Trees: 4 growth stages (Sapling→Young→Growing→Mature), only Mature yields wood. WildGrowth ticker fires every in-game hour; rejection- samples grass tiles and plants a sapling with ~30% probability (capped at MAP_TREE_LIMIT=60). New `paint_plant_tree` designation lets the player manually plant — ghost sapling registered as a build_site that ConstructionProvider fulfils. Stage round-trips through save/load. Initial seed mixes 4 saplings + 6 mature so growth is visible day 1. Quarry: new BigRockNode entity (2×2 permanent stone outcrop, never depletes). 3 nodes seeded far from cabin. New QuarryWorkbench (extends Workbench, auto-FOREVER `quarry_stone` bill, recipe drops 1 stone per 300 work-ticks). New `paint_quarry` designation only accepts BigRockNode tiles. CraftingProvider now supports recipes with `ingredient_count == 0` — skips ingredient-fetch and goes straight to walk+craft toils. Recipe gains `ingredient_count` field (defaults 0). Save/load layering: big_rock_node spawns at priority 0 (same as rock/tree), quarry_workbench at priority 2 (after the node). UI: Plant tree + Build quarry buttons added to Build drawer. build_drawer_thumb gains `plant_tree` (sapling sprout in dirt) and `paint_quarry` (stone block + chisel + cut-stone pile) shapes. inspect_tooltip recognises BigRockNode + shows tree growth stage on hover. Delegation: gdscript-refactor (Sonnet ×2) for trees full impl + quarry skeleton; quick-edit (Haiku) for CraftingProvider no-ingredient plumbing + TopBar polish; integration handled on Opus.
408 lines
16 KiB
GDScript
408 lines
16 KiB
GDScript
class_name BuildDrawer extends CanvasLayer
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## Phase 17 — Build drawer bottom-sheet.
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##
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## A mobile-first panel for issuing Designation orders and queuing build jobs.
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## Closed state: a 40×40 "+" button at bottom-right (always visible).
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## Open state: a full-width panel ~600 px tall with four tabs:
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## Designate | Build | Stockpile | Cancel
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##
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## Tapping any tool button calls Designation.set_active_tool(), emits
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## EventBus.alert_added(&"info", …) and auto-closes the drawer so the player
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## can begin painting tiles immediately.
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##
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## Layer 16 — above storyteller banner (15), below modal (20).
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# ── layout constants ─────────────────────────────────────────────────────────
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const LAYER_ORDER: int = 16
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const PANEL_HEIGHT: int = 600
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const BTN_SIZE: int = 80 # preferred hit area for build buttons
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const FAB_SIZE: int = 48 # floating action button (open trigger)
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const TAB_HEIGHT: int = 48
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const LABEL_HEIGHT: int = 20
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const FLOW_COLS: int = 4 # buttons per row in the flow grid
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# ── tab indices ──────────────────────────────────────────────────────────────
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const TAB_DESIGNATE: int = 0
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const TAB_BUILD: int = 1
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const TAB_STOCKPILE: int = 2
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const TAB_CANCEL: int = 3
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# ── state ────────────────────────────────────────────────────────────────────
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var _open: bool = false
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var _active_tab: int = TAB_DESIGNATE
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# ── node refs (built at runtime) ─────────────────────────────────────────────
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var _fab: Button = null # floating ⊕ button (always visible)
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var _panel: PanelContainer = null
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var _close_btn: Button = null
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var _tab_btns: Array[Button] = []
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var _tab_containers: Array[Control] = []
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# ── build-wall material chooser state ────────────────────────────────────────
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# When the player first taps the Stone/Wood Wall button we show an inline
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# material row; a second tap on the same button commits the choice.
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var _wall_pending_mat: StringName = &""
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var _floor_pending_mat: StringName = &""
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var _wall_mat_row: HBoxContainer = null
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var _floor_mat_row: HBoxContainer = null
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## Injected by main.gd; the shared Designation controller on the World node.
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var designation: Designation = null
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func _ready() -> void:
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layer = LAYER_ORDER
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_build_ui()
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_set_panel_visible(false)
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Audit.log("build_drawer", "BuildDrawer ready (layer %d)" % layer)
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# ── public API ───────────────────────────────────────────────────────────────
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func open() -> void:
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_set_panel_visible(true)
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Audit.log("build_drawer", "opened (tab=%d)" % _active_tab)
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func close() -> void:
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_set_panel_visible(false)
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Audit.log("build_drawer", "closed")
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func toggle() -> void:
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if _open:
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close()
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else:
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open()
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# ── UI construction ──────────────────────────────────────────────────────────
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func _build_ui() -> void:
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# Root control — full viewport anchor so anchors on children work.
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var root := Control.new()
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root.name = "Root"
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root.set_anchors_preset(Control.PRESET_FULL_RECT)
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root.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(root)
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# Floating action button — bottom-right, always visible.
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_fab = Button.new()
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_fab.name = "FAB"
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_fab.text = "+"
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_fab.custom_minimum_size = Vector2(FAB_SIZE, FAB_SIZE)
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_fab.focus_mode = Control.FOCUS_NONE
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_fab.set_anchors_preset(Control.PRESET_BOTTOM_RIGHT)
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_fab.offset_left = -FAB_SIZE - 8
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_fab.offset_right = -8
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_fab.offset_top = -FAB_SIZE - 8
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_fab.offset_bottom = -8
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_fab.pressed.connect(toggle)
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root.add_child(_fab)
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# Panel — full-width, anchored to the bottom of the screen.
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_panel = PanelContainer.new()
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_panel.name = "BuildPanel"
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_panel.set_anchors_preset(Control.PRESET_BOTTOM_WIDE)
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_panel.offset_top = -PANEL_HEIGHT
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_panel.offset_bottom = 0
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root.add_child(_panel)
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var vbox := VBoxContainer.new()
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vbox.add_theme_constant_override("separation", 0)
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_panel.add_child(vbox)
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# ── header row (tabs + close button) ────────────────────────────────────
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var header := HBoxContainer.new()
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header.name = "Header"
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header.custom_minimum_size = Vector2(0, TAB_HEIGHT)
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header.add_theme_constant_override("separation", 2)
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vbox.add_child(header)
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var tab_names: Array[StringName] = [
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&"ui.build_drawer.designate",
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&"ui.build_drawer.build",
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&"ui.build_drawer.stockpile",
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&"ui.build_drawer.cancel",
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]
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_tab_btns.clear()
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for i in tab_names.size():
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var tb := Button.new()
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tb.text = Strings.t(tab_names[i])
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tb.custom_minimum_size = Vector2(0, TAB_HEIGHT)
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tb.focus_mode = Control.FOCUS_NONE
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tb.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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var idx := i # capture for closure
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tb.pressed.connect(func() -> void: _select_tab(idx))
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header.add_child(tb)
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_tab_btns.append(tb)
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_close_btn = Button.new()
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_close_btn.name = "CloseBtn"
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_close_btn.text = "X"
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_close_btn.custom_minimum_size = Vector2(TAB_HEIGHT, TAB_HEIGHT)
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_close_btn.focus_mode = Control.FOCUS_NONE
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_close_btn.pressed.connect(close)
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header.add_child(_close_btn)
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# ── scroll area for tab content ──────────────────────────────────────────
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var scroll := ScrollContainer.new()
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scroll.name = "Scroll"
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scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL
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scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
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vbox.add_child(scroll)
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var content_stack := HBoxContainer.new()
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content_stack.name = "ContentStack"
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content_stack.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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# We only show one tab at a time by hiding the others.
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scroll.add_child(content_stack)
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# Build each tab panel.
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_tab_containers.clear()
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_tab_containers.append(_build_designate_tab())
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_tab_containers.append(_build_build_tab())
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_tab_containers.append(_build_stockpile_tab())
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_tab_containers.append(_build_cancel_tab())
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for tc in _tab_containers:
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tc.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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content_stack.add_child(tc)
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_select_tab(TAB_DESIGNATE)
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func _build_designate_tab() -> Control:
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var box := VBoxContainer.new()
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box.name = "DesignateTab"
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box.add_theme_constant_override("separation", 8)
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var flow := _make_flow_grid()
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box.add_child(flow)
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_add_tool_btn(flow, Strings.t(&"tool.chop"), &"chop", func() -> void: _activate(&"chop", &"", Strings.t(&"tool.chop")))
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_add_tool_btn(flow, Strings.t(&"tool.mine"), &"mine", func() -> void: _activate(&"mine", &"", Strings.t(&"tool.mine")))
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_add_tool_btn(flow, Strings.t(&"tool.dig_grave"), &"dig_grave", func() -> void: _activate(&"dig_grave", &"", Strings.t(&"tool.dig_grave")))
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_add_tool_btn(flow, Strings.t(&"tool.no_roof"), &"no_roof", func() -> void: _activate(&"no_roof", &"", Strings.t(&"tool.no_roof")))
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_add_tool_btn(flow, Strings.t(&"tool.plant_tree"), &"plant_tree", func() -> void: _activate(&"plant_tree", &"", Strings.t(&"tool.plant_tree")))
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return box
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func _build_build_tab() -> Control:
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var box := VBoxContainer.new()
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box.name = "BuildTab"
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box.add_theme_constant_override("separation", 8)
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var flow := _make_flow_grid()
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box.add_child(flow)
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# Wall — show material chooser on first tap.
