rimlike/scenes/storyteller/event_def.gd
megaproxy 3da7353387 Phase 15: Storyteller (25 events, daily roll, banner+modal UI)
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>
2026-05-11 19:01:35 +01:00

81 lines
2.8 KiB
GDScript

class_name EventDef extends RefCounted
## Phase 15 — Storyteller event definition (data class).
##
## EventDef is the static, authored shape of one event from the 25-prompt corpus
## (see docs/design.md "Prompt corpus"). Storyteller picks one EventDef per
## daily 6 AM roll, then runs its trigger predicate + cooldown gates, then
## applies its effect.
##
## EventDef instances are constructed in EventCatalog (`scenes/storyteller/event_catalog.gd`)
## by Agent A. They're treated as immutable at runtime; per-event cooldown state
## lives in Storyteller, NOT here.
##
## Categories (locked, mirror design.md headings):
## NUDGE — soft dismissible banner, no pause
## SEASONAL — ambient banner on season transition
## WANDERER — modal with choice (Welcome / Refuse)
## THREAT — modal with auto-pause; spawns hostiles
## DISEASE — modal or nudge; applies status to a pawn
## RESOURCE — banner; applies a transient buff
## LORE — flavor banner, no mechanical effect
## MILESTONE — celebratory banner; small mood thought
##
## Display kinds:
## BANNER — non-blocking, auto-dismiss
## MODAL — blocking, may auto-pause, may carry choices
enum Category {
NUDGE,
SEASONAL,
WANDERER,
THREAT,
DISEASE,
RESOURCE,
LORE,
MILESTONE,
}
enum Display {
BANNER,
MODAL,
}
## Stable id. Used for cooldown tracking and Strings.t() keys.
var id: StringName = &""
## Display title — short. Localized via Strings catalog by Agent A.
var title: String = ""
## Body copy — 1-2 sentences, supports `%pawn%` substitution.
var body: String = ""
var category: Category = Category.NUDGE
var display: Display = Display.BANNER
## Cooldown in in-game days from this event. Per-event gate.
## Per-category cooldowns live in Storyteller.CATEGORY_COOLDOWN_DAYS.
var cooldown_days: int = 3
## Base weight in the daily roll's weighted pool. Tension/state modifiers
## multiply this at roll time.
var base_weight: float = 1.0
## Optional choice labels for MODAL events (e.g. ["Welcome", "Send away"]).
## Empty array = dismiss-only.
var choices: Array[String] = []
## If true, this event causes a sim auto-pause when fired (Storyteller calls
## Sim.set_speed(PAUSE) before showing the UI).
var auto_pause: bool = false
## Optional tile to focus the "Go there" camera-pan on. Vector2i(-1, -1) = no jump.
var focus_tile: Vector2i = Vector2i(-1, -1)
## Predicate evaluated by Storyteller before this event is eligible to roll.
## Set in the EventCatalog factory; returns true when world state matches.
## Signature: Callable that takes no args, returns bool.
var trigger_predicate: Callable = Callable()
## Effect applied when the event resolves (chosen path for modals, immediate for banners).
## Signature: Callable taking (choice_index: int) — choice 0 = first option / dismiss.
var on_resolve: Callable = Callable()