.Category.NUDGE
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d.display = EventDef.Display.BANNER
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d.cooldown_days = 3
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d.base_weight = 2.0
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d.auto_pause = false
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# Trigger: day 4+, no light sources (proxy for no hearth/torch).
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d.trigger_predicate = func() -> bool:
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return Clock.current_day() >= 4 and World.light_sources.is_empty()
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d.on_resolve = func(_c: int) -> void:
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pass
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return d
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static func _event_04_walls() -> EventDef:
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var d := EventDef.new()
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d.id = &"walls"
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d.title = "Walls?"
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d.body = "Sleeping under stars is romantic until the wolves arrive."
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d.category = EventDef.Category.NUDGE
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d.display = EventDef.Display.BANNER
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d.cooldown_days = 4
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d.base_weight = 2.0
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d.auto_pause = false
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# Trigger: day 5+, build queue has no wall entities and no completed walls.
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# Proxy: no doors means no enclosed building.
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d.trigger_predicate = func() -> bool:
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return Clock.current_day() >= 5 and World.doors.is_empty()
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d.on_resolve = func(_c: int) -> void:
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pass
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return d
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# ── Seasonal factories ──────────────────────────────────────────────────────
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static func _event_05_spring_awakens() -> EventDef:
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var d := EventDef.new()
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d.id = &"spring_awakens"
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d.title = "Spring Awakens"
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d.body = "The thaw runs in every stream. Crops will grow fast now."
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d.category = EventDef.Category.SEASONAL
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d.display = EventDef.Display.BANNER
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d.cooldown_days = 12
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d.base_weight = 1.0
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d.auto_pause = false
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# Trigger: first tick of spring. Storyteller fires this once per season boundary.
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d.trigger_predicate = func() -> bool:
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return Clock.current_season() == Clock.SEASON_SPRING
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# Effect: stubbed — Phase 17 will apply +10% crop growth for the season.
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d.on_resolve = func(_c: int) -> void:
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Audit.log("storyteller", "spring_awakens resolved — crop growth buff stubbed (Phase 17)")
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return d
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static func _event_06_summers_heat() -> EventDef:
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var d := EventDef.new()
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d.id = &"summers_heat"
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d.title = "Summer's Heat"
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d.body = "The sun beats down. Unsheltered work will tire faster."
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d.category = EventDef.Category.SEASONAL
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d.display = EventDef.Display.BANNER
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d.cooldown_days = 12
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d.base_weight = 1.0
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d.auto_pause = false
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d.trigger_predicate = func() -> bool:
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return Clock.current_season() == Clock.SEASON_SUMMER
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# Effect: stubbed — Phase 17 will apply outdoor work −5% speed modifier.
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d.on_resolve = func(_c: int) -> void:
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Audit.log("storyteller", "summers_heat resolved — outdoor fatigue buff stubbed (Phase 17)")
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return d
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static func _event_07_autumns_harvest() -> EventDef:
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var d := EventDef.new()
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d.id = &"autumns_harvest"
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d.title = "Autumn's Harvest"
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d.body = "The fields are heavy with the last of the year's bounty."
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d.category = EventDef.Category.SEASONAL
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d.display = EventDef.Display.BANNER
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d.cooldown_days = 12
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d.base_weight = 1.0
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d.auto_pause = false
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d.trigger_predicate = func() -> bool:
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return Clock.current_season() == Clock.SEASON_AUTUMN
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# Effect: stubbed — Phase 17 will apply +15% harvest yield.
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d.on_resolve = func(_c: int) -> void:
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Audit.log("storyteller", "autumns_harvest resolved — yield buff stubbed (Phase 17)")
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return d
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static func _event_08_winters_edge() -> EventDef:
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var d := EventDef.new()
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d.id = &"winters_edge"
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d.title = "Winter's Edge"
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d.body = "Frost has come. The road is closed; you are alone."