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_add_tool_btn(flow, Strings.t(&"tool.build_wall_stone"), &"build_wall_stone",
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func() -> void: _activate_wall(&"stone"))
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_add_tool_btn(flow, Strings.t(&"tool.build_wall_wood"), &"build_wall_wood",
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func() -> void: _activate_wall(&"wood"))
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# Floor.
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_add_tool_btn(flow, Strings.t(&"tool.build_floor_wood"), &"build_floor_wood",
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func() -> void: _activate_floor(&"wood"))
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_add_tool_btn(flow, Strings.t(&"tool.build_floor_stone"), &"build_floor_stone",
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func() -> void: _activate_floor(&"stone"))
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# Door + Crate.
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_add_tool_btn(flow, Strings.t(&"tool.build_door"), &"build_door",
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func() -> void: _activate(&"build_door", &"", Strings.t(&"tool.build_door")))
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_add_tool_btn(flow, Strings.t(&"tool.build_crate"), &"build_crate",
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func() -> void: _activate(&"build_crate", &"", Strings.t(&"tool.build_crate")))
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# Bed + Torch.
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_add_tool_btn(flow, Strings.t(&"tool.build_bed"), &"build_bed",
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func() -> void: _activate(&"build_bed", &"", Strings.t(&"tool.build_bed")))
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_add_tool_btn(flow, Strings.t(&"tool.build_torch"), &"build_torch",
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func() -> void: _activate(&"build_torch", &"", Strings.t(&"tool.build_torch")))
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# Workbenches.
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_add_tool_btn(flow, Strings.t(&"tool.workbench_carpenter"),
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&"build_workbench_carpenter",
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func() -> void: _activate(&"build_workbench_carpenter", &"", Strings.t(&"tool.workbench_carpenter")))
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_add_tool_btn(flow, Strings.t(&"tool.workbench_smelter"),
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&"build_workbench_smelter",
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func() -> void: _activate(&"build_workbench_smelter", &"", Strings.t(&"tool.workbench_smelter")))
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_add_tool_btn(flow, Strings.t(&"tool.workbench_millstone"),
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&"build_workbench_millstone",
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func() -> void: _activate(&"build_workbench_millstone", &"", Strings.t(&"tool.workbench_millstone")))
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_add_tool_btn(flow, Strings.t(&"tool.workbench_hearth"),
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&"build_workbench_hearth",
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func() -> void: _activate(&"build_workbench_hearth", &"", Strings.t(&"tool.workbench_hearth")))
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_add_tool_btn(flow, Strings.t(&"tool.workbench_cremation_pyre"),
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&"build_workbench_cremation_pyre",
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func() -> void: _activate(&"build_workbench_cremation_pyre", &"", Strings.t(&"tool.workbench_cremation_pyre")))
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# Quarry — must be painted on a stone outcrop (BigRockNode); world.gd
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# rejects placements on plain ground.
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_add_tool_btn(flow, Strings.t(&"tool.paint_quarry"),
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&"paint_quarry",
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func() -> void: _activate(&"paint_quarry", &"", Strings.t(&"tool.paint_quarry")))
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return box
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func _build_stockpile_tab() -> Control:
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var box := VBoxContainer.new()
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box.name = "StockpileTab"
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box.add_theme_constant_override("separation", 8)
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var flow := _make_flow_grid()
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box.add_child(flow)
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_add_tool_btn(flow, Strings.t(&"tool.stockpile_general"), &"paint_stockpile",
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func() -> void: _activate(&"paint_stockpile", &"", Strings.t(&"tool.stockpile_general")))
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_add_tool_btn(flow, Strings.t(&"tool.graveyard"), &"graveyard",
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func() -> void: _activate(&"graveyard", &"", Strings.t(&"tool.graveyard")))
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return box
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func _build_cancel_tab() -> Control:
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var box := VBoxContainer.new()
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box.name = "CancelTab"
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box.add_theme_constant_override("separation", 8)
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var lbl := Label.new()
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lbl.text = Strings.t(&"ui.build_drawer.cancel")
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lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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lbl.add_theme_constant_override("margin_top", 16)
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box.add_child(lbl)
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var btn := Button.new()
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btn.text = Strings.t(&"ui.cancel")
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btn.custom_minimum_size = Vector2(200, BTN_SIZE)
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btn.focus_mode = Control.FOCUS_NONE
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var cancel_hbox := HBoxContainer.new()
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cancel_hbox.alignment = BoxContainer.ALIGNMENT_CENTER
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cancel_hbox.add_child(btn)
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box.add_child(cancel_hbox)
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btn.pressed.connect(_on_cancel_pressed)
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return box
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# ── helpers — UI factories ───────────────────────────────────────────────────
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func _make_flow_grid() -> GridContainer:
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var g := GridContainer.new()
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g.columns = FLOW_COLS
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g.add_theme_constant_override("h_separation", 8)
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g.add_theme_constant_override("v_separation", 8)
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return g
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const _THUMB_SCRIPT: Script = preload("res://scenes/ui/build_drawer_thumb.gd")
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## Add a single tool button to `container`. The button is a VBoxContainer of
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## [thumb preview + Label] wrapped in a Button so the whole cell is one touch
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## target. `tool_id` drives the procedural preview shape (BuildDrawerThumb).
