289c918d6c
InteractionScreen — CanvasLayer overlay (Layer=50, WhenPaused) that
pauses the tree on open and runs a Core DialogueRunner against
playScreen-owned aggregates (Reputation, Flags, ContentResolver,
QuestEngine). Codex-themed centered panel ~760 px with header
(NPC name, role line "Innkeeper of Millhaven" via
LastIndexOf('.')-split TitleCase, bias profile · disposition tag
from EffectiveDisposition.Breakdown, optional Scent Literacy line
for scent_broker / scent_literacy / master_nose feature holders),
history scrollback (last C.DIALOGUE_HISTORY_LINES, per-speaker
text colour for NPC / PC / Narration), numbered option list
(skill checks prefixed [SKILL DC N]), footer hint. Input: 1-9
top-row + numpad, Enter to dismiss when over, Esc / F to leave.
Godot's Key enum is long-backed for unicode + modifier bits, so
the arithmetic cast through int is explicit.
Effect routing on each ChooseOption: drains
runner.Context.StartQuestRequests into _playScreen.QuestEngine.Start
with a freshly-rebound QuestContext (PlayerCharacter pinned each
call) — quest journal UI is M8 but the engine fires immediately.
runner.Context.ShopRequested raises a "Shop ships with M8" toast
via PlayScreen.Toast and clears the flag so re-entry doesn't loop.
Stub NPCs (no dialogue_id, missing tree, or null content) get the
"(They have nothing to say yet.)" panel + Goodbye button — same
fallback the MonoGame source ships.
PlayScreen interact tick. Tactical-mode _Process now polls
EncounterTrigger.FindInteractCandidate(_actors) and caches the
result in _interactCandidate (cleared at world-map zoom). HUD
appends "[F] Talk to {DisplayName}" when non-null. Edge-detected
F press → AddChild(new InteractionScreen(npc, this)), candidate
cleared immediately so a held F can't stack overlays. M8 will
wire real LOS into the FindInteractCandidate losBlocked callback;
M7.5 ships with the default AlwaysClear.
Added internal accessors PlayScreen now surfaces so the overlay
doesn't poke private state: Reputation, Flags, QuestEngine, World,
WorldSeed, ClockSeconds, PlayerPosition, Content,
BuildQuestContextForDialogue(), Toast(text). All scoped internal —
not part of any public API.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
200 lines
7.9 KiB
C#
200 lines
7.9 KiB
C#
using Godot;
|
||
using Theriapolis.GodotHost.UI;
|
||
|
||
namespace Theriapolis.GodotHost.Scenes;
|
||
|
||
/// <summary>
|
||
/// Entry-point screen — vertical button stack on a parchment field with the
|
||
/// codex title and a version label. Per port-plan §M6, exists primarily to
|
||
/// validate the design system in a non-trivial composition before the player
|
||
/// reaches character creation.
|
||
///
|
||
/// Button actions:
|
||
/// New Character — swap self for the Wizard scene under the Main parent
|
||
/// (siblings cleared so the wizard fills the viewport).
|
||
/// Continue — disabled until <see cref="CharacterAssembler.PersistedStatePath"/>
|
||
/// exists; full pickup lands with the M7 play loop.
|
||
/// Quit — shut down the engine.
|
||
/// </summary>
|
||
public partial class TitleScreen : Control
|
||
{
|
||
private const string VersionLabel = "PORT / GODOT · M7.5";
|
||
private const string WizardScenePath = "res://Scenes/Wizard.tscn";
|
||
|
||
public override void _Ready()
|
||
{
|
||
SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
|
||
Theme = CodexTheme.Build();
|
||
|
||
// Backing panel so the parchment Bg fills the viewport (the Control
|
||
// itself paints nothing). Same pattern as Wizard.cs.
|
||
// Note: SetAnchorsAndOffsetsPreset is required (not just AnchorRight =
|
||
// 1) because Godot's anchor setters preserve visual position by
|
||
// adjusting offsets — manual anchor edits leave the control at 0×0.
