rimlike/scenes/ui/settings_menu.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

247 lines
8.9 KiB
GDScript

class_name SettingsMenu extends CanvasLayer
## Phase 17 — Centered modal settings panel.
##
## Layer 26: above LoadMenu (25) — shows over everything.
## Sections: Speeds (keyboard shortcut display), Auto-pause toggles,
## Audio sliders (stub), Accessibility (stub).
##
## Save → GameState.apply_settings(); Cancel → discard edits.
## Opened by TopBar's Settings button (injected by main.gd).
# ── node refs ─────────────────────────────────────────────────────────────────
var _dim: ColorRect = null
var _panel: PanelContainer = null
# Auto-pause checkboxes.
var _cb_threat: CheckBox = null
var _cb_wanderer: CheckBox = null
var _cb_pawn_down: CheckBox = null
var _cb_modal: CheckBox = null
# Audio sliders.
var _sl_master: HSlider = null
var _sl_music: HSlider = null
var _sl_sfx: HSlider = null
var _sl_ambient: HSlider = null
# Accessibility checkboxes.
var _cb_large_text: CheckBox = null
var _cb_reduce_motion: CheckBox = null
func _ready() -> void:
layer = 26
_build_ui()
_set_visible(false)
Audit.log("settings_menu", "SettingsMenu ready (layer %d)" % layer)
func _exit_tree() -> void:
pass
# ── public API ────────────────────────────────────────────────────────────────
func open() -> void:
_load_from_game_state()
_set_visible(true)
Audit.log("settings_menu", "opened")
# ── UI construction ───────────────────────────────────────────────────────────
func _build_ui() -> void:
# Full-screen dim — stops clicks reaching the world behind.
_dim = ColorRect.new()
_dim.name = "Dim"
_dim.set_anchors_preset(Control.PRESET_FULL_RECT)
_dim.color = Color(0.0, 0.0, 0.0, 0.55)
_dim.mouse_filter = Control.MOUSE_FILTER_STOP
add_child(_dim)
# Centre panel.
_panel = PanelContainer.new()
_panel.name = "Dialog"
_panel.set_anchors_preset(Control.PRESET_CENTER)
_panel.custom_minimum_size = Vector2(480, 580)
_panel.offset_left = -240
_panel.offset_right = 240
_panel.offset_top = -290
_panel.offset_bottom = 290
add_child(_panel)
var scroll := ScrollContainer.new()
scroll.set_anchors_preset(Control.PRESET_FULL_RECT)
scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
_panel.add_child(scroll)
var vbox := VBoxContainer.new()
vbox.add_theme_constant_override("separation", 10)
scroll.add_child(vbox)
# Title.
var title := Label.new()
title.name = "Title"
title.text = Strings.t(&"ui.settings.title")
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
vbox.add_child(title)
_add_separator(vbox)
# ── Speeds section ────────────────────────────────────────────────────────
var speeds_hdr := Label.new()
speeds_hdr.text = Strings.t(&"ui.settings.speeds")
vbox.add_child(speeds_hdr)
var shortcuts_lbl := Label.new()
shortcuts_lbl.text = Strings.t(&"ui.settings.shortcuts")
shortcuts_lbl.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
vbox.add_child(shortcuts_lbl)
_add_separator(vbox)
# ── Auto-pause section ────────────────────────────────────────────────────
var ap_hdr := Label.new()
ap_hdr.text = Strings.t(&"ui.settings.auto_pause")
vbox.add_child(ap_hdr)
_cb_threat = _make_checkbox(Strings.t(&"ui.settings.pause_threat"), vbox)
_cb_wanderer = _make_checkbox(Strings.t(&"ui.settings.pause_wanderer"), vbox)
_cb_pawn_down = _make_checkbox(Strings.t(&"ui.settings.pause_pawn_down"), vbox)
_cb_modal = _make_checkbox(Strings.t(&"ui.settings.pause_modal"), vbox)
_add_separator(vbox)
# ── Audio section (stub — values saved; bus wiring Phase 18) ─────────────
var audio_hdr := Label.new()
audio_hdr.text = Strings.t(&"ui.settings.audio")
vbox.add_child(audio_hdr)
_sl_master = _make_slider(Strings.t(&"ui.settings.master"), vbox)
_sl_music = _make_slider(Strings.t(&"ui.settings.music"), vbox)
_sl_sfx = _make_slider(Strings.t(&"ui.settings.sfx"), vbox)
_sl_ambient = _make_slider(Strings.t(&"ui.settings.ambient"), vbox)