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d.category = EventDef.Category.SEASONAL
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d.display = EventDef.Display.BANNER
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d.cooldown_days = 12
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d.base_weight = 1.0
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d.auto_pause = false
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d.trigger_predicate = func() -> bool:
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return Clock.current_season() == Clock.SEASON_WINTER
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# Effect: no wanderers 5 days + raise threat weight — both stubbed Phase 17.
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d.on_resolve = func(_c: int) -> void:
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Audit.log("storyteller", "winters_edge resolved — wanderer suppress + threat weight stubbed (Phase 17)")
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return d
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# ── Wanderer factories ──────────────────────────────────────────────────────
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static func _event_09_a_traveler() -> EventDef:
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var d := EventDef.new()
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d.id = &"a_traveler"
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d.title = "A Traveler"
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d.body = "A weary traveler stumbles toward your gate. They look hungry. Will you welcome them?"
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d.category = EventDef.Category.WANDERER
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d.display = EventDef.Display.MODAL
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d.cooldown_days = 5
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d.base_weight = 1.0
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d.choices = ["Welcome", "Send away"]
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d.auto_pause = true
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# Trigger: ghost state (all pawns gone) OR ~8 days have passed.
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d.trigger_predicate = func() -> bool:
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return Storyteller.ghost_state or Clock.current_day() >= 8
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# Effect: Welcome → +1 pawn (stub); Send away → no effect.
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d.on_resolve = func(c: int) -> void:
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if c == 0:
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_spawn_wanderer_pawn({})
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return d
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static func _event_10_the_refugee_family() -> EventDef:
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var d := EventDef.new()
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d.id = &"the_refugee_family"
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d.title = "The Refugee Family"
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d.body = "A family fleeing bandits arrives. They have nothing, but they would work hard."
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d.category = EventDef.Category.WANDERER
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d.display = EventDef.Display.MODAL
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d.cooldown_days = 8
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d.base_weight = 1.0
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d.choices = ["Welcome", "Refuse"]
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d.auto_pause = true
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# Trigger: post-day-15.
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d.trigger_predicate = func() -> bool:
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return Clock.current_day() >= 15
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# Effect: Welcome → +2 pawns low skills (stub); Refuse → −2 mood colony 1 day (stub).
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d.on_resolve = func(c: int) -> void:
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if c == 0:
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_spawn_wanderer_pawn({})
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_spawn_wanderer_pawn({})
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else:
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_apply_colony_mood_thought(func() -> Thought: return ThoughtCatalog.slept_on_floor()) # placeholder thought, Phase 17 adds colony_refused_refugees
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Audit.log("storyteller", "refugee_family refused — colony mood penalty stubbed (Phase 17)")
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return d
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static func _event_11_the_old_soldier() -> EventDef:
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var d := EventDef.new()
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d.id = &"the_old_soldier"
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d.title = "The Old Soldier"
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d.body = "A retired soldier offers his blade for a place by your fire. Combat 8, but old and tired."
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d.category = EventDef.Category.WANDERER
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d.display = EventDef.Display.MODAL
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d.cooldown_days = 8
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d.base_weight = 1.0
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d.choices = ["Welcome", "Refuse"]
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d.auto_pause = true
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# Trigger: post-day-20.
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d.trigger_predicate = func() -> bool:
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return Clock.current_day() >= 20
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d.on_resolve = func(c: int) -> void:
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if c == 0:
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_spawn_wanderer_pawn({"combat": 8})
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return d
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static func _event_12_the_wandering_healer() -> EventDef:
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var d := EventDef.new()
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d.id = &"the_wandering_healer"
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d.title = "The Wandering Healer"
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d.body = "A traveling healer asks for shelter. She brings knowledge of medicine."
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d.category = EventDef.Category.WANDERER
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d.display = EventDef.Display.MODAL
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d.cooldown_days = 8
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d.base_weight = 1.0
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d.choices = ["Welcome", "Refuse"]
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d.auto_pause = true
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# Trigger: any pawn has a status (proxy for sick/injured — exact sick() status ships Phase 17).
