Files
settled-reach/client/ui/meta/screens/main_menu/main_menu.gd
T
jpmschweitzerandClaude Opus 4.6 2104348000 feat(client): Option A pre-game flow + ESC priority chain (Workstream 4)
main_menu now connects SimBridge before character_creation opens, gating
the transition on first ObserverSnapshot carrying a bookmark_catalog.
Loading screen is shown during the connect; on cancel the SimBridge
subprocess is torn down and the player returns to main_menu. Catalog is
read straight from GameState.bookmark_catalog in W6.

Flow (Option A):
1. New Game → SessionManager.new_game() creates save dir
2. main_menu pushes loading_screen via MetaStack with "Connecting to
   simulation..." message
3. SimBridge.connect_to_sim() spawned; main_menu listens on
   connection_state_changed, then on snapshot_received for the catalog
4. On catalog arrival: loading_screen closed, scene-transition to
   character_creation
5. character_creation Cancel → SimBridge.disconnect_from_sim() + scene
   transition back to main_menu (Tyre's recommendation: clean state per
   session over warm-start savings)
6. character_creation Start → ConfirmBookmark sent (stubbed for W4 with
   first catalog entry; real bookmark + location from W6's UI)

ESC priority chain in main.gd OPEN_MENU handler:
- MetaStack.handle_escape() first — closes the topmost meta overlay
- HudGroups.is_implant_active() / close_app() — closes active implant
- Fallback: toggle settings_dialog (existing W2 behavior)

Files:
- sim_bridge.gd: send_named_action(action_name, action_data) helper.
  Bridges named tag-enum PlayerActions (RequestBookmarkCatalog,
  ConfirmBookmark) into the existing outbound buffer, parallel to
  send_input's InputMapper.Action handling.
- loading_screen.gd: set_message(text) for the connecting/loading label.
- main_menu.gd: full Option A flow rewrite. Tracks _waiting_for_catalog
  so re-clicking New Game during connect is a no-op.
- character_creation.gd: _on_back disconnect path + _on_start
  ConfirmBookmark stub. MAIN_MENU_SCENE / GAME_SCENE constants.
- main.gd: connect_to_sim guard (don't reconnect when Option A leaves
  it CONNECTED). ESC chain wiring.

Verification:
- gdlint clean
- godot --headless --path client --quit — no SCRIPT ERROR
- test_protocol 62/62, test_implant_nav_stack 52/52, test_client_p3
  24/24, test_ui_framework_sprint15 54/54

Pre-existing failing suites unchanged: test_sprint2_proof,
test_dialogue_sprint18, test_client_p2 (camera-smoothing assertions
that pre-date W4 — main.gd has disabled position_smoothing_enabled
since #117 / #501 / #117 manual-lerp; tests were stale).

Workstream 5 (3-tab restructure of character_creation: Bookmark /
Appearance with sub-nav / Skills / Debug) lands next.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-20 11:30:15 +02:00