_add_separator(vbox)
# ── Accessibility section (stub — values saved; UI wiring later) ──────────
var access_hdr := Label.new()
access_hdr.text = Strings.t(&"ui.settings.accessibility")
vbox.add_child(access_hdr)
_cb_large_text = _make_checkbox(Strings.t(&"ui.settings.larger_text"), vbox)
_cb_reduce_motion = _make_checkbox(Strings.t(&"ui.settings.reduce_motion"), vbox)
_add_separator(vbox)
# ── Save / Cancel row ─────────────────────────────────────────────────────
var btn_row := HBoxContainer.new()
btn_row.alignment = BoxContainer.ALIGNMENT_CENTER
btn_row.add_theme_constant_override("separation", 16)
vbox.add_child(btn_row)
var save_btn := Button.new()
save_btn.name = "SaveBtn"
save_btn.text = Strings.t(&"ui.settings.save")
save_btn.custom_minimum_size = Vector2(120, 48)
save_btn.focus_mode = Control.FOCUS_NONE
save_btn.pressed.connect(_on_save_pressed)
btn_row.add_child(save_btn)
var cancel_btn := Button.new()
cancel_btn.name = "CancelBtn"
cancel_btn.text = Strings.t(&"ui.settings.cancel")
cancel_btn.custom_minimum_size = Vector2(120, 48)
cancel_btn.focus_mode = Control.FOCUS_NONE
cancel_btn.pressed.connect(_on_cancel_pressed)
btn_row.add_child(cancel_btn)
func _make_checkbox(label_text: String, parent: VBoxContainer) -> CheckBox:
var cb := CheckBox.new()
cb.text = label_text
cb.custom_minimum_size = Vector2(0, 48)
cb.focus_mode = Control.FOCUS_NONE
parent.add_child(cb)
return cb
func _make_slider(label_text: String, parent: VBoxContainer) -> HSlider:
var row := HBoxContainer.new()
row.add_theme_constant_override("separation", 8)
parent.add_child(row)
var lbl := Label.new()
lbl.text = label_text
lbl.custom_minimum_size = Vector2(72, 0)
row.add_child(lbl)
var sl := HSlider.new()
sl.min_value = 0.0
sl.max_value = 1.0
sl.step = 0.05
sl.value = 1.0
sl.size_flags_horizontal = Control.SIZE_EXPAND_FILL
sl.custom_minimum_size = Vector2(0, 48)
sl.focus_mode = Control.FOCUS_NONE
row.add_child(sl)
return sl
func _add_separator(parent: VBoxContainer) -> void:
parent.add_child(HSeparator.new())
# ── state I/O ─────────────────────────────────────────────────────────────────
func _load_from_game_state() -> void:
var s: Dictionary = GameState.settings
_cb_threat.button_pressed = bool(s.get("pause_on_threat", true))
_cb_wanderer.button_pressed = bool(s.get("pause_on_wanderer", true))
_cb_pawn_down.button_pressed = bool(s.get("pause_on_pawn_down", true))
_cb_modal.button_pressed = bool(s.get("pause_on_modal", true))
_sl_master.value = float(s.get("audio_master", 1.0))
_sl_music.value = float(s.get("audio_music", 1.0))
_sl_sfx.value = float(s.get("audio_sfx", 1.0))
_sl_ambient.value = float(s.get("audio_ambient", 1.0))
_cb_large_text.button_pressed = bool(s.get("accessibility_large_text", false))
_cb_reduce_motion.button_pressed = bool(s.get("accessibility_reduce_motion", false))
func _collect_to_dict() -> Dictionary:
return {
"pause_on_threat": _cb_threat.button_pressed,
"pause_on_wanderer": _cb_wanderer.button_pressed,
"pause_on_pawn_down": _cb_pawn_down.button_pressed,
"pause_on_modal": _cb_modal.button_pressed,
"audio_master": _sl_master.value,
"audio_music": _sl_music.value,
"audio_sfx": _sl_sfx.value,
"audio_ambient": _sl_ambient.value,
"accessibility_large_text": _cb_large_text.button_pressed,
"accessibility_reduce_motion": _cb_reduce_motion.button_pressed,
}
# ── interaction ───────────────────────────────────────────────────────────────
func _on_save_pressed() -> void:
GameState.apply_settings(_collect_to_dict())
Audit.log("settings_menu", "settings saved")
_set_visible(false)
func _on_cancel_pressed() -> void:
Audit.log("settings_menu", "settings cancelled")
_set_visible(false)
# ── visibility ────────────────────────────────────────────────────────────────
func _set_visible(v: bool) -> void:
if _dim != null:
_dim.visible = v
if _panel != null:
_panel.visible = v