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d.trigger_predicate = func() -> bool:
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for p in World.pawns:
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if not p.statuses.is_empty():
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return true
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return false
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d.on_resolve = func(c: int) -> void:
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if c == 0:
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_spawn_wanderer_pawn({"medicine": 6})
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return d
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# ── Threat factories ─────────────────────────────────────────────────────────
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static func _event_13_wolves_at_the_edge() -> EventDef:
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var d := EventDef.new()
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d.id = &"wolves_at_the_edge"
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d.title = "Wolves at the Edge"
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d.body = "Wolves howl in the distance. They will be here by nightfall."
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d.category = EventDef.Category.THREAT
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d.display = EventDef.Display.MODAL
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d.cooldown_days = 3
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d.base_weight = 1.0
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d.choices = ["Prepare"]
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d.auto_pause = true
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# Trigger: anytime after day 3 (season-weighting handled by Storyteller tension).
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d.trigger_predicate = func() -> bool:
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return Clock.current_day() >= 3
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# Effect: spawn 1-3 wolves (stubbed until WolfSpawner is accessible statically).
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d.on_resolve = func(_c: int) -> void:
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_spawn_wolves(randi_range(1, 3))
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return d
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static func _event_14_lone_wolf() -> EventDef:
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var d := EventDef.new()
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d.id = &"lone_wolf"
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d.title = "Lone Wolf"
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d.body = "A starving wolf circles your livestock."
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d.category = EventDef.Category.THREAT
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d.display = EventDef.Display.MODAL
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d.cooldown_days = 3
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d.base_weight = 1.5 # slightly higher — low-threat random, more common
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d.choices = ["Prepare"]
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d.auto_pause = true
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# Trigger: anytime (low-threat random).
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d.trigger_predicate = func() -> bool:
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return true
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d.on_resolve = func(_c: int) -> void:
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_spawn_wolves(1)
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return d
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static func _event_15_pack_hunt() -> EventDef:
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var d := EventDef.new()
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d.id = &"pack_hunt"
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d.title = "Pack Hunt"
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d.body = "A hunting pack moves through the forest. They smell your colony."
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d.category = EventDef.Category.THREAT
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d.display = EventDef.Display.MODAL
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d.cooldown_days = 5
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d.base_weight = 1.0
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d.choices = ["Prepare"]
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d.auto_pause = true
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# Trigger: post-day-30.
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d.trigger_predicate = func() -> bool:
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return Clock.current_day() >= 30
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d.on_resolve = func(_c: int) -> void:
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_spawn_wolves(randi_range(4, 6))
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return d
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static func _event_16_bandit_scouts() -> EventDef:
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var d := EventDef.new()
|
||
d.id = &"bandit_scouts"
|
||
d.title = "Bandit Scouts"
|
||
d.body = "Strange figures watched from the treeline at dusk. Bandits, perhaps."
|
||
d.category = EventDef.Category.THREAT
|
||
d.display = EventDef.Display.MODAL
|
||
d.cooldown_days = 5
|
||
d.base_weight = 1.0
|
||
d.choices = ["Stay alert"]
|
||
d.auto_pause = true
|
||
# Trigger: post-day-25.
|
||
d.trigger_predicate = func() -> bool:
|
||
return Clock.current_day() >= 25
|
||
# Effect: flavor + threat-likelihood raise — stubbed (v2 raids).
|
||
d.on_resolve = func(_c: int) -> void:
|
||
Audit.log("storyteller", "bandit_scouts resolved — threat-likelihood raise stubbed (v2 raids)")
|
||
return d
|
||
|
||
|
||
# ── Disease factories ────────────────────────────────────────────────────────
|
||
|
||
static func _event_17_fever() -> EventDef:
|
||
var d := EventDef.new()
|
||
d.id = &"fever"
|
||
d.title = "Fever"
|
||
d.body = "%pawn% woke with a fever. The sickness may spread."
