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