diff --git a/README.md b/README.md index c54b903..82dcc17 100644 --- a/README.md +++ b/README.md @@ -139,7 +139,7 @@ Godot 4 tactical RPG prototype inspired by classic turn-based Romance of the Thr - Battle HUD portrait thumbnails show the selected unit, or a hovered unit when nothing is selected. - Selected and hovered unit focus text shows combat role, movement type, current terrain move cost, terrain bonuses, core stats, and status effects. - Dialogue lines can mark speaking side for text alignment inside a fixed visual-novel-style dialogue panel with stable portrait, progress, and previous-line controls. -- Placeholder menu/battle BGM plus UI, movement, attack, tactic, item, victory, and defeat SFX. +- Longer procedural draft menu/battle BGM plus UI, movement, attack, tactic, item, victory, and defeat SFX. - Floating combat text for damage, recovery, misses, support effects, poison ticks, action locks, level-ups, and promotions. - Short unit slide animation for board movement. - Board attacks now request class-specific motion profiles, with infantry strikes, archer traces, cavalry charges, command flashes, and heavy warrior/bandit impacts drawn by the battle scene. @@ -155,7 +155,7 @@ Godot 4 tactical RPG prototype inspired by classic turn-based Romance of the Thr 2. Open this folder as a Godot project. 3. Run the project. The main scene is `res://scenes/battle_scene.tscn`. -Campaign order and chapter ranges live at `res://data/campaign/campaign.json`. Scenarios live under `res://data/scenarios/`, with reusable officers, classes, items, skills, and terrain definitions under `res://data/defs/`. Generated visual assets live under `res://art/portraits/`, `res://art/units/`, `res://art/items/`, `res://art/terrain/`, `res://art/ui/`, and `res://art/backgrounds/`. Placeholder BGM and SFX live under `res://audio/`. +Campaign order and chapter ranges live at `res://data/campaign/campaign.json`. Scenarios live under `res://data/scenarios/`, with reusable officers, classes, items, skills, and terrain definitions under `res://data/defs/`. Generated visual assets live under `res://art/portraits/`, `res://art/units/`, `res://art/items/`, `res://art/terrain/`, `res://art/ui/`, and `res://art/backgrounds/`. Draft BGM and SFX live under `res://audio/`. Data files and item icon cutouts can be checked with `powershell -NoProfile -ExecutionPolicy Bypass -File tools\validate_data.ps1`. diff --git a/art/story/opening/cao_cao_resolves.png.import b/art/story/opening/cao_cao_resolves.png.import new file mode 100644 index 0000000..37e123d --- /dev/null +++ b/art/story/opening/cao_cao_resolves.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://bfy04lkj4pw3n" +path="res://.godot/imported/cao_cao_resolves.png-1570be2039fc8c2db192b85326a659ef.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://art/story/opening/cao_cao_resolves.png" +dest_files=["res://.godot/imported/cao_cao_resolves.png-1570be2039fc8c2db192b85326a659ef.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false 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+process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/art/ui/panels/panel_story_scroll.png.import b/art/ui/panels/panel_story_scroll.png.import new file mode 100644 index 0000000..78783eb --- /dev/null +++ b/art/ui/panels/panel_story_scroll.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://cctstsbqd7o2a" +path="res://.godot/imported/panel_story_scroll.png-e4560628c965fbc34bfe5218758264b8.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://art/ui/panels/panel_story_scroll.png" +dest_files=["res://.godot/imported/panel_story_scroll.png-e4560628c965fbc34bfe5218758264b8.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/art/ui/panels/panel_title_command.png.import b/art/ui/panels/panel_title_command.png.import new file mode 100644 index 0000000..4264926 --- /dev/null +++ b/art/ui/panels/panel_title_command.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://djfgyn4rsnvrs" +path="res://.godot/imported/panel_title_command.png-a6401235337fd33a8d4f2c1963acc788.ctex" +metadata={ +"vram_texture": false +} + +[deps] + 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+detect_3d/compress_to=1 diff --git a/art/ui/tiles/tile_marker_move.png.import b/art/ui/tiles/tile_marker_move.png.import new file mode 100644 index 0000000..c9378f2 --- /dev/null +++ b/art/ui/tiles/tile_marker_move.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://22io6s30hh1q" +path="res://.godot/imported/tile_marker_move.png-e0c699c273fe7f0b3786eccf72376e30.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://art/ui/tiles/tile_marker_move.png" +dest_files=["res://.godot/imported/tile_marker_move.png-e0c699c273fe7f0b3786eccf72376e30.