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>
237 lines
10 KiB
GDScript
237 lines
10 KiB
GDScript
extends Node
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class_name Designation
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## Phase 5 — Designation paint mode.
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##
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## Captures mouse input to drag-paint ghost tiles on Layer 3 (designation_layer)
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## of the world TileMap. Each new cell painted emits EventBus.designation_added;
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## removing a ghost emits EventBus.designation_cleared.
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##
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## Integrates with Selection: raises Selection.designation_active while a non-none
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## tool is active so Selection does not also process those clicks.
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##
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## Opus wires the node into world.tscn and calls bind() + set_active_tool() from
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## the build-drawer UI.
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# ── tool constants ───────────────────────────────────────────────────────────
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const TOOL_NONE: StringName = &"none"
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const TOOL_BUILD_WALL: StringName = &"build_wall"
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const TOOL_BUILD_FLOOR: StringName = &"build_floor"
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const TOOL_BUILD_DOOR: StringName = &"build_door"
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# Phase 13 — no-roof designation: painted tiles become courtyards; RoomDetector
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# excludes them from auto-roofing. Calls World.toggle_no_roof_at() on apply.
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const TOOL_NO_ROOF: StringName = &"no_roof"
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# Phase 14 — graveyard zone paint: marks a region as a corpse-only storage zone.
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const TOOL_GRAVEYARD: StringName = &"graveyard"
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# Phase 14 — dig grave: queues a GraveSlot build job at the painted tile.
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const TOOL_DIG_GRAVE: StringName = &"dig_grave"
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# Phase 17 — Designate tab tools (harvest / gather orders).
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const TOOL_CHOP: StringName = &"chop"
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const TOOL_MINE: StringName = &"mine"
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# Phase 17 — Build tab single-entity tools.
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const TOOL_BUILD_CRATE: StringName = &"build_crate"
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const TOOL_BUILD_BED: StringName = &"build_bed"
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const TOOL_BUILD_TORCH: StringName = &"build_torch"
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# Phase 17 — Build tab workbench variants (one tool per bench kind so the
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# build-drawer can display each as a distinct button with a distinct label).
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const TOOL_BUILD_WORKBENCH_CARPENTER: StringName = &"build_workbench_carpenter"
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const TOOL_BUILD_WORKBENCH_SMELTER: StringName = &"build_workbench_smelter"
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const TOOL_BUILD_WORKBENCH_MILLSTONE: StringName = &"build_workbench_millstone"
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const TOOL_BUILD_WORKBENCH_HEARTH: StringName = &"build_workbench_hearth"
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const TOOL_BUILD_WORKBENCH_CREMATION_PYRE: StringName = &"build_workbench_cremation_pyre"
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# Phase 17 — Stockpile tab.
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const TOOL_PAINT_STOCKPILE: StringName = &"paint_stockpile"
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# ── tool → material override ─────────────────────────────────────────────────
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# For build_wall and build_floor the tool is shared but the material differs.
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# The build-drawer sets _tool_material before activating the tool so the spawn
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# bridge in world.gd can read it. Default is "stone" for walls, "wood" for
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# floors — matching the Phase 5 demo seeds.
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var tool_material: StringName = &"" # set by build_drawer; read by world.gd dispatch
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# Atlas coords on the shared placeholder tileset (source 0).
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# build_wall → stone-grey (2, 0); build_floor → dirt-brown (1, 0).
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# build_door → dark stone (3, 0) so the ghost reads visually distinct from walls.
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# no_roof → grass (0, 0) with the designation layer modulate tinting it visibly.
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# graveyard / dig_grave → dirt-brown (1, 0); modulate tints these dark brown.
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# chop / mine / build_crate / build_bed / build_torch → reuse existing atlas slots.
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# workbench variants and paint_stockpile → dirt-brown (1, 0) ghost.
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const _ATLAS_BY_TOOL: Dictionary = {
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&"build_wall": Vector2i(2, 0),
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&"build_floor": Vector2i(1, 0),
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&"build_door": Vector2i(3, 0),
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&"no_roof": Vector2i(0, 0),
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&"graveyard": Vector2i(1, 0),
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&"dig_grave": Vector2i(1, 0),
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&"chop": Vector2i(0, 0),
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&"mine": Vector2i(2, 0),
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&"build_crate": Vector2i(1, 0),
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&"build_bed": Vector2i(1, 0),
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&"build_torch": Vector2i(1, 0),
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&"build_workbench_carpenter": Vector2i(1, 0),
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&"build_workbench_smelter": Vector2i(2, 0),
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&"build_workbench_millstone": Vector2i(1, 0),
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&"build_workbench_hearth": Vector2i(1, 0),
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&"build_workbench_cremation_pyre":Vector2i(3, 0),
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&"paint_stockpile": Vector2i(0, 0),
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}
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# Placeholder source ID — mirrors World.PLACEHOLDER_SOURCE_ID.
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const _SOURCE_ID: int = 0
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# Tile-size in pixels — mirrors World.TILE_SIZE_PX.
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const _TILE_SIZE_PX: float = 16.0
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# ── signals ──────────────────────────────────────────────────────────────────
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signal designation_added(cell: Vector2i, tool: StringName)
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signal designation_cleared(cell: Vector2i)
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# ── state ────────────────────────────────────────────────────────────────────
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var _tool: StringName = TOOL_NONE
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var _paint_layer: TileMapLayer = null
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var _selection: Selection = null # optional; raised/lowered for input hand-off
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# cell → tool that placed the ghost.
