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>
268 lines
10 KiB
GDScript
268 lines
10 KiB
GDScript
class_name DaySummaryCard extends CanvasLayer
|
||
## Phase 17 — End-of-day recap modal shown at every dusk→night boundary.
|
||
##
|
||
## Layer 19: above PawnDetailPanel (18), below StorytellerModal (20).
|
||
## Auto-opens on EventBus.day_ended; auto-pauses the sim.
|
||
## Dismiss via the Continue button OR tapping anywhere on the dim backdrop.
|
||
## Opt-out via Settings → "Show end-of-day summary" (GameState.settings["show_day_summary"]).
|
||
##
|
||
## Layout: centered 480×400 card with header, weather row, stats grid, tension bar.
|
||
## Sim pause/resume contract: Sim.set_speed(Speed.PAUSE) on open, restore prior
|
||
## speed on dismiss.
|
||
|
||
const CARD_W: int = 480
|
||
const CARD_H: int = 400
|
||
|
||
# Tension bar thresholds.
|
||
const TENSION_LOW: float = 40.0
|
||
const TENSION_MID: float = 70.0
|
||
|
||
# Weather emoji map — procedural, no asset dependency.
|
||
const WEATHER_ICONS: Dictionary = {
|
||
&"clear": "☀",
|
||
&"rain": "☂",
|
||
&"storm": "⚡",
|
||
&"cold_snap": "❄",
|
||
}
|
||
|
||
# ── node refs ─────────────────────────────────────────────────────────────────
|
||
var _dim: ColorRect = null
|
||
var _panel: PanelContainer = null
|
||
var _header: Label = null
|
||
var _weather_row: HBoxContainer = null
|
||
var _weather_icon: Label = null
|
||
var _weather_label: Label = null
|
||
var _stats_grid: GridContainer = null
|
||
var _tension_bar: ColorRect = null
|
||
var _tension_track: ColorRect = null
|
||
var _continue_btn: Button = null
|
||
|
||
# Speed saved at open so we restore it correctly (player may have been on Fast).
|
||
var _speed_before_open: int = Sim.Speed.FAST
|
||
|
||
|
||
func _ready() -> void:
|
||
layer = 19
|
||
_build_ui()
|
||
_set_visible(false)
|
||
|
||
if EventBus.has_signal("day_ended"):
|
||
EventBus.day_ended.connect(_on_day_ended)
|
||
Audit.log("day_summary_card", "DaySummaryCard ready (layer %d)" % layer)
|
||
|
||
|
||
func _exit_tree() -> void:
|
||
if EventBus.has_signal("day_ended") and EventBus.day_ended.is_connected(_on_day_ended):
|
||
EventBus.day_ended.disconnect(_on_day_ended)
|
||
|
||
|
||
# ── UI construction ───────────────────────────────────────────────────────────
|
||
|
||
func _build_ui() -> void:
|
||
# Full-screen dim — captures backdrop taps for dismiss.
|
||
_dim = ColorRect.new()
|
||
_dim.name = "Dim"
|
||
_dim.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||
_dim.color = Color(0.0, 0.0, 0.0, 0.50)
|
||
_dim.mouse_filter = Control.MOUSE_FILTER_STOP
|
||
_dim.gui_input.connect(_on_dim_input)
|
||
add_child(_dim)