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/art/ui/tiles/tile_marker_objective.png.import b/art/ui/tiles/tile_marker_objective.png.import new file mode 100644 index 0000000..c32ac4c --- /dev/null +++ b/art/ui/tiles/tile_marker_objective.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://hg768c1r5n88" +path="res://.godot/imported/tile_marker_objective.png-85fc9691e2738ddd3c91cb18f4f26fe6.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://art/ui/tiles/tile_marker_objective.png" +dest_files=["res://.godot/imported/tile_marker_objective.png-85fc9691e2738ddd3c91cb18f4f26fe6.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/art/ui/tiles/tile_marker_recover.png.import b/art/ui/tiles/tile_marker_recover.png.import new file mode 100644 index 0000000..4d9cc53 --- /dev/null +++ b/art/ui/tiles/tile_marker_recover.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://c66wt2aryoes6" +path="res://.godot/imported/tile_marker_recover.png-df156aeea376307339d471d9078a73bc.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://art/ui/tiles/tile_marker_recover.png" +dest_files=["res://.godot/imported/tile_marker_recover.png-df156aeea376307339d471d9078a73bc.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/art/ui/tiles/tile_marker_select.png.import b/art/ui/tiles/tile_marker_select.png.import new file mode 100644 index 0000000..0bfbd47 --- /dev/null +++ b/art/ui/tiles/tile_marker_select.png.import @@ 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+detect_3d/compress_to=1 diff --git a/art/ui/tiles/tile_marker_target.png.import b/art/ui/tiles/tile_marker_target.png.import new file mode 100644 index 0000000..ab94917 --- /dev/null +++ b/art/ui/tiles/tile_marker_target.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://xnrl87fxdgkg" +path="res://.godot/imported/tile_marker_target.png-d887d4176a27d78db4cfb7bf21f87611.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://art/ui/tiles/tile_marker_target.png" +dest_files=["res://.godot/imported/tile_marker_target.png-d887d4176a27d78db4cfb7bf21f87611.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/audio/bgm/battle_loop_placeholder.wav b/audio/bgm/battle_loop_placeholder.wav index 2dd8946..564945d 100644 Binary files a/audio/bgm/battle_loop_placeholder.wav and b/audio/bgm/battle_loop_placeholder.wav differ diff --git a/audio/bgm/menu_theme_placeholder.wav b/audio/bgm/menu_theme_placeholder.wav index 282897b..69eccea 100644 Binary files a/audio/bgm/menu_theme_placeholder.wav and b/audio/bgm/menu_theme_placeholder.wav differ diff --git a/docs/ARCHITECTURE.md b/docs/ARCHITECTURE.md index 29bf7f1..a007c21 100644 --- a/docs/ARCHITECTURE.md +++ b/docs/ARCHITECTURE.md @@ -15,7 +15,7 @@ - `scripts/core/campaign_state.gd`: Thin campaign save state for gold, inventory, roster, completed scenarios, and campaign flags. - `scripts/core/battle_state.gd`: Battle rules, unit state, turns, AI, and victory checks. - `scripts/scenes/battle_scene.gd`: Rendering, input handling, and HUD wiring. -- `audio/bgm/*.wav` and `audio/sfx/*.wav`: Placeholder music loops and interface/action stingers. +- `audio/bgm/*.wav` and `audio/sfx/*.wav`: Procedural draft music loops and interface/action stingers. - `art/portraits/*.png`, `art/units/*.png`, `art/units/enemies/*.png`, `art/items/*.png`, and `art/backgrounds/*.png`: Generated visual assets used by dialogue, battle HUD, transparent board-token cutouts, generic-enemy transparent cutouts, transparent item icon cutouts, and map backdrops. - `data/campaign/campaign.json`: Campaign chapter ranges, scenario order, and scenario paths. - `data/defs/*.json`: Officers, classes, terrain, items, and skills. @@ -40,7 +40,7 @@ 5. Show scenario briefing with the campaign chapter header, battle header, objective summary, chapter overview, selectable camp Talk conversations, manual checkpoint menu, and optional pre-battle shop, Armory, Roster, and Formation setup. 