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var _painted: Dictionary = {} # Dictionary[Vector2i, StringName]
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# Stroke deduplication — cells touched in the current mouse-down session.
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var _stroke_cells: Dictionary = {} # Dictionary[Vector2i, bool]
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var _stroke_active: bool = false
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# ── public API ───────────────────────────────────────────────────────────────
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## Call once from World._ready() with the TileMapLayer at index 3 (Designation)
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## and the sibling Selection node.
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func bind(paint_layer: TileMapLayer, selection: Selection = null) -> void:
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assert(paint_layer != null, "Designation.bind: paint_layer is null")
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_paint_layer = paint_layer
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_selection = selection
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## Activate a paint tool. Pass TOOL_NONE to deactivate.
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func set_active_tool(tool: StringName) -> void:
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assert(
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tool in [
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TOOL_NONE, TOOL_BUILD_WALL, TOOL_BUILD_FLOOR, TOOL_BUILD_DOOR,
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TOOL_NO_ROOF, TOOL_GRAVEYARD, TOOL_DIG_GRAVE,
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TOOL_CHOP, TOOL_MINE,
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TOOL_BUILD_CRATE, TOOL_BUILD_BED, TOOL_BUILD_TORCH,
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TOOL_BUILD_WORKBENCH_CARPENTER, TOOL_BUILD_WORKBENCH_SMELTER,
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TOOL_BUILD_WORKBENCH_MILLSTONE, TOOL_BUILD_WORKBENCH_HEARTH,
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TOOL_BUILD_WORKBENCH_CREMATION_PYRE,
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TOOL_PAINT_STOCKPILE,
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],
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"Designation.set_active_tool: unknown tool '%s'" % tool
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)
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_tool = tool
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_stroke_active = false
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_stroke_cells.clear()
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_sync_selection_flag()
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if tool == TOOL_NONE:
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Audit.log("designation", "tool deactivated")
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else:
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Audit.log("designation", "tool set to '%s'" % tool)
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func active_tool() -> StringName:
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return _tool
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## Remove the ghost for a single cell and emit designation_cleared.
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func clear_cell(cell: Vector2i) -> void:
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if not _painted.has(cell):
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return
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_painted.erase(cell)
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if _paint_layer != null:
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_paint_layer.erase_cell(cell)
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designation_cleared.emit(cell)
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EventBus.designation_cleared.emit(cell)
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Audit.log("designation", "cleared cell %s" % cell)
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## Returns all cells that currently have an active ghost.
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func cells() -> Array[Vector2i]:
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var result: Array[Vector2i] = []
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for c: Vector2i in _painted.keys():
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result.append(c)
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return result
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# ── input ────────────────────────────────────────────────────────────────────
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func _unhandled_input(event: InputEvent) -> void:
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if _tool == TOOL_NONE or _paint_layer == null:
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return
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if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
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if event.pressed:
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_stroke_active = true
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_stroke_cells.clear()
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_paint_at_screen(event.position)
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else:
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_stroke_active = false
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_stroke_cells.clear()
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get_viewport().set_input_as_handled()
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return
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if event is InputEventMouseMotion and _stroke_active:
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_paint_at_screen(event.position)
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get_viewport().set_input_as_handled()
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# ── helpers ──────────────────────────────────────────────────────────────────
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func _paint_at_screen(screen_pos: Vector2) -> void:
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var world_pos: Vector2 = get_viewport().get_canvas_transform().affine_inverse() * screen_pos
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var cell := Vector2i(
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floori(world_pos.x / _TILE_SIZE_PX),
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floori(world_pos.y / _TILE_SIZE_PX),
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)
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# Deduplication within the current stroke.
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if _stroke_cells.has(cell):
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return
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_stroke_cells[cell] = true
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# Don't re-paint the same tool over itself.
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if _painted.get(cell) == _tool:
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return
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_apply_ghost(cell)
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func _apply_ghost(cell: Vector2i) -> void:
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var atlas_coord: Vector2i = _ATLAS_BY_TOOL.get(_tool, Vector2i(2, 0))
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_paint_layer.set_cell(cell, _SOURCE_ID, atlas_coord)
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_painted[cell] = _tool
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# Modulate the whole paint layer based on whether this cell is placeable.
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# Phase 5 simplification: validity applies globally to the layer.
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var ok: bool = _cell_is_placeable(cell)
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_paint_layer.modulate = Color(0.4, 1.0, 0.4, 0.7) if ok else Color(1.0, 0.4, 0.4, 0.7)
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# Phase 13 — no-roof tool: toggle the tile in World.no_roof_cells and
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# trigger an immediate room recompute. No build job is queued.
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if _tool == TOOL_NO_ROOF:
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World.toggle_no_roof_at(cell)
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Audit.log("designation", "no_roof toggled at %s" % cell)
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return
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designation_added.emit(cell, _tool)
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EventBus.designation_added.emit(cell, _tool)
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Audit.log("designation", "painted %s at %s (placeable=%s)" % [_tool, cell, ok])
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func _cell_is_placeable(cell: Vector2i) -> bool:
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# For Phase 5: a cell is placeable for build_wall if it is currently walkable
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# (no wall present), and for build_floor if it is walkable. Items-on-tile
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# check is deferred to Phase 5 BuildJob validation; we only gate on geometry here.
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if World.pathfinder == null:
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return true
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return World.pathfinder.is_walkable(cell)
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func _sync_selection_flag() -> void:
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if _selection == null:
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return
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_selection.designation_active = (_tool != TOOL_NONE)
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