refactor(shell): author shell scenes as editor-previewable node trees

Move the three shell scenes (SystemDock, NarrationBook, MainWindowShell)
from build-everything-in-_ready() to authored .tscn node trees with the
theme + type-variations set in the editor, so the layout previews and can
be arranged in the Godot editor. Scripts keep only on-load work: @onready
node refs, DM-loop wiring, the dock slide, and binding seed ShellState into
the fixed authored turn-order tokens + consumable slots.

Fixes the dock offset + over-long buttons (now fixed-width DockButtons in a
right-anchored menu). Headless probe: root 1920x1080, world/book split
1180/740, dock at the world's right edge — no collapse. Suite 138/138.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-11 09:38:22 -05:00
parent 578b3e86c9
commit 4698732285
6 changed files with 525 additions and 218 deletions

View File

@@ -5,75 +5,30 @@ extends Control
## written back to the canon log (§11). Prose-only this milestone: the numbered
## response choices and the "describe your own action" line are faithful but inert
## (no action system yet); one in-world refire affordance re-runs narration.
##
## Layout is authored in NarrationBook.tscn (editor-previewable). This script only
## binds the header, drives the narrate loop, and swaps prose text.
var last_degraded: bool = false
var _service: DmService
var _log: CanonLog
var _state: ShellState
var _header: Label
var _prose: RichTextLabel
var _status: Label
var _refire: Button
var _degraded_tag: Label
var _indicator: ConsideringIndicator
@onready var _header: Label = $Margin/Col/Header
@onready var _prose: RichTextLabel = $Margin/Col/Prose
@onready var _degraded_tag: Label = $Margin/Col/DegradedTag
@onready var _refire: Button = $Margin/Col/Refire
@onready var _status: Label = $Margin/Col/Status
func _ready() -> void:
var col := VBoxContainer.new()
col.set_anchors_preset(Control.PRESET_FULL_RECT)
col.add_theme_constant_override("separation", 18)
add_child(col)
_header = Label.new()
_header.theme_type_variation = ThemeKeys.ACCENT
col.add_child(_header)
_prose = RichTextLabel.new()
_prose.bbcode_enabled = true
_prose.fit_content = true
_prose.size_flags_vertical = Control.SIZE_EXPAND_FILL
_prose.custom_minimum_size = Vector2(660, 320)
col.add_child(_prose)
_degraded_tag = Label.new()
_degraded_tag.theme_type_variation = ThemeKeys.MONO
_degraded_tag.text = "THE MASTER'S VOICE COMES THIN" # shown only when degraded
_degraded_tag.visible = false
col.add_child(_degraded_tag)
# Faithful-but-inert placeholders (charter: prose-only this milestone).
var prompt := Label.new()
prompt.theme_type_variation = ThemeKeys.ACCENT
prompt.text = "▸ Your turn. What do you do?"
col.add_child(prompt)
for line in [
"1 · Pay the fence double and keep your hand where he can see it",
"2 · Draw your blade — he's closer than his guards",
"3 · Lie — tell him the rest is coming with your dwarf"]:
var choice := Button.new()
choice.theme_type_variation = ThemeKeys.PARCHMENT_BUTTON
choice.text = line
choice.disabled = true # inert until combat/dialogue give choices meaning
col.add_child(choice)
var free_text := Label.new()
free_text.theme_type_variation = ThemeKeys.MONO
free_text.text = "⌨ …or describe your own action"
col.add_child(free_text)
# The one live control: refire the narration.
_refire = Button.new()
_refire.theme_type_variation = ThemeKeys.PARCHMENT_BUTTON
_refire.text = "▸ The Master continues…"
_refire.pressed.connect(_on_refire_pressed)
col.add_child(_refire)
_status = Label.new()
_status.theme_type_variation = ThemeKeys.MONO
col.add_child(_status)
# The considering indicator is a non-visual Node (a Timer + label driver), so
# it stays code-created rather than authored in the scene.
_indicator = ConsideringIndicator.new()
add_child(_indicator)
_refire.pressed.connect(_on_refire_pressed)
func setup(service: DmService, log: CanonLog, state: ShellState) -> void: