rimlike/autoload/game_state.gd
megaproxy bba1ce4334 Phase 17/18 closure: stockpile filter UI + day summary + atmospheric audio
Three-agent fan-out (gdscript-refactor x3) closing deferred polish:

- Stockpile chip filter UI: new StockpilePanel (layer 18, right-anchored,
  mirrors WorkbenchPanel). 5-priority segmented control + 21-chip 4-col
  filter grid using Item.ALL_TYPES; wildcard (empty accepted_types) shows
  all chips checked with 'All' hint, first explicit pick switches to
  explicit-list mode. Selection chain extended to pawn → workbench →
  stockpile with mutual exclusion. 12 ui.stockpile.* + 13 item.* keys.

- DaySummaryCard: layer-19 modal auto-opens at dusk→night via day_ended,
  auto-pauses sim, shows day+season header, weather row, stats grid with
  green/yellow/red tension bar, Continue dismiss + backdrop tap.
  Settings 'Show end-of-day summary' toggle persists via GameState.

- Atmospheric audio: rain ambient loop (Cozy Melodies Pack 6) on
  weather_changed rain/storm with 0.5s fade-out on clear; thunder sting
  (Magic and Spells 6) on rain→storm transition; raid warning sting
  (Sword Pack 1, 'blades drawn') on EventBus.wolf_spawned. All on SFX
  bus — inherits existing slider + suspend mute.

Contracts pre-written before fan-out: EventBus.stockpile_selected /
stockpile_deselected / wolf_spawned signals; WolfSpawner._trigger_raid
+ _on_request_wolf_spawn now emit wolf_spawned with the spawned array.

MCP runtime verified: StockpilePanel opens with 21 chips, DaySummaryCard
renders weather row + tension bar + auto-pause, rain_player.playing=true
on weather_changed(rain), all three new SFX keys in Audio.SFX_FILES.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 17:20:40 +01:00

66 lines
2.2 KiB
GDScript

extends Node
## Top-level mutable game state. SaveSystem serializes via save_dict() / apply_dict().
##
## Holds session-wide flags and the "what map are we on" pointer. Per-entity state
## lives on the entities themselves; per-tile state on the TileMap or World.
## See docs/architecture.md.
var current_map_id: StringName = &"slice_temperate_forest"
var session_started_at_unix: int = 0 # for "you've been away X minutes" toast
# Phase 17 — player settings persisted across sessions.
# Auto-pause booleans mirror the SettingsMenu checkboxes.
# Audio floats are 0.0..1.0; default 1.0 (full volume).
# Accessibility stubs wired in a later phase.
var settings: Dictionary = {
"pause_on_threat": true,
"pause_on_wanderer": true,
"pause_on_pawn_down": true,
"pause_on_modal": true,
"show_day_summary": true,
"audio_master": 1.0,
"audio_music": 1.0,
"audio_sfx": 1.0,
"audio_ambient": 1.0,
"accessibility_large_text": false,
"accessibility_reduce_motion": false,
}
func _ready() -> void:
session_started_at_unix = int(Time.get_unix_time_from_system())
## Apply a dictionary of setting values. Unknown keys are silently ignored so
## callers can pass partial dicts (e.g. only the audio block). Each recognised
## key is type-coerced to match the default type in `settings`.
func apply_settings(d: Dictionary) -> void:
for key in d:
if not settings.has(key):
continue
var default_val = settings[key]
if default_val is bool:
settings[key] = bool(d[key])
elif default_val is float:
settings[key] = clampf(float(d[key]), 0.0, 1.0)
else:
settings[key] = d[key]
# Phase 16 expands these into real save round-trip.
func save_dict() -> Dictionary:
return {
"current_map_id": String(current_map_id),
"session_started_at_unix": session_started_at_unix,
"settings": settings.duplicate(),
}
func apply_dict(d: Dictionary) -> void:
if d.has("current_map_id"):
current_map_id = StringName(d["current_map_id"])
if d.has("session_started_at_unix"):
session_started_at_unix = int(d["session_started_at_unix"])
# Phase 17 — restore settings block; partial saves are fine.
if d.has("settings") and d["settings"] is Dictionary:
apply_settings(d["settings"])