|
||
|
||
# Centered card panel — fixed explicit size to avoid auto-resize jumping.
|
||
_panel = PanelContainer.new()
|
||
_panel.name = "Card"
|
||
_panel.set_anchors_preset(Control.PRESET_CENTER)
|
||
_panel.custom_minimum_size = Vector2(CARD_W, CARD_H)
|
||
_panel.offset_left = -CARD_W / 2
|
||
_panel.offset_right = CARD_W / 2
|
||
_panel.offset_top = -CARD_H / 2
|
||
_panel.offset_bottom = CARD_H / 2
|
||
add_child(_panel)
|
||
|
||
var vbox := VBoxContainer.new()
|
||
vbox.add_theme_constant_override("separation", 14)
|
||
_panel.add_child(vbox)
|
||
|
||
# ── Header: "Day N — Season" ──────────────────────────────────────────────
|
||
_header = Label.new()
|
||
_header.name = "Header"
|
||
_header.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||
_header.add_theme_font_size_override("font_size", 22)
|
||
vbox.add_child(_header)
|
||
|
||
vbox.add_child(HSeparator.new())
|
||
|
||
# ── Weather row ───────────────────────────────────────────────────────────
|
||
_weather_row = HBoxContainer.new()
|
||
_weather_row.alignment = BoxContainer.ALIGNMENT_CENTER
|
||
_weather_row.add_theme_constant_override("separation", 8)
|
||
vbox.add_child(_weather_row)
|
||
|
||
_weather_icon = Label.new()
|
||
_weather_icon.name = "WeatherIcon"
|
||
_weather_icon.add_theme_font_size_override("font_size", 20)
|
||
_weather_row.add_child(_weather_icon)
|
||
|
||
_weather_label = Label.new()
|
||
_weather_label.name = "WeatherLabel"
|
||
_weather_row.add_child(_weather_label)
|
||
|
||
vbox.add_child(HSeparator.new())
|
||
|
||
# ── Stats grid: 2 columns label | value ──────────────────────────────────
|
||
_stats_grid = GridContainer.new()
|
||
_stats_grid.columns = 2
|
||
_stats_grid.add_theme_constant_override("h_separation", 24)
|
||
_stats_grid.add_theme_constant_override("v_separation", 8)
|
||
vbox.add_child(_stats_grid)
|
||
|
||
# Pawns alive row — values populated in _populate().
|
||
_add_stat_row(Strings.t(&"ui.day_summary.pawns_alive"), "PawnsValue")
|
||
# Wolves row.
|
||
_add_stat_row(Strings.t(&"ui.day_summary.wolves_on_map"), "WolvesValue")
|
||
# Tension row — label only here; bar added below.
|
||
_add_stat_row(Strings.t(&"ui.day_summary.tension"), "TensionValue")
|
||
|
||
# Tension bar — track (grey bg) + fill (color).
|
||
var bar_container := VBoxContainer.new()
|
||
bar_container.add_theme_constant_override("separation", 4)
|
||
# Span both grid columns via a separate vbox below the grid.
|
||
vbox.add_child(bar_container)
|
||
|
||
_tension_track = ColorRect.new()
|
||
_tension_track.name = "TensionTrack"
|
||
_tension_track.custom_minimum_size = Vector2(CARD_W - 48, 10)
|
||
_tension_track.color = Color(0.25, 0.22, 0.18, 1.0)
|
||
bar_container.add_child(_tension_track)
|
||
|
||
_tension_bar = ColorRect.new()
|
||
_tension_bar.name = "TensionBar"
|
||
# Width set dynamically in _populate(); height matches track.
|
||
_tension_bar.custom_minimum_size = Vector2(0, 10)
|
||
_tension_track.add_child(_tension_bar)
|
||
# Anchor the bar to the left edge of the track.
|
||
_tension_bar.set_anchors_preset(Control.PRESET_LEFT_WIDE)
|
||
|
||
vbox.add_child(HSeparator.new())
|
||
|
||
# ── Continue button ───────────────────────────────────────────────────────
|
||
var btn_row := HBoxContainer.new()
|
||
btn_row.alignment = BoxContainer.ALIGNMENT_CENTER
|
||
vbox.add_child(btn_row)
|
||
|
||
_continue_btn = Button.new()
|
||
_continue_btn.name = "ContinueBtn"
|
||
_continue_btn.text = Strings.t(&"ui.day_summary.continue")
|
||
_continue_btn.custom_minimum_size = Vector2(140, 48)
|
||
_continue_btn.focus_mode = Control.FOCUS_NONE
|
||
_continue_btn.pressed.connect(_on_continue_pressed)
|
||
btn_row.add_child(_continue_btn)
