Three-agent fan-out reusing the contracts-first pattern: Opus pre-wrote
EventDef class + 5 EventBus signals + Storyteller autoload stub before
dispatch. Pattern proven across Phases 12/13/14/15.
EventDef + 25-event corpus (Agent A):
- scenes/storyteller/event_def.gd — data class with id/title/body/
category/display/cooldown_days/base_weight/choices/auto_pause/
focus_tile/trigger_predicate/on_resolve
- scenes/storyteller/event_catalog.gd — class_name EventCatalog with
register_all() dispatcher + 25 _event_NN() static factories covering
all 8 categories (nudge×4, seasonal×4, wanderer×4, threat×4, disease×3,
resource×3, lore×2, milestone×1)
- Strings catalog: 50 keys added (event.<id>.title + event.<id>.body)
+ ui.go_there / ui.dismiss for UI buttons
- on_resolve effects: real-wired for a_bad_cut (StatusCatalog.bleeding),
one_year_survived + refugee_family + sleeplessness (colony mood thoughts);
stubbed-with-log for wanderer spawns (Phase 17 recruit UI), resource
buffs (Phase 17 work-buff system), wolf spawn (EventBus signal pending),
fever (StatusCatalog.sick pending), seasonal effects
Storyteller real implementation (Agent B):
- autoload/storyteller.gd — replaced stub with full logic:
* Daily 6 AM roll via Clock.phase_changed(&dawn), one-per-day guard
* Per-event cooldown via _event_last_fired Dict; per-category via
_category_last_fired Dict + CATEGORY_COOLDOWN_DAYS (nudge=2,
seasonal=12, wanderer=5, threat=3, disease=4, resource=3, lore=6,
milestone=30) — both gates must pass
* Tension model: 0..100, −3/roll decay, +15 on THREAT fire (net +12)
Category multipliers: THREAT = lerp(2.0, 0.3, t/100),
RESOURCE = lerp(0.5, 1.5, t/100), others = 1.0
* State-trigger 3× weight boost when predicate currently true
* Auto-pause Sim before showing UI for auto_pause events
* Ghost state: _on_pawn_died flips on World.pawns empty,
_ghost_wanderer_target_day = today + randi_range(3, 5),
daily roll bypasses pool and force-fires WANDERER (prefers a_traveler)
* Full save/load round-trip incl. cooldown dicts (StringName↔String)
Banner + Modal UI (Agent C):
- scenes/ui/storyteller_banner.gd — class_name StorytellerBanner extends
CanvasLayer (layer 15), top-center under top-bar, 6-sec auto-dismiss
Timer, tap-to-dismiss-early, internal queue for back-to-back events
- scenes/ui/storyteller_modal.gd — class_name StorytellerModal extends
CanvasLayer (layer 20), center PanelContainer, full-screen 0.45 dim
ColorRect, 0/1/2 choice button layouts
- camera_rig.gd: pan_to_tile(tile) public helper using existing
_centre_on tween slot
- Both UI scenes runtime-instantiated in main.gd as CanvasLayer children
(no .tscn edit needed)
- %pawn% substitution at display time (World.pawns[0].pawn_name fallback)
Modal auto-hide-on-resolve fix (Opus mid-flight):
- Original Agent C modal only hid on internal button click. Added
EventBus.storyteller_event_resolved subscriber → _set_visible(false)
so external resolve_current calls (test scripts, ghost-state auto-fire)
also dismiss the dialog.
MCP runtime verified across two boots:
- Boot 1: day 0 roll → lone_wolf THREAT, modal 'A starving wolf circles
your livestock.' with Prepare/Dismiss + auto-pause (tick 1 frozen).
Resolve → tension 27→42, sim resumed.
- Boot 2: day 0 roll → an_old_map LORE, top-center banner, non-blocking.
Banner path + modal path both visually confirmed.
Deferred to Phase 17 polish:
- EventBus.request_wolf_spawn signal — wolf-spawn effects log-stub today
- Wanderer recruit UI (modal currently dismisses, pawn add deferred)
- Resource buff system (next-N-jobs multipliers)
- 3+ choice modals (current UI renders first 2)
- .tres event resources (currently code-as-data factories)
Delegation: 3× gdscript-refactor (Sonnet) agents in parallel;
modal-hide fix on Opus; integration + MCP verify on Opus.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
198 lines
6.5 KiB
GDScript
198 lines
6.5 KiB
GDScript
class_name StorytellerBanner extends CanvasLayer
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## Phase 15 — Non-blocking ambient banner for BANNER-display EventDef events.
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##
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## Anchored top-center just below the top bar (~60 px Y offset).
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## Shows: title (bold), body, optional "Go there" button.
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## Auto-dismisses after 6 sec via Timer; tap-to-dismiss-early also supported.
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##
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## Multiple banners queue — only one is visible at a time. On dismiss the
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## next queued event is shown automatically.
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##
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## On dismiss: calls Storyteller.resolve_current(0).
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## Subscribes to EventBus.storyteller_event_fired in _ready; ignores MODAL events.
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const AUTO_DISMISS_SEC: float = 6.0
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const TILE_SIZE_PX: int = 16
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## Internal queue of pending EventDef refs (BANNER display only).
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var _queue: Array = []
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## The EventDef currently on screen (null when idle).
