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