|
||
|
||
|
||
## Add a label+value pair row to the stats grid.
|
||
## Returns the value Label so _populate() can update its text.
|
||
func _add_stat_row(label_text: String, value_name: String) -> Label:
|
||
var lbl := Label.new()
|
||
lbl.text = label_text
|
||
_stats_grid.add_child(lbl)
|
||
|
||
var val := Label.new()
|
||
val.name = value_name
|
||
val.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
|
||
val.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||
_stats_grid.add_child(val)
|
||
return val
|
||
|
||
|
||
# ── event handling ────────────────────────────────────────────────────────────
|
||
|
||
func _on_day_ended(summary: Dictionary) -> void:
|
||
if not bool(GameState.settings.get("show_day_summary", true)):
|
||
return
|
||
call_deferred("_open_with_summary", summary)
|
||
|
||
|
||
func _open_with_summary(summary: Dictionary) -> void:
|
||
_populate(summary)
|
||
_speed_before_open = int(Sim.current_speed)
|
||
Sim.set_speed(Sim.Speed.PAUSE)
|
||
_set_visible(true)
|
||
Audit.log("day_summary_card", "opened: day=%d season=%s tension=%.1f" % [
|
||
int(summary.get("day", 0)),
|
||
String(summary.get("season", &"")),
|
||
float(summary.get("tension", 0.0)),
|
||
])
|
||
|
||
|
||
func _populate(summary: Dictionary) -> void:
|
||
var day: int = int(summary.get("day", 0))
|
||
var season: StringName = summary.get("season", &"spring")
|
||
var weather: StringName = summary.get("weather", &"clear")
|
||
var pawns_alive: int = int(summary.get("pawns_alive", 0))
|
||
var wolves: int = int(summary.get("wolves_alive", 0))
|
||
var tension: float = float(summary.get("tension", 0.0))
|
||
|
||
# Header.
|
||
var season_label: String = Strings.t(StringName("season." + String(season)))
|
||
_header.text = Strings.t(&"ui.day_summary.title").format({
|
||
"day": str(day),
|
||
"season": season_label,
|
||
})
|
||
|
||
# Weather.
|
||
_weather_icon.text = WEATHER_ICONS.get(weather, "?")
|
||
_weather_label.text = Strings.t(StringName("weather." + String(weather)))
|
||
|
||
# Stat values — find nodes by name inside the grid.
|
||
var pawns_val: Label = _stats_grid.find_child("PawnsValue", false, false)
|
||
if pawns_val != null:
|
||
pawns_val.text = str(pawns_alive)
|
||
|
||
var wolves_val: Label = _stats_grid.find_child("WolvesValue", false, false)
|
||
if wolves_val != null:
|
||
wolves_val.text = str(wolves)
|
||
|
||
var tension_val: Label = _stats_grid.find_child("TensionValue", false, false)
|
||
if tension_val != null:
|
||
tension_val.text = Strings.t(&"ui.day_summary.tension_fmt").format({"t": "%.0f" % tension})
|
||
|
||
# Tension color bar — width is a fraction of the track.
|
||
if _tension_track != null and _tension_bar != null:
|
||
var track_w: float = float(CARD_W - 48)
|
||
var fill_w: float = clampf(tension / 100.0, 0.0, 1.0) * track_w
|
||
_tension_bar.size = Vector2(fill_w, _tension_track.custom_minimum_size.y)
|
||
if tension < TENSION_LOW:
|
||
_tension_bar.color = Color(0.25, 0.75, 0.25, 1.0) # green
|
||
elif tension < TENSION_MID:
|
||
_tension_bar.color = Color(0.85, 0.75, 0.15, 1.0) # yellow
|
||
else:
|
||
_tension_bar.color = Color(0.85, 0.25, 0.20, 1.0) # red
|
||
|
||
|
||
# ── dismiss ───────────────────────────────────────────────────────────────────
|
||
|
||
func _on_continue_pressed() -> void:
|
||
_dismiss()
|
||
|
||
|
||
func _on_dim_input(event: InputEvent) -> void:
|
||
if event is InputEventMouseButton and event.pressed:
|
||
_dismiss()
|
||
|
||
|
||
func _dismiss() -> void:
|
||
_set_visible(false)
|
||
Sim.set_speed(Sim.Speed.values()[_speed_before_open])
|
||
Audit.log("day_summary_card", "dismissed, speed restored to %d" % _speed_before_open)
|
||
|
||
|
||
# ── visibility ────────────────────────────────────────────────────────────────
|
||
|
||
func _set_visible(v: bool) -> void:
|
||
# Toggle CanvasLayer.visible so the dim Control (MOUSE_FILTER_STOP) does not
|
||
# eat _unhandled_input mouse events for the world below when the card is hidden.
|
||
visible = v
|
||
if _dim != null:
|
||
_dim.visible = v
|
||
if _panel != null:
|
||
_panel.visible = v
|