Files
code_of_conquest_dnd/client/scripts/ui/shell/narration_book.gd
Phillip Tarrant 4698732285 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>
2026-07-11 09:38:22 -05:00

62 lines
2.0 KiB
GDScript

class_name NarrationBook
extends Control
## The permanent DM narration book (mock 2a, right panel). §2: text — it consumes
## /dm/narrate prose and never treats it as truth; only harvested [FACT] tags are
## 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 _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:
# 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:
_service = service
_log = log
_state = state
_header.text = "%s · %s" % [state.round_label, state.location_label]
func narrate() -> void:
if _service == null or _log == null:
return
_refire.disabled = true
_indicator.start(_status)
var result: NarrateResult = await _service.narrate(_log)
_indicator.stop()
show_prose(result)
for f in result.facts:
_log.add_fact(f) # §11: code applies the state write, explicitly
_refire.disabled = false
func show_prose(result: NarrateResult) -> void:
_prose.text = result.display_text
last_degraded = result.degraded
_degraded_tag.visible = result.degraded
func _on_refire_pressed() -> void:
narrate()