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func _add_tool_btn(container: Control, label_text: String, tool_id: StringName, callback: Callable) -> void:
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var btn := Button.new()
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btn.custom_minimum_size = Vector2(BTN_SIZE, BTN_SIZE + LABEL_HEIGHT)
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btn.focus_mode = Control.FOCUS_NONE
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var vb := VBoxContainer.new()
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vb.mouse_filter = Control.MOUSE_FILTER_IGNORE
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vb.add_theme_constant_override("separation", 2)
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# Procedural preview of the entity this tool builds.
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var thumb := Control.new()
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thumb.set_script(_THUMB_SCRIPT)
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# Use .set() — the static type is Control (set_script doesn't refine it),
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# but the runtime instance has the tool_id property from the script.
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thumb.set("tool_id", tool_id)
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thumb.custom_minimum_size = Vector2(BTN_SIZE - 8, BTN_SIZE - LABEL_HEIGHT - 8)
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thumb.size_flags_horizontal = Control.SIZE_SHRINK_CENTER
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thumb.mouse_filter = Control.MOUSE_FILTER_IGNORE
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vb.add_child(thumb)
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# Label.
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var lbl := Label.new()
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lbl.text = label_text
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lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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lbl.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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lbl.custom_minimum_size = Vector2(BTN_SIZE, LABEL_HEIGHT)
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lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
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vb.add_child(lbl)
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btn.add_child(vb)
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btn.pressed.connect(callback)
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container.add_child(btn)
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# ── helpers — tab switching ──────────────────────────────────────────────────
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func _select_tab(idx: int) -> void:
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_active_tab = idx
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for i in _tab_containers.size():
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_tab_containers[i].visible = (i == idx)
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for i in _tab_btns.size():
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_tab_btns[i].modulate = Color(1.2, 1.2, 0.8) if i == idx else Color.WHITE
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# ── helpers — tool activation ────────────────────────────────────────────────
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## Activate `tool_id`, optionally set `mat` on the Designation controller, emit
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## the alert feedback, and auto-close the drawer.
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func _activate(tool_id: StringName, mat: StringName, display_name: String) -> void:
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if designation == null:
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Audit.log("build_drawer", "no Designation ref — cannot activate tool '%s'" % tool_id)
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return
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designation.tool_material = mat
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designation.set_active_tool(tool_id)
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EventBus.alert_added.emit(&"info", "Tool: %s" % display_name, Vector2i(-1, -1))
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close()
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Audit.log("build_drawer", "activated tool '%s' (mat='%s')" % [tool_id, mat])
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func _activate_wall(mat: StringName) -> void:
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var display: String = Strings.t(&"tool.build_wall_stone") if mat == &"stone" \
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else Strings.t(&"tool.build_wall_wood")
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_activate(&"build_wall", mat, display)
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func _activate_floor(mat: StringName) -> void:
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var display: String = Strings.t(&"tool.build_floor_wood") if mat == &"wood" \
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else Strings.t(&"tool.build_floor_stone")
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_activate(&"build_floor", mat, display)
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func _on_cancel_pressed() -> void:
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if designation != null:
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designation.tool_material = &""
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designation.set_active_tool(Designation.TOOL_NONE)
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EventBus.alert_added.emit(&"info", "Tool: None", Vector2i(-1, -1))
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close()
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Audit.log("build_drawer", "tool cancelled")
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# ── keyboard input ───────────────────────────────────────────────────────────
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func _unhandled_input(event: InputEvent) -> void:
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# B — toggle the build drawer.
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if event.is_action_pressed("open_build"):
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toggle()
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get_viewport().set_input_as_handled()
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return
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# Escape — close if open (panel Escape runs before Selection deselect).
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if event.is_action_pressed("cancel") and _open:
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close()
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get_viewport().set_input_as_handled()
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return
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# ── helpers — visibility ─────────────────────────────────────────────────────
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func _set_panel_visible(v: bool) -> void:
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_open = v
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if _panel != null:
|
||
_panel.visible = v
|
||
# Keep the FAB visible at all times.
|