6. Player selects a unit. 7. Briefing completion dispatches battle-begin events, including opening dialogue. -8. Unit moves, attacks, chooses a tactic or consumable item from the side menu, changes equipment, counters, gains EXP, levels up, promotes at class thresholds, or waits. Clicking an enemy that can be reached by moving first performs the combined move-and-attack action directly, while the map marks those targets with compact move-attack badges plus the chosen advance origin and attack line before the click; the selected attack origin favors defeat chances and low counter risk, and hover badges plus the forecast panel show possible counter danger even when a miss could cause it. Tactic buttons show MP cost, kind, range, area radius, and power, support, debuff, movement modifier, accuracy/evasion modifier, damage-over-time, or action-lock effect. Physical attacks roll hit chance from unit agility and target terrain avoid, add facing-based side/rear damage bonuses, and equipped weapons can add small damage bonuses against matching target move types; misses give reduced EXP. The scene plays placeholder SFX, a short movement slide, class-specific physical attack motion profiles, low-HP warning rings, hover target preview badges, area tactic overlays, an enemy threat overlay with physical damage and hostile tactic hints, selected/hover unit role, movement, facing, terrain, status, and equipment details, and floating combat text for core action and UI feedback. +8. Unit moves, attacks, chooses a tactic or consumable item from the side menu, changes equipment, counters, gains EXP, levels up, promotes at class thresholds, or waits. Clicking an enemy that can be reached by moving first performs the combined move-and-attack action directly, while the map marks those targets with compact move-attack badges plus the chosen advance origin and attack line before the click; the selected attack origin favors defeat chances and low counter risk, and hover badges plus the forecast panel show possible counter danger even when a miss could cause it. Tactic buttons show MP cost, kind, range, area radius, and power, support, debuff, movement modifier, accuracy/evasion modifier, damage-over-time, or action-lock effect. Physical attacks roll hit chance from unit agility and target terrain avoid, add facing-based side/rear damage bonuses, and equipped weapons can add small damage bonuses against matching target move types; misses give reduced EXP. The scene plays draft SFX, a short movement slide, class-specific physical attack motion profiles, low-HP warning rings, hover target preview badges, area tactic overlays, an enemy threat overlay with physical damage and hostile tactic hints, selected/hover unit role, movement, facing, terrain, status, and equipment details, and floating combat text for core action and UI feedback. 9. Player ends turn. 10. Enemy AI moves, picks physical attacks from damage, defeat, priority, and weapon-effectiveness scores, and can cast single-target or area damage, healing, support, debuff, movement-modifier, accuracy/evasion-modifier, damage-over-time, or action-lock tactics through the same combat and skill resolvers. 11. Battle checks scenario-defined defeat conditions first, including commander loss and turn limits, then victory conditions such as enemy defeat or reaching a marked destination tile. @@ -62,7 +62,7 @@ Joined officers gate whether `requires_joined` player deployments are loaded at Inventory and campaign flags are copied from `CampaignState` into `BattleState` when a scenario starts. The pre-battle Chapters overview reads `CampaignState` chapter progress and can load completed or current battles without mutating the save. Briefings preview first-clear rewards, can expose `briefing.camp_conversations` through a selectable Talk menu with `briefing.camp_dialogue` as a fallback, can filter those conversations by saved campaign flags, can claim saved one-time camp conversation supply effects through `CampaignState` and refresh the loaded battle inventory copy, and show completed replay rewards as already claimed. The pre-battle Save menu can write the current campaign state to `user://campaign_manual_save.json`, and loading that checkpoint restores it into `user://campaign_save.json` before re-entering the same pending-choice, completion, or current-briefing branch as startup. Pre-battle shop stock comes from the loaded scenario's `shop.items` list plus matching `shop.conditional_items` blocks, with optional finite limits from item entries or `stock` maps, and `shop.merchant` lines are presentation-only camp flavor. Shop purchases and 50% sell-back are campaign transactions: they update saved gold, unequipped inventory, and finite-stock purchase counts immediately, write the save file, and refresh the already-loaded battle inventory before the player begins the battle. Camp conversation supply claims are also campaign transactions: they save a per-scenario conversation claim ledger and inventory immediately, then refresh the already-loaded battle inventory. Pre-battle Armory equipment changes use the same equipment rules as battle HUD equipment changes, then immediately save merged roster equipment/stat snapshots and inventory stock. Pre-battle Roster uses scenario `roster.max_units`, `roster.required_officers`, and `roster.required_units` to mark optional player deployments as sortie or reserve; reserve units remain in the candidate list but are excluded from board occupancy, drawing, selection, AI targeting, and living-unit victory checks. Non-controllable player units can act as protected escort targets: enemies can attack them and conditions can reference them, but they are skipped by player selection, Armory, Formation, counterattacks, and campaign roster progression snapshots when `persist_progression` is false. Scenario `ai_target_priority` nudges enemy movement and damage-skill scoring toward important targets such as envoys without overriding defeat bonuses or range checks, and `set_ai_target_priority` events can retune that battle-only pressure after an ambush, gate closure, or escort exposure. Pre-battle Formation uses the loaded scenario's `formation.cells` and only mutates current battle unit positions before battle-begin events fire. Destination victory cells from `unit_reaches_tile` conditions are exposed to the scene for objective overlays and tile info, and can be expressed as one `pos` or a multi-cell `cells` list; gated victory conditions can also expose the `unit_reaches_tile` event that unlocks them as the next visible objective marker. Rewarding movement events that grant items or gold can expose optional battlefield side markers and Korean tile-info labels through `when.label`, without being treated as victory objectives. Movement-triggered `unit_reaches_tile` events receive the unit that just moved, so ambushes and pickup events fire on entry rather than from units already standing on a marker; `unit_defeated` events receive the fallen unit before final victory/defeat checks, allowing named-officer reactions and last-moment reinforcements. Briefing data can append matching `briefing.conditional_lines`, and scenario events can use `when.campaign_flags` to branch dialogue, objective changes, item and gold pickups, AI target-priority shifts, and reinforcements from saved campaign choices or `when.after_event` to wait for earlier scenario beats. Consumable use can restore HP or MP, cure matching poison/seal/snare/disarm statuses, or cleanse negative stat debuffs, and in-battle item use, event pickup grants, event gold pickups, plus equipment swaps mutate only the battle copy until victory; defeats and restarts do not spend saved items, keep picked-up items or gold, or preserve in-battle gear changes. Post-battle choices write campaign `flags` only after the result-panel button is pressed; if the player reloads after rewards are saved but before selecting, the pending scenario id restores the victory choice panel without replaying rewards. The next battle button stays locked until the campaign choice save succeeds. Equipment rewards share the same `item_id -> count` inventory stock, cover weapon, armor, and accessory slots, can be equipped from the side HUD before the selected unit moves or acts, and do not appear in the consumable action menu. Named equipment currently uses the same stock model with a presentation-only rarity tag rather than unique item instances. Already completed scenarios can be replayed without granting duplicate rewards, choices, replay inventory consumption, event gold pickups, save writes, current-scenario advancement, finite-stock purchases, or camp conversation supply claims; pre-battle Shop, Armory, Roster, Formation, and Save are disabled on completed-scenario replays to avoid side effects. -The battle scene owns presentation feedback: briefing and result states use menu BGM, briefing headers combine `CampaignState` chapter ranges, campaign order, and title data with `BattleState` briefing, objective text, condition-progress text, and defeat-risk text, active battles use battle BGM and show an objective/progress/risk panel fed by `BattleState`, objective-update signals show a short HUD notice and refresh the objective panel immediately, core panels prefer generated lacquer, scroll, jade, and command-seal `StyleBoxTexture` frames with flat ink/wood/jade styles as fallbacks, core buttons prefer generated lacquer, jade-hover, cinnabar-pressed, and disabled-ink `StyleBoxTexture` surfaces with flat styles as fallbacks, dialogue lines can show optional cached portrait textures or speaker-initial fallback panels in an expanded visual-novel-style panel, keep the portrait slot fixed even for narration lines, mark speaking side through text alignment, and expose progress plus previous-line controls while a sequence is open, the side HUD reuses cached officer portrait textures