|
||
d.category = EventDef.Category.DISEASE
|
||
d.display = EventDef.Display.MODAL
|
||
d.cooldown_days = 4
|
||
d.base_weight = 1.0
|
||
d.choices = ["Treat them"]
|
||
d.auto_pause = true
|
||
# Trigger: random after ~30 days.
|
||
d.trigger_predicate = func() -> bool:
|
||
return Clock.current_day() >= 30 and not World.pawns.is_empty()
|
||
# Effect: Sick status on random pawn — StatusCatalog.sick() ships Phase 17.
|
||
d.on_resolve = func(_c: int) -> void:
|
||
Audit.log("storyteller", "fever resolved — StatusCatalog.sick() stubbed (Phase 17)")
|
||
return d
|
||
|
||
|
||
static func _event_18_a_bad_cut() -> EventDef:
|
||
var d := EventDef.new()
|
||
d.id = &"a_bad_cut"
|
||
d.title = "A Bad Cut"
|
||
d.body = "%pawn% gashed their hand chopping wood. The wound looks deep."
|
||
d.category = EventDef.Category.DISEASE
|
||
d.display = EventDef.Display.MODAL
|
||
d.cooldown_days = 4
|
||
d.base_weight = 1.0
|
||
d.choices = ["Treat them"]
|
||
d.auto_pause = true
|
||
# Trigger: any tree chopped and low chance (proxy: trees exist and day >= 5).
|
||
d.trigger_predicate = func() -> bool:
|
||
return Clock.current_day() >= 5 and not World.trees.is_empty()
|
||
# Effect: Bleeding status on a random pawn — real-wired (StatusCatalog.bleeding exists).
|
||
d.on_resolve = func(_c: int) -> void:
|
||
_apply_pawn_status(func() -> Status: return StatusCatalog.bleeding(1))
|
||
return d
|
||
|
||
|
||
static func _event_19_the_sleeplessness() -> EventDef:
|
||
var d := EventDef.new()
|
||
d.id = &"the_sleeplessness"
|
||
d.title = "The Sleeplessness"
|
||
d.body = "%pawn% has barely slept. Something weighs on them."
|
||
d.category = EventDef.Category.DISEASE
|
||
d.display = EventDef.Display.BANNER
|
||
d.cooldown_days = 4
|
||
d.base_weight = 1.0
|
||
d.auto_pause = false
|
||
# Trigger: any pawn is tired (has the tired thought/status).
|
||
d.trigger_predicate = func() -> bool:
|
||
for p in World.pawns:
|
||
if p.is_tired():
|
||
return true
|
||
return false
|
||
# Effect: mood penalty 2 days — apply tired thought colony-wide (stubbed intensity).
|
||
d.on_resolve = func(_c: int) -> void:
|
||
_apply_colony_mood_thought(func() -> Thought: return ThoughtCatalog.tired())
|
||
return d
|
||
|
||
|
||
# ── Resource factories ───────────────────────────────────────────────────────
|
||
|
||
static func _event_20_bountiful_harvest() -> EventDef:
|
||
var d := EventDef.new()
|
||
d.id = &"bountiful_harvest"
|
||
d.title = "Bountiful Harvest"
|
||
d.body = "Your fields exceeded the season. The granary swells."
|
||
d.category = EventDef.Category.RESOURCE
|
||
d.display = EventDef.Display.BANNER
|
||
d.cooldown_days = 3
|
||
d.base_weight = 1.0
|
||
d.auto_pause = false
|
||
# Trigger: autumn (harvest season) and crops are present.
|
||
d.trigger_predicate = func() -> bool:
|
||
return Clock.current_season() == Clock.SEASON_AUTUMN and not World.crops.is_empty()
|
||
# Effect: +25% yield — stubbed, Phase 17 crop-yield multiplier.
|
||
d.on_resolve = func(_c: int) -> void:
|
||
_apply_buff_next_n_jobs(&"harvest", 10, 1.25)
|
||
return d
|
||
|
||
|
||
static func _event_21_lumberjacks_luck() -> EventDef:
|
||
var d := EventDef.new()
|
||
d.id = &"lumberjacks_luck"
|
||
d.title = "Lumberjack's Luck"
|
||
d.body = "%pawn% found a copse of unusually thick trees."
