rimlike/scenes/world/selection.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

104 lines
3.2 KiB
GDScript

extends Node
class_name Selection
## Pawn selection + click-to-move input handler.
##
## A click on a pawn selects it; a click on a walkable tile while a pawn is
## selected pathfinds + commands the walk. Drags belong to the camera (pan)
## — we discriminate clicks from drags by motion + duration thresholds.
##
## Lives as a child of World; `_unhandled_input` runs after the camera rig
## and after any CanvasLayer UI swallows its own clicks.
const CLICK_MAX_DRIFT_PX: float = 8.0
const CLICK_MAX_DURATION_MS: int = 300
var _pathfinder: Pathfinder = null
var _selected_pawn: Pawn = null
# When Designation paint mode is active this flag is raised by Designation so
# Selection does not also try to select/move on the same click.
var designation_active: bool = false
var _press_screen_pos: Vector2 = Vector2.ZERO
var _press_time_ms: int = 0
var _pressing: bool = false
func bind(pathfinder: Pathfinder) -> void:
assert(pathfinder != null, "Selection.bind: pathfinder is null")
_pathfinder = pathfinder
func selected() -> Pawn:
return _selected_pawn
func _unhandled_input(event: InputEvent) -> void:
if not (event is InputEventMouseButton):
return
if event.button_index != MOUSE_BUTTON_LEFT:
return
# Designation paint mode owns input while active; Selection steps aside.
if designation_active:
return
if event.pressed:
_press_screen_pos = event.position
_press_time_ms = Time.get_ticks_msec()
_pressing = true
return
if not _pressing:
return
_pressing = false
var drift: float = event.position.distance_to(_press_screen_pos)
var dt_ms: int = Time.get_ticks_msec() - _press_time_ms
# Anything that drifted more than a few pixels or sat for more than 300 ms
# is the camera's drag-pan; ignore it as a select/move action.
if drift > CLICK_MAX_DRIFT_PX or dt_ms > CLICK_MAX_DURATION_MS:
return
_handle_click(event.position)
func _handle_click(screen_pos: Vector2) -> void:
if _pathfinder == null:
Audit.log("selection", "click before bind() — ignored")
return
var world_pos: Vector2 = get_viewport().get_canvas_transform().affine_inverse() * screen_pos
var tile: Vector2i = Vector2i(
floori(world_pos.x / float(Pawn.TILE_SIZE_PX)),
floori(world_pos.y / float(Pawn.TILE_SIZE_PX)),
)
# Click on a pawn → select.
var hit_pawn: Pawn = World.pawn_at_tile(tile)
if hit_pawn != null:
_select(hit_pawn)
return
# Empty tile with no current selection → no-op.
if _selected_pawn == null:
return
# Empty walkable tile with a selection → queue a forced job. Decision picks
# it up on the next sim tick (preempts whatever RestProvider had assigned).
if not _pathfinder.is_walkable(tile):
Audit.log("selection", "destination %s not walkable" % tile)
return
var go_job := Job.new()
go_job.label = "Go to %s" % tile
go_job.toils.append(Toil.walk_to(tile))
go_job.toils.append(Toil.idle())
_selected_pawn.forced_job = go_job
Audit.log("selection", "forced %s%s" % [_selected_pawn.pawn_name, tile])
func _select(pawn: Pawn) -> void:
if _selected_pawn == pawn:
return
if _selected_pawn != null:
_selected_pawn.set_selected(false)
EventBus.pawn_deselected.emit()
_selected_pawn = pawn
pawn.set_selected(true)
EventBus.pawn_selected.emit(pawn)
Audit.log("selection", "selected %s at %s" % [pawn.pawn_name, pawn.tile])