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>
199 lines
6.7 KiB
GDScript
199 lines
6.7 KiB
GDScript
class_name StorytellerModal extends CanvasLayer
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## Phase 15 — Blocking center-screen dialog for MODAL-display EventDef events.
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##
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## Visible only when a modal event is active; hidden otherwise.
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## Choice layout:
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## 0 choices → single "Dismiss" button (choice index 0)
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## 1 choice → labelled button + Dismiss (choice 0 / 1)
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## 2 choices → both as labelled buttons (choice 0 / 1)
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##
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## Optional "Go there" button if focus_tile != Vector2i(-1, -1).
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## Tapping "Go there" pans camera AND closes the modal.
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##
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## Subscribes to EventBus.storyteller_event_fired in _ready; ignores BANNER events.
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## Auto-pause is handled by Storyteller before the signal — no re-pause here.
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const TILE_SIZE_PX: int = 16
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var _current_event = null
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# ── node refs ────────────────────────────────────────────────────────────────
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var _dim: ColorRect = null # full-screen dim behind panel
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var _panel: PanelContainer = null
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var _title_label: Label = null
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var _body_label: Label = null
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var _choice_row: HBoxContainer = null
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var _go_there_btn: Button = null
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func _ready() -> void:
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layer = 20 # above banner (15), above top-bar (10)
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_build_ui()
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_set_visible(false)
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EventBus.storyteller_event_fired.connect(_on_event_fired)
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# Also hide on external resolve (test scripts, ghost-state auto-fire chain).
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EventBus.storyteller_event_resolved.connect(_on_event_resolved)
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Audit.log("storyteller_ui", "StorytellerModal ready")
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func _exit_tree() -> void:
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if EventBus.storyteller_event_fired.is_connected(_on_event_fired):
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EventBus.storyteller_event_fired.disconnect(_on_event_fired)
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if EventBus.storyteller_event_resolved.is_connected(_on_event_resolved):
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EventBus.storyteller_event_resolved.disconnect(_on_event_resolved)
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func _on_event_resolved(_event, _choice_index: int) -> void:
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_set_visible(false)
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# ── UI construction ──────────────────────────────────────────────────────────
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func _build_ui() -> void:
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# Full-screen dim layer (semi-transparent black).
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_dim = ColorRect.new()
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_dim.name = "Dim"
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_dim.set_anchors_preset(Control.PRESET_FULL_RECT)
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_dim.color = Color(0.0, 0.0, 0.0, 0.45)
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_dim.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(_dim)
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# Centred dialog panel.
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_panel = PanelContainer.new()
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_panel.name = "Dialog"
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_panel.set_anchors_preset(Control.PRESET_CENTER)
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_panel.custom_minimum_size = Vector2(400, 200)
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_panel.offset_left = -200
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_panel.offset_right = 200
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_panel.offset_top = -100
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_panel.offset_bottom = 100
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add_child(_panel)
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var vbox := VBoxContainer.new()
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vbox.add_theme_constant_override("separation", 12)
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_panel.add_child(vbox)
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_title_label = Label.new()
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_title_label.name = "TitleLabel"
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_title_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_title_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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vbox.add_child(_title_label)
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_body_label = Label.new()
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_body_label.name = "BodyLabel"
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_body_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_body_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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vbox.add_child(_body_label)
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# "Go there" row — always present, shown/hidden per-event.
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_go_there_btn = Button.new()
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_go_there_btn.name = "GoThereBtn"
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_go_there_btn.text = Strings.t(&"ui.go_there")
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_go_there_btn.custom_minimum_size = Vector2(120, 48)
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_go_there_btn.focus_mode = Control.FOCUS_NONE
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_go_there_btn.pressed.connect(_on_go_there_pressed)
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var go_row := HBoxContainer.new()
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go_row.alignment = BoxContainer.ALIGNMENT_CENTER
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go_row.add_child(_go_there_btn)
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vbox.add_child(go_row)
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# Choice-button row — children rebuilt each event.
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_choice_row = HBoxContainer.new()
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_choice_row.name = "ChoiceRow"
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_choice_row.alignment = BoxContainer.ALIGNMENT_CENTER
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_choice_row.add_theme_constant_override("separation", 12)
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vbox.add_child(_choice_row)
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# ── event handling ───────────────────────────────────────────────────────────
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func _on_event_fired(event) -> void:
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if event.display != EventDef.Display.MODAL:
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return
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_current_event = event
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_populate(event)
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_set_visible(true)
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Audit.log("storyteller_ui", "modal shown: %s" % event.id)
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func _populate(event) -> void:
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_title_label.text = event.title
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_body_label.text = _substitute_pawn(event.body)
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var has_focus: bool = event.focus_tile != Vector2i(-1, -1)
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_go_there_btn.visible = has_focus
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# Clear old choice buttons.
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for child in _choice_row.get_children():
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child.queue_free()
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# Build new choice buttons based on choices array length.
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var choices: Array[String] = event.choices
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match choices.size():
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0:
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# No choices — single Dismiss.
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_add_choice_btn(Strings.t(&"ui.dismiss"), 0)
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1:
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# One named choice + Dismiss (dismiss = index 1).
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_add_choice_btn(choices[0], 0)
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_add_choice_btn(Strings.t(&"ui.dismiss"), 1)
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_:
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# Two (or more) choices — render first two, indexed.
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_add_choice_btn(choices[0], 0)
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_add_choice_btn(choices[1], 1)
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func _add_choice_btn(label: String, choice_index: int) -> void:
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var btn := Button.new()
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btn.text = label
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btn.custom_minimum_size = Vector2(120, 48)
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btn.focus_mode = Control.FOCUS_NONE
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btn.pressed.connect(func() -> void: _on_choice(choice_index))
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_choice_row.add_child(btn)
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func _on_choice(choice_index: int) -> void:
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Audit.log("storyteller_ui", "modal choice %d: %s" % [choice_index, _current_event.id if _current_event != null else "(none)"])
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Storyteller.resolve_current(choice_index)
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_current_event = null
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_set_visible(false)
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func _on_go_there_pressed() -> void:
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if _current_event == null:
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return
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_pan_camera(_current_event.focus_tile)
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# Close modal after pan — player is navigating there.
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_on_choice(0)
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# ── helpers ──────────────────────────────────────────────────────────────────
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func _set_visible(v: bool) -> void:
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if _dim != null:
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_dim.visible = v
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if _panel != null:
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_panel.visible = v
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func _pan_camera(tile: Vector2i) -> void:
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var cam = get_node_or_null("/root/Main/World/CameraRig")
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if cam == null:
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Audit.log("storyteller_ui", "pan_camera: CameraRig not found")
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return
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if cam.has_method("pan_to_tile"):
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cam.pan_to_tile(tile)
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else:
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cam.position = Vector2(tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2,
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tile.y * TILE_SIZE_PX + TILE_SIZE_PX / 2)
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func _substitute_pawn(body: String) -> String:
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if not "%pawn%" in body:
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return body
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var name: String = "Settler"
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if not World.pawns.is_empty():
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name = World.pawns[0].pawn_name
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return body.replace("%pawn%", name)
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