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>
119 lines
4.5 KiB
GDScript
119 lines
4.5 KiB
GDScript
class_name WolfSpawner extends Node
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## Storyteller-side spawner for wolf raid events.
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##
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## Spawn trigger (Phase 10): full night (darkness_factor >= 0.8) AND off cooldown.
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## Season-weighted spawning (design.md "Wolf spawn") is deferred to Phase 12
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## when WeatherSystem / SeasonSystem land.
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##
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## WolfSpawner is a Node child of the World scene — not an autoload.
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## Wolf scenes are add_child()'d to get_parent() (the World scene root) so
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## wolves share the same node tree as all other entities.
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##
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## Pack size is PACK_MIN–PACK_MAX for Phase 10 demo. design.md target is 1–4;
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## widen the range in Phase 17 once the combat spike validates feel.
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const PACK_MIN: int = 1
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const PACK_MAX: int = 2 # Phase 10 demo; design.md target 1–4 for Phase 17.
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## Minimum sim ticks between raids. 4800 ticks = 1 in-game day at 20 Hz.
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## Prevents stacked raids in consecutive night phases.
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const RAID_COOLDOWN_TICKS: int = 4800
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## How far from each map edge to allow spawn tiles (avoids corner/boundary weirdness).
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const MAP_EDGE_BLEED: int = 2
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## Preloaded Wolf scene. Mirrors the pattern used by Tree/Item entities.
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const WOLF_SCENE: PackedScene = preload("res://scenes/entities/wolf.tscn")
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## Sim-tick number of the last raid this spawner triggered.
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## Initialised to -RAID_COOLDOWN_TICKS so the first eligible night is fair game.
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var _last_raid_tick: int = -RAID_COOLDOWN_TICKS
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func _ready() -> void:
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EventBus.sim_tick.connect(_on_sim_tick)
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# Phase 17 — EventCatalog threat events bypass darkness/cooldown gates and
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# force-spawn wolves immediately via this signal.
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if EventBus.has_signal("request_wolf_spawn"):
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EventBus.request_wolf_spawn.connect(_on_request_wolf_spawn)
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func _on_sim_tick(n: int) -> void:
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# Gate 1: only spawn during deep night (darkness >= 0.8 means past dusk ramp).
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# Clock.darkness_factor() returns 1.0 at full night, 0.8 at ~90% through the dusk ramp.
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if Clock.darkness_factor() < 0.8:
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return
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# Gate 2: cooldown — at least one in-game day between raids.
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if n - _last_raid_tick < RAID_COOLDOWN_TICKS:
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return
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_trigger_raid(n)
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func _trigger_raid(current_tick: int) -> void:
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_last_raid_tick = current_tick
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var pack_size := randi_range(PACK_MIN, PACK_MAX)
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var spawn_tiles := _pick_spawn_tiles(pack_size)
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for spawn_tile in spawn_tiles:
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var w: Wolf = WOLF_SCENE.instantiate()
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get_parent().add_child(w)
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w.setup(spawn_tile)
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Audit.log("wolf", "RAID: %d wolf(ves) spawned at %s" % [pack_size, spawn_tiles])
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## Phase 17 — force-spawn `count` wolves immediately, bypassing darkness and
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## cooldown gates. Used by EventCatalog threat events (wolves_at_the_edge,
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## lone_wolf, pack_hunt) which fire at narrative moments regardless of time.
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## _last_raid_tick is NOT updated here — a forced narrative raid does not reset
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## the night-attack cooldown, so organic raids can still follow.
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func _on_request_wolf_spawn(count: int) -> void:
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var spawn_tiles := _pick_spawn_tiles(count)
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for spawn_tile in spawn_tiles:
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var w: Wolf = WOLF_SCENE.instantiate()
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get_parent().add_child(w)
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w.setup(spawn_tile)
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Audit.log("wolf", "FORCED RAID (event): %d wolf(ves) spawned at %s" % [count, spawn_tiles])
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func _pick_spawn_tiles(count: int) -> Array[Vector2i]:
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## Choose a random map edge, then return `count` tiles clustered near a
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## random anchor on that edge. All tiles are inside MAP_EDGE_BLEED to avoid
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## corner/boundary edge cases with the pathfinder grid bounds.
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##
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## Map size matches World.MAP_SIZE_TILES (80×80 in Phase 1).
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## Duck-typed access to World.MAP_SIZE_TILES would require it to be declared
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## there; using the literal constant is safe for MVP and matches the pattern
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## used in WolfSpawner's Phase 10 scope. Phase 16 or 17 can wire this to
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## World.MAP_SIZE_TILES when that const lands on the autoload.
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const MAP_W: int = 80
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const MAP_H: int = 80
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var side: int = randi() % 4 # 0 = top, 1 = right, 2 = bottom, 3 = left
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var anchor: Vector2i
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match side:
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0: # Top edge
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anchor = Vector2i(
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randi_range(MAP_EDGE_BLEED, MAP_W - MAP_EDGE_BLEED - 1),
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MAP_EDGE_BLEED
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)
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1: # Right edge
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anchor = Vector2i(
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MAP_W - MAP_EDGE_BLEED - 1,
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randi_range(MAP_EDGE_BLEED, MAP_H - MAP_EDGE_BLEED - 1)
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)
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2: # Bottom edge
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anchor = Vector2i(
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randi_range(MAP_EDGE_BLEED, MAP_W - MAP_EDGE_BLEED - 1),
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MAP_H - MAP_EDGE_BLEED - 1
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)
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_: # Left edge (side == 3)
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anchor = Vector2i(
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MAP_EDGE_BLEED,
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randi_range(MAP_EDGE_BLEED, MAP_H - MAP_EDGE_BLEED - 1)
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)
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# Cluster wolves horizontally from the anchor; they start packed together.
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var tiles: Array[Vector2i] = []
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for i in count:
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tiles.append(anchor + Vector2i(i, 0))
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return tiles
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