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var _current_event = null
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# ── node refs ───────────────────────────────────────────────────────────────
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var _root: Control = null
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var _title_label: Label = null
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var _body_label: Label = null
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var _go_there_btn: Button = null
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var _dismiss_btn: Button = null
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var _timer: Timer = null
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func _ready() -> void:
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layer = 15 # above world (0), above top-bar (10), below modal (20)
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_build_ui()
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_root.visible = false
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EventBus.storyteller_event_fired.connect(_on_event_fired)
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Audit.log("storyteller_ui", "StorytellerBanner ready")
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func _exit_tree() -> void:
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if EventBus.storyteller_event_fired.is_connected(_on_event_fired):
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EventBus.storyteller_event_fired.disconnect(_on_event_fired)
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# ── UI construction ──────────────────────────────────────────────────────────
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func _build_ui() -> void:
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# Outer anchor — top-center strip.
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_root = Control.new()
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_root.name = "BannerRoot"
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_root.set_anchors_preset(Control.PRESET_TOP_WIDE)
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_root.custom_minimum_size = Vector2(0, 80)
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_root.offset_top = 60 # sit just below the 48 px top bar
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_root.offset_bottom = 140
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_root.mouse_filter = Control.MOUSE_FILTER_PASS
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add_child(_root)
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# Panel background centred horizontally.
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var panel := PanelContainer.new()
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panel.name = "Panel"
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panel.set_anchors_preset(Control.PRESET_CENTER_TOP)
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panel.custom_minimum_size = Vector2(480, 80)
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# Offset so it stays centred regardless of screen width.
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panel.offset_left = -240
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panel.offset_right = 240
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panel.offset_top = 0
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panel.offset_bottom = 80
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panel.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
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_root.add_child(panel)
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# Tap-anywhere-to-dismiss — GuiInput on the panel itself.
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panel.gui_input.connect(_on_panel_gui_input)
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var vbox := VBoxContainer.new()
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vbox.add_theme_constant_override("separation", 4)
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panel.add_child(vbox)
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_title_label = Label.new()
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_title_label.name = "TitleLabel"
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_title_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_title_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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vbox.add_child(_title_label)
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_body_label = Label.new()
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_body_label.name = "BodyLabel"
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_body_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_body_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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vbox.add_child(_body_label)
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var btn_row := HBoxContainer.new()
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btn_row.alignment = BoxContainer.ALIGNMENT_CENTER
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btn_row.add_theme_constant_override("separation", 8)
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vbox.add_child(btn_row)
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_go_there_btn = Button.new()
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_go_there_btn.name = "GoThereBtn"
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_go_there_btn.text = Strings.t(&"ui.go_there")
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_go_there_btn.custom_minimum_size = Vector2(96, 48)
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_go_there_btn.focus_mode = Control.FOCUS_NONE
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_go_there_btn.visible = false
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_go_there_btn.pressed.connect(_on_go_there_pressed)
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btn_row.add_child(_go_there_btn)
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_dismiss_btn = Button.new()
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_dismiss_btn.name = "DismissBtn"
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_dismiss_btn.text = Strings.t(&"ui.dismiss")
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_dismiss_btn.custom_minimum_size = Vector2(96, 48)
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_dismiss_btn.focus_mode = Control.FOCUS_NONE
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_dismiss_btn.pressed.connect(_on_dismiss_pressed)
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btn_row.add_child(_dismiss_btn)
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# Auto-dismiss timer.
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_timer = Timer.new()
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_timer.name = "AutoDismiss"
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_timer.one_shot = true
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_timer.wait_time = AUTO_DISMISS_SEC
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_timer.timeout.connect(_on_dismiss_pressed)
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add_child(_timer)
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# ── event handling ───────────────────────────────────────────────────────────
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func _on_event_fired(event) -> void:
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# Only handle banner-display events.
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if event.display != EventDef.Display.BANNER:
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return
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_queue.append(event)
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if _current_event == null:
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_show_next()
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func _show_next() -> void:
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if _queue.is_empty():
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_root.visible = false
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_current_event = null
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return
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_current_event = _queue.pop_front()
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var ev = _current_event
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_title_label.text = ev.title
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_body_label.text = _substitute_pawn(ev.body)
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var has_focus: bool = ev.focus_tile != Vector2i(-1, -1)
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_go_there_btn.visible = has_focus
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_root.visible = true
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_timer.start()
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Audit.log("storyteller_ui", "banner shown: %s" % ev.id)
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func _on_dismiss_pressed() -> void:
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if not _timer.is_stopped():
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_timer.stop()
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Storyteller.resolve_current(0)
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Audit.log("storyteller_ui", "banner dismissed: %s" % (_current_event.id if _current_event != null else "(none)"))
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_current_event = null
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_show_next()
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func _on_go_there_pressed() -> void:
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if _current_event == null:
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return
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_pan_camera(_current_event.focus_tile)
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# Also dismiss so the banner clears after the pan.
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_on_dismiss_pressed()
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func _on_panel_gui_input(event: InputEvent) -> void:
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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_on_dismiss_pressed()
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elif event is InputEventScreenTouch and event.pressed:
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_on_dismiss_pressed()
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# ── helpers ──────────────────────────────────────────────────────────────────
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func _pan_camera(tile: Vector2i) -> void:
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var cam = get_node_or_null("/root/Main/World/CameraRig")
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if cam == null:
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Audit.log("storyteller_ui", "pan_camera: CameraRig not found")
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return
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if cam.has_method("pan_to_tile"):
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cam.pan_to_tile(tile)
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else:
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# Fallback: instant snap to tile centre.
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cam.position = Vector2(tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2,
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tile.y * TILE_SIZE_PX + TILE_SIZE_PX / 2)
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func _substitute_pawn(body: String) -> String:
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if not "%pawn%" in body:
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return body
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var name: String = "Settler"
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if not World.pawns.is_empty():
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name = World.pawns[0].pawn_name
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return body.replace("%pawn%", name)
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