184 lines
5.9 KiB
GDScript

extends MetaScreen
## #258: Main menu — New Game / Continue / Load Game / Quit.
## New Game: opens character creation screen, then starts game.
## Continue: loads most recent save directory.
## Load Game: shows sorted save list for manual selection (#257).
const GAME_SCENE := "res://scenes/main.tscn"
const CHARACTER_CREATION_SCENE := "res://scenes/character_creation.tscn"
const LOADING_SCREEN_SCENE := "res://ui/loading_screen.tscn"
const BG_COLOR := Color(0.05, 0.05, 0.08, 1.0)
const TITLE_COLOR := Color("#c8d0e0")
const SUBTITLE_COLOR := Color("#8890a0")
const BTN_NORMAL_COLOR := Color("#e8c547")
const BTN_DISABLED_COLOR := Color("#4a5060")
const FONT_SIZE_TITLE := 36
const FONT_SIZE_SUBTITLE := 14
const FONT_SIZE_BTN := 15
var _list_built: bool = false
var _loading_screen = null # LoadingScreen — instantiated on demand
var _waiting_for_catalog: bool = false
@onready var _new_game_btn: Button = $VBox/NewGameBtn
@onready var _continue_btn: Button = $VBox/ContinueBtn
@onready var _load_game_btn: Button = $VBox/LoadGameBtn
@onready var _quit_btn: Button = $VBox/QuitBtn
@onready var _load_panel: Control = $LoadGamePanel
@onready var _saves_list: VBoxContainer = $LoadGamePanel/VBox/SavesScroll/SavesList
@onready var _load_back_btn: Button = $LoadGamePanel/VBox/BackBtn
func _ready() -> void:
_new_game_btn.pressed.connect(_on_new_game)
_continue_btn.pressed.connect(_on_continue)
_load_game_btn.pressed.connect(_on_load_game_browse)
_quit_btn.pressed.connect(_on_quit)
_load_back_btn.pressed.connect(_on_load_back)
_load_panel.visible = false
_refresh_continue_state()
func _refresh_continue_state() -> void:
var saves := SessionManager.list_game_dirs()
_continue_btn.disabled = saves.is_empty()
_load_game_btn.disabled = saves.is_empty()
func _on_new_game() -> void:
if _waiting_for_catalog:
return
var game_id := SessionManager.new_game()
if game_id.is_empty():
push_error("MainMenu: new_game() failed to create save directory — cannot start")
return
GameState.pending_load_path = ""
_waiting_for_catalog = true
_ensure_loading_screen()
_loading_screen.set_message("Connecting to simulation...")
_loading_screen.show_loading()
SimBridge.connection_state_changed.connect(_on_sim_state_changed_for_new_game)
SimBridge.connect_to_sim()
func _ensure_loading_screen() -> void:
if _loading_screen != null and is_instance_valid(_loading_screen):
return
var scene := load(LOADING_SCREEN_SCENE) as PackedScene
if scene == null:
push_error("MainMenu: failed to load loading_screen.tscn")
return
_loading_screen = scene.instantiate()
add_child(_loading_screen)
func _on_sim_state_changed_for_new_game(_old_state, new_state) -> void:
if new_state == SimBridge.ConnectionState.CONNECTED:
SimBridge.connection_state_changed.disconnect(_on_sim_state_changed_for_new_game)
SimBridge.send_named_action("RequestBookmarkCatalog")
SimBridge.snapshot_received.connect(_on_snapshot_received_for_catalog)
elif new_state == SimBridge.ConnectionState.ERROR:
SimBridge.connection_state_changed.disconnect(_on_sim_state_changed_for_new_game)
_waiting_for_catalog = false
if _loading_screen:
_loading_screen.set_message("Connection failed. Try again.")
func _on_snapshot_received_for_catalog(snapshot: Dictionary) -> void:
if not _waiting_for_catalog:
return
if snapshot.get("bookmark_catalog") == null:
return
_waiting_for_catalog = false
SimBridge.snapshot_received.disconnect(_on_snapshot_received_for_catalog)
GameState.apply_snapshot(snapshot)
if _loading_screen:
_loading_screen.hide_loading()
get_tree().change_scene_to_file(CHARACTER_CREATION_SCENE)
func _on_continue() -> void:
GameState.pending_load_path = ""
var saves := SessionManager.list_game_dirs()
if saves.is_empty():
return
SessionManager.resume_game(saves[0].game_id)
get_tree().change_scene_to_file(GAME_SCENE)
func _on_load_game_browse() -> void:
if not _list_built:
_build_saves_list()
_list_built = true
_load_panel.visible = true
func _on_load_back() -> void:
_load_panel.visible = false
_list_built = false
func _on_quit() -> void:
get_tree().quit()
## Build the saves list panel from existing save directories, sorted by date (newest first).
func _build_saves_list() -> void:
for child in _saves_list.get_children():
child.queue_free()
var saves := SessionManager.list_game_dirs()
if saves.is_empty():
var lbl := Label.new()
lbl.text = UIStrings.get_text("menu.load_game_empty")
lbl.add_theme_color_override("font_color", Color(BTN_DISABLED_COLOR))
lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_saves_list.add_child(lbl)
return
for save in saves:
var btn := Button.new()
btn.text = _format_save_entry(save)
btn.add_theme_font_size_override("font_size", FONT_SIZE_BTN)
var has_save_file: bool = not save.get("newest_save", "").is_empty()
if has_save_file:
btn.add_theme_color_override("font_color", BTN_NORMAL_COLOR)
btn.pressed.connect(_on_save_selected.bind(save))
else:
btn.add_theme_color_override("font_color", BTN_DISABLED_COLOR)
btn.disabled = true
_saves_list.add_child(btn)
func _on_save_selected(save: Dictionary) -> void:
var game_id: String = save.get("game_id", "")
var save_file: String = save.get("newest_save", "")
if save_file.is_empty():
push_error("MainMenu: save entry '%s' has no newest_save — load cancelled" % game_id)
return
SessionManager.resume_game(game_id)
GameState.pending_load_path = "user://saves/" + game_id + "/" + save_file
get_tree().change_scene_to_file(GAME_SCENE)
## Format a save entry for display. game_id format: YYYYMMDD-HHMMSS-hex6.
static func _format_save_entry(save: Dictionary) -> String:
var game_id: String = save.get("game_id", "")
var parts := game_id.split("-")
if parts.size() >= 2 and parts[0].length() == 8 and parts[1].length() == 6:
var d := parts[0]
var t := parts[1]
return (
"%s-%s-%s %s:%s:%s"
% [
d.substr(0, 4),
d.substr(4, 2),
d.substr(6, 2),
t.substr(0, 2),
t.substr(2, 2),
t.substr(4, 2),
]
)
return game_id