or class sprites for the selected unit or hovered unit, uses generated class crest icons for role badges, and formats focus text with role, movement type, facing, current terrain move cost, defense/avoid bonuses, core stats, status effects, guard-zone AI hints, and gear, board maps can draw a scenario background texture under translucent terrain overlays, generated terrain texture tiles, generated terrain feature overlays for connected roads, water, villages, castles, and wasteland accents, generated tactical tile markers for move, attack, selection, target, objective, and recovery overlays, connected edge blends, generated map badge icons for objective, recovery, supply, gold, tactic, and side-event markers, and move-attack target badges for enemies that can be struck after movement, board units render class sprite tokens or generic-enemy transparent class cutouts with generated class crest markers, team rings, facing markers, generic-enemy marks, officer pins, low-HP warning rings, HP bar color states, active support/debuff/poison/seal/snare/disarm status pips, and a scene-clocked idle stance whose intensity reacts to selected, acted, and low-HP unit state, item buttons can show optional cached item icons, hover previews are rendered as target badges from existing `BattleState` forecast APIs and include compact side/rear attack bonuses when facing matters, equipment option menus show stat/range/effect deltas, result and inventory summaries show named equipment with compact rarity tags, selected area tactics highlight their affected cells, the Threat toggle overlays enemy physical and hostile tactic reach while tile info names threat sources, estimates physical damage, and summarizes hostile tactic damage or status effects against occupied cells, log/result hooks trigger placeholder SFX, support, debuff, poison, seal, snare, disarm, objective updates, AI target-focus changes, and item/gold pickup effects use distinct feedback, `BattleState.unit_motion_requested` asks the scene to interpolate a unit's draw position during movement, `BattleState.unit_action_motion_requested` keeps its rules-facing signal shape while the scene maps attacker class ids to infantry, archer, cavalry, command, and heavy attack presentation profiles, and `BattleState.combat_feedback_requested` asks the scene to draw transient floating combat text without changing battle rules. +The battle scene owns presentation feedback: briefing and result states use menu BGM, briefing headers combine `CampaignState` chapter ranges, campaign order, and title data with `BattleState` briefing, objective text, condition-progress text, and defeat-risk text, active battles use battle BGM and show an objective/progress/risk panel fed by `BattleState`, objective-update signals show a short HUD notice and refresh the objective panel immediately, core panels prefer generated lacquer, scroll, jade, and command-seal `StyleBoxTexture` frames with flat ink/wood/jade styles as fallbacks, core buttons prefer generated lacquer, jade-hover, cinnabar-pressed, and disabled-ink `StyleBoxTexture` surfaces with flat styles as fallbacks, dialogue lines can show optional cached portrait textures or speaker-initial fallback panels in an expanded visual-novel-style panel, keep the portrait slot fixed even for narration lines, mark speaking side through text alignment, and expose progress plus previous-line controls while a sequence is open, the side HUD reuses cached officer portrait textures or class sprites for the selected unit or hovered unit, uses generated class crest icons for role badges, and formats focus text with role, movement type, facing, current terrain move cost, defense/avoid bonuses, core stats, status effects, guard-zone AI hints, and gear, board maps can draw a scenario background texture under translucent terrain overlays, generated terrain texture tiles, generated terrain feature overlays for connected roads, water, villages, castles, and wasteland accents, generated tactical tile markers for move, attack, selection, target, objective, and recovery overlays, connected edge blends, generated map badge icons for objective, recovery, supply, gold, tactic, and side-event markers, and move-attack target badges for enemies that can be struck after movement, board units render class sprite tokens or generic-enemy transparent class cutouts with generated class crest markers, team rings, facing markers, generic-enemy marks, officer pins, low-HP warning rings, HP bar color states, active support/debuff/poison/seal/snare/disarm status pips, and a scene-clocked idle stance whose intensity reacts to