|
||
d.category = EventDef.Category.RESOURCE
|
||
d.display = EventDef.Display.BANNER
|
||
d.cooldown_days = 3
|
||
d.base_weight = 1.0
|
||
d.auto_pause = false
|
||
# Trigger: trees present (chop job context).
|
||
d.trigger_predicate = func() -> bool:
|
||
return not World.trees.is_empty()
|
||
# Effect: next 3 trees +50% wood — stubbed.
|
||
d.on_resolve = func(_c: int) -> void:
|
||
_apply_buff_next_n_jobs(&"chop", 3, 1.5)
|
||
return d
|
||
|
||
|
||
static func _event_22_veins_of_iron() -> EventDef:
|
||
var d := EventDef.new()
|
||
d.id = &"veins_of_iron"
|
||
d.title = "Veins of Iron"
|
||
d.body = "A miner reports a rich vein, deeper than expected."
|
||
d.category = EventDef.Category.RESOURCE
|
||
d.display = EventDef.Display.BANNER
|
||
d.cooldown_days = 3
|
||
d.base_weight = 1.0
|
||
d.auto_pause = false
|
||
# Trigger: rocks present (mine job context).
|
||
d.trigger_predicate = func() -> bool:
|
||
return not World.rocks.is_empty()
|
||
# Effect: next mining yield ×2 — stubbed.
|
||
d.on_resolve = func(_c: int) -> void:
|
||
_apply_buff_next_n_jobs(&"mine", 1, 2.0)
|
||
return d
|
||
|
||
|
||
# ── Lore factories ───────────────────────────────────────────────────────────
|
||
|
||
static func _event_23_strange_stones() -> EventDef:
|
||
var d := EventDef.new()
|
||
d.id = &"strange_stones"
|
||
d.title = "Strange Stones"
|
||
d.body = "Settlers report finding carved stones in the wood — older than any memory."
|
||
d.category = EventDef.Category.LORE
|
||
d.display = EventDef.Display.BANNER
|
||
d.cooldown_days = 6
|
||
d.base_weight = 1.0
|
||
d.auto_pause = false
|
||
# Trigger: post-day-15, random.
|
||
d.trigger_predicate = func() -> bool:
|
||
return Clock.current_day() >= 15
|
||
d.on_resolve = func(_c: int) -> void:
|
||
pass # flavor only
|
||
return d
|
||
|
||
|
||
static func _event_24_an_old_map() -> EventDef:
|
||
var d := EventDef.new()
|
||
d.id = &"an_old_map"
|
||
d.title = "An Old Map"
|
||
d.body = "%pawn% found a tattered map. Roads to the north, half-faded."
|
||
d.category = EventDef.Category.LORE
|
||
d.display = EventDef.Display.BANNER
|
||
d.cooldown_days = 6
|
||
d.base_weight = 1.0
|
||
d.auto_pause = false
|
||
# Trigger: post-recruit (more than 1 pawn present).
|
||
d.trigger_predicate = func() -> bool:
|
||
return World.pawns.size() > 1
|
||
d.on_resolve = func(_c: int) -> void:
|
||
pass # flavor; seeds v2 trade/exploration
|
||
return d
|
||
|
||
|
||
# ── Milestone factory ────────────────────────────────────────────────────────
|
||
|
||
static func _event_25_one_year_survived() -> EventDef:
|
||
var d := EventDef.new()
|
||
d.id = &"one_year_survived"
|
||
d.title = "One Year Survived"
|
||
d.body = "A full year. The first frost feels different now — yours is a real settlement."