|
||
var bg = new Panel { MouseFilter = MouseFilterEnum.Ignore };
|
||
AddChild(bg);
|
||
bg.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
|
||
MoveChild(bg, 0);
|
||
|
||
// Centered title + button stack column.
|
||
var center = new CenterContainer { MouseFilter = MouseFilterEnum.Ignore };
|
||
AddChild(center);
|
||
center.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
|
||
|
||
var col = new VBoxContainer { CustomMinimumSize = new Vector2(360, 0) };
|
||
col.AddThemeConstantOverride("separation", 28);
|
||
center.AddChild(col);
|
||
|
||
var titleBlock = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ShrinkCenter };
|
||
titleBlock.AddThemeConstantOverride("separation", 4);
|
||
col.AddChild(titleBlock);
|
||
titleBlock.AddChild(new Label
|
||
{
|
||
Text = "THERIAPOLIS",
|
||
ThemeTypeVariation = "CodexTitle",
|
||
HorizontalAlignment = HorizontalAlignment.Center,
|
||
});
|
||
titleBlock.AddChild(new Label
|
||
{
|
||
Text = "CODEX OF BECOMING",
|
||
ThemeTypeVariation = "Eyebrow",
|
||
HorizontalAlignment = HorizontalAlignment.Center,
|
||
});
|
||
|
||
var buttonStack = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
|
||
buttonStack.AddThemeConstantOverride("separation", 12);
|
||
col.AddChild(buttonStack);
|
||
|
||
var newBtn = MakeMenuButton("New Character", primary: true);
|
||
newBtn.Pressed += OnNewCharacter;
|
||
buttonStack.AddChild(newBtn);
|
||
|
||
var continueBtn = MakeMenuButton("Continue", primary: false);
|
||
continueBtn.Disabled = !AnyCompatibleSaveExists();
|
||
continueBtn.Pressed += OnContinue;
|
||
buttonStack.AddChild(continueBtn);
|
||
|
||
var quitBtn = MakeMenuButton("Quit", primary: false);
|
||
quitBtn.Pressed += OnQuit;
|
||
buttonStack.AddChild(quitBtn);
|
||
|
||
// Version chip in the bottom-right corner — small mono Eyebrow tag,
|
||
// sits over the parchment field at a comfortable margin.
|
||
var versionLabel = new Label
|
||
{
|
||
Text = VersionLabel,
|
||
ThemeTypeVariation = "Eyebrow",
|
||
AnchorLeft = 1, AnchorRight = 1,
|
||
AnchorTop = 1, AnchorBottom = 1,
|
||
OffsetLeft = -180, OffsetTop = -28,
|
||
OffsetRight = -16, OffsetBottom = -10,
|
||
HorizontalAlignment = HorizontalAlignment.Right,
|
||
};
|
||
AddChild(versionLabel);
|
||
}
|
||
|
||
private static Button MakeMenuButton(string text, bool primary)
|
||
{
|
||
var btn = new Button
|
||
{
|
||
Text = text,
|
||
FocusMode = FocusModeEnum.None,
|
||
SizeFlagsHorizontal = SizeFlags.ExpandFill,
|
||
CustomMinimumSize = new Vector2(0, 44),
|
||
};
|
||
if (primary) btn.ThemeTypeVariation = "PrimaryButton";
|
||
return btn;
|
||
}
|
||
|
||
private void OnNewCharacter()
|
||
{
|
||
var packed = ResourceLoader.Load<PackedScene>(WizardScenePath);
|
||
if (packed is null)
|
||
{
|
||
GD.PushError($"[title] Failed to load {WizardScenePath}");
|
||
return;
|
||
}
|
||
var parent = GetParent();
|
||
if (parent is null) return;
|
||
// Clear siblings so the wizard fills the viewport, then swap in.