selected, acted, and low-HP unit state, item buttons can show optional cached item icons, hover previews are rendered as target badges from existing `BattleState` forecast APIs and include compact side/rear attack bonuses when facing matters, equipment option menus show stat/range/effect deltas, result and inventory summaries show named equipment with compact rarity tags, selected area tactics highlight their affected cells, the Threat toggle overlays enemy physical and hostile tactic reach while tile info names threat sources, estimates physical damage, and summarizes hostile tactic damage or status effects against occupied cells, log/result hooks trigger draft SFX, support, debuff, poison, seal, snare, disarm, objective updates, AI target-focus changes, and item/gold pickup effects use distinct feedback, `BattleState.unit_motion_requested` asks the scene to interpolate a unit's draw position during movement, `BattleState.unit_action_motion_requested` keeps its rules-facing signal shape while the scene maps attacker class ids to infantry, archer, cavalry, command, and heavy attack presentation profiles, and `BattleState.combat_feedback_requested` asks the scene to draw transient floating combat text without changing battle rules. Movement audio is keyed from `BattleState.unit_motion_requested` rather than movement log text, so future log cleanup does not mute board feedback. diff --git a/docs/ROADMAP.md b/docs/ROADMAP.md index 0bca09f..4cf4f47 100644 --- a/docs/ROADMAP.md +++ b/docs/ROADMAP.md @@ -139,7 +139,7 @@ - Battlefield presentation. Maps can draw a high-resolution background under translucent terrain overlays, with terrain-specific detail patterns, connected road segments, shoreline/castle/forest/hill edge blends, and generic-enemy token marks. - Battle HUD presentation. Selected and hovered units now summarize battlefield role, movement type, current terrain move cost, defense/avoid bonuses, core stats, status effects, and gear so class identity reads alongside the visual tokens. - Battle effects. First floating combat text now covers damage, recovery, misses, support effects, poison ticks, item and gold pickups, AI target-focus changes, level-ups, and promotions. Hover target preview badges summarize attacks, tactics, and items, and the board can overlay enemy threat ranges with physical damage and hostile tactic hints. -- Music and sound. Basic placeholder BGM and SFX now play for menus, battle flow, unit actions, tactics, items, and result states. +- Music and sound. Longer procedural draft BGM and basic SFX now play for menus, battle flow, unit actions, tactics, items, and result states. - Chapter UI, objective presentation, and visual novel scenes. Pre-battle briefing now uses campaign chapter ranges for chapter-aware numbering, has a chapter progress/replay overview plus objective/progress/risk tracker, active battle HUD shows the same live objective panel, and dialogue lines can choose left or right portrait placement in an expanded portrait dialogue panel with progress and previous-line controls. ## Milestone 6: Content Expansion diff --git a/tools/smoke_title_menu.gd b/tools/smoke_title_menu.gd index f3828c7..5f79999 100644 --- a/tools/smoke_title_menu.gd +++ b/tools/smoke_title_menu.gd @@ -45,8 +45,8 @@ func _check_title_menu_start_load_and_settings(failures: Array[String]) -> void: failures.append("title screen should start with an audible menu BGM stream") elif scene.bgm_player.volume_db < -12.0: failures.append("title menu BGM should be loud enough to hear by default: %.1fdb" % scene.bgm_player.volume_db) - if scene._bgm_stream_for("battle") == null: - failures.append("battle BGM stream should load before combat starts") + _check_bgm_stream_quality(failures, scene._bgm_stream_for("menu"), "menu", 20.0) + _check_bgm_stream_quality(failures, scene._bgm_stream_for("battle"), "battle", 16.0) for sfx_key in [ "ui_click", "menu_confirm", @@ -407,6 +407,15 @@ func _check_title_menu_button_art(failures: Array[String], button: Button, expec failures.append("%s should describe its command through a tooltip" % context) +func _check_bgm_stream_quality(failures: Array[String], stream: AudioStream, label: String, minimum_length: float) -> void: + if stream == null: + failures.append("%s BGM stream should load before playback" % label) + return + var length := stream.get_length() + if length < minimum_length: + failures.append("%s BGM should be a substantial loop, got %.2fs expected %.2fs+" % [label, length, minimum_length]) + + func _backup_user_file(path: String) -> Dictionary: if not FileAccess.file_exists(path): return {"exists": false, "text": ""}