|
||
d.category = EventDef.Category.MILESTONE
|
||
d.display = EventDef.Display.BANNER
|
||
d.cooldown_days = 30
|
||
d.base_weight = 1.0
|
||
d.auto_pause = false
|
||
# Trigger: end of first winter (day >= 4 seasons × 12 days = 48).
|
||
d.trigger_predicate = func() -> bool:
|
||
return Clock.current_day() >= 48 and Clock.current_season() == Clock.SEASON_WINTER
|
||
# Effect: +5 mood "We made it" colony 2 days — real-wired via colony thought.
|
||
d.on_resolve = func(_c: int) -> void:
|
||
_apply_colony_mood_thought(func() -> Thought: return ThoughtCatalog.well_rested())
|
||
# well_rested() is the closest existing +5 mood thought; Phase 17 adds
|
||
# ThoughtCatalog.we_made_it() with correct label + longer duration.
|
||
return d
|
||
|
||
|
||
# ── Effect helpers ───────────────────────────────────────────────────────────
|
||
## All helpers are static. Stub bodies log via Audit where the underlying
|
||
## system is not yet available; real bodies are annotated per-helper.
|
||
|
||
## Instantiate a new pawn at a random map-edge tile with optional skill seed.
|
||
## STUB — Phase 17 recruit UI will wire the real spawn via PawnFactory or similar.
|
||
static func _spawn_wanderer_pawn(skills: Dictionary = {}) -> void:
|
||
Audit.log("storyteller", "_spawn_wanderer_pawn called with skills=%s — stubbed (Phase 17)" % str(skills))
|
||
|
||
|
||
## Flag the next `count` jobs of `kind` to use a yield multiplier.
|
||
## STUB — Phase 17 work-buff system will implement the ring buffer.
|
||
static func _apply_buff_next_n_jobs(kind: StringName, count: int, multiplier: float) -> void:
|
||
Audit.log("storyteller", "_apply_buff_next_n_jobs: kind=%s count=%d ×%.2f — stubbed (Phase 17)" % [kind, count, multiplier])
|
||
|
||
|
||
## Emit EventBus.request_wolf_spawn so WolfSpawner (scene child) picks it up.
|
||
## WolfSpawner._on_request_wolf_spawn bypasses darkness/cooldown gates and
|
||
## force-spawns immediately. Bus-based wiring — no get_node("/root/...") smell.
|
||
static func _spawn_wolves(count: int) -> void:
|
||
EventBus.request_wolf_spawn.emit(count)
|
||
Audit.log("storyteller", "_spawn_wolves: emitted request_wolf_spawn(count=%d)" % count)
|
||
|
||
|
||
## Apply a status to a random pawn (or a specific pawn if non-null).
|
||
## The factory callable returns a fresh Status — mirrors StatusCatalog pattern.
|
||
## REAL for statuses that exist (bleeding); STUB for sick() until Phase 17.
|
||
static func _apply_pawn_status(status_factory: Callable, pawn = null) -> void:
|
||
var target = pawn
|
||
if target == null:
|
||
if World.pawns.is_empty():
|
||
Audit.log("storyteller", "_apply_pawn_status: no pawns present")
|
||
return
|
||
target = World.pawns[randi() % World.pawns.size()]
|
||
if target.has_method("add_status"):
|
||
target.add_status(status_factory.call())
|
||
else:
|
||
Audit.log("storyteller", "_apply_pawn_status: target missing add_status()")
|
||
|
||
|
||
## Apply a thought to every living pawn in the colony.
|
||
## `thought_factory` is a Callable that returns a fresh Thought each time.
|
||
## REAL — ThoughtCatalog thoughts and Pawn.add_thought() both exist.
|
||
static func _apply_colony_mood_thought(thought_factory: Callable) -> void:
|
||
for p in World.pawns:
|
||
if p.has_method("add_thought"):
|
||
p.add_thought(thought_factory.call())
|