|
||
foreach (Node sibling in parent.GetChildren())
|
||
if (sibling != this) sibling.QueueFree();
|
||
var wizardNode = packed.Instantiate();
|
||
parent.AddChild(wizardNode);
|
||
if (wizardNode is Wizard wizard)
|
||
{
|
||
// "← Title" back-button (visible on step 0) emits BackToTitle.
|
||
wizard.BackToTitle += () => SwapBackToTitle(parent);
|
||
// M7.1 — Confirm & Begin in StepReview is forwarded by the
|
||
// wizard as CharacterConfirmed. Stash the built character on
|
||
// GameSession and hand off to WorldGenProgressScreen.
|
||
wizard.CharacterConfirmed += draft => SwapToWorldGen(parent, draft);
|
||
}
|
||
QueueFree();
|
||
}
|
||
|
||
private static void SwapBackToTitle(Node parent)
|
||
{
|
||
foreach (Node child in parent.GetChildren()) child.QueueFree();
|
||
parent.AddChild(new TitleScreen());
|
||
}
|
||
|
||
/// <summary>M7.1 hand-off: snapshot the built character + chosen
|
||
/// name onto <see cref="GameSession"/>, default the seed (a seed-entry
|
||
/// UI lands later), and swap to <see cref="WorldGenProgressScreen"/>.</summary>
|
||
private static void SwapToWorldGen(Node parent, UI.CharacterDraft draft)
|
||
{
|
||
var session = GameSession.From(parent);
|
||
// CharacterAssembler.LastBuilt is populated by StepReview's
|
||
// OnConfirmPressed → TryBuild call immediately before the
|
||
// CharacterConfirmed signal fires.
|
||
session.PendingCharacter = CharacterAssembler.LastBuilt;
|
||
session.PendingName = string.IsNullOrWhiteSpace(draft.CharacterName)
|
||
? "Wanderer"
|
||
: draft.CharacterName;
|
||
session.Seed = 12345UL; // default for M7; seed-entry UI is M8+.
|
||
session.PendingRestore = null;
|
||
session.PendingHeader = null;
|
||
|
||
foreach (Node child in parent.GetChildren()) child.QueueFree();
|
||
parent.AddChild(new WorldGenProgressScreen());
|
||
}
|
||
|
||
private void OnContinue()
|
||
{
|
||
var parent = GetParent();
|
||
if (parent is null) return;
|
||
foreach (Node sibling in parent.GetChildren())
|
||
if (sibling != this) sibling.QueueFree();
|
||
parent.AddChild(new SaveLoadScreen());
|
||
QueueFree();
|
||
}
|
||
|
||
private void OnQuit() => GetTree().Quit();
|
||
|
||
/// <summary>True iff at least one slot under <see cref="Platform.SavePaths.SavesDir"/>
|
||
/// has a header that <see cref="Theriapolis.Core.Persistence.SaveCodec.IsCompatible"/>
|
||
/// accepts. Cheap: <see cref="Theriapolis.Core.Persistence.SaveCodec.DeserializeHeaderOnly"/>
|
||
/// reads only the JSON prefix, not the binary body.</summary>
|
||
private static bool AnyCompatibleSaveExists()
|
||
{
|
||
try
|
||
{
|
||
string dir = Platform.SavePaths.SavesDir;
|
||
if (!System.IO.Directory.Exists(dir)) return false;
|
||
foreach (var path in System.IO.Directory.EnumerateFiles(dir, "*.trps"))
|
||
{
|
||
try
|
||
{
|
||
var bytes = System.IO.File.ReadAllBytes(path);
|
||
var header = Theriapolis.Core.Persistence.SaveCodec.DeserializeHeaderOnly(bytes);
|
||
if (Theriapolis.Core.Persistence.SaveCodec.IsCompatible(header)) return true;
|
||
}
|
||
catch { /* skip broken slot */ }
|
||
}
|
||
}
|
||
catch { /* defensive */ }
|
||
return false;
|
||
}
|
||
}
|