From bdd38104f46ceddb1ef9982e93f16494850bb9dd Mon Sep 17 00:00:00 2001 From: Wickedness Date: Thu, 18 Jun 2026 03:35:11 +0900 Subject: [PATCH] Add low HP unit warnings --- README.md | 1 + docs/ARCHITECTURE.md | 4 ++-- docs/ROADMAP.md | 2 +- scripts/scenes/battle_scene.gd | 19 +++++++++++++++++-- 4 files changed, 21 insertions(+), 5 deletions(-) diff --git a/README.md b/README.md index 89b4ea2..5a681df 100644 --- a/README.md +++ b/README.md @@ -107,6 +107,7 @@ Godot 4 tactical RPG prototype inspired by classic turn-based Romance of the Thr - Floating combat text for damage, recovery, misses, support effects, level-ups, and promotions. - Short unit slide animation for board movement. - Hover target preview badges for attacks, tactics, and items. +- Low-HP board unit warning rings and HP bar color states. - Data-driven scenario setup through JSON definitions and deployments. ## Run diff --git a/docs/ARCHITECTURE.md b/docs/ARCHITECTURE.md index bda2e6f..a1caa7d 100644 --- a/docs/ARCHITECTURE.md +++ b/docs/ARCHITECTURE.md @@ -38,7 +38,7 @@ 4. Show scenario briefing, including the optional pre-battle shop, Armory, Roster, and Formation setup. 5. Player selects a unit. 6. Briefing completion dispatches battle-begin events, including opening dialogue. -7. 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. Tactic buttons show MP cost, kind, range, and power or support effect. Physical attacks roll hit chance from unit agility and target terrain avoid; misses give reduced EXP. The scene plays placeholder SFX, a short movement slide, hover target preview badges, and floating combat text for core action and UI feedback. +7. 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. Tactic buttons show MP cost, kind, range, and power or support effect. Physical attacks roll hit chance from unit agility and target terrain avoid; misses give reduced EXP. The scene plays placeholder SFX, a short movement slide, low-HP warning rings, hover target preview badges, and floating combat text for core action and UI feedback. 8. Player ends turn. 9. Enemy AI moves, attacks, and can cast damage or healing tactics through the same combat and skill resolvers. 10. 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. @@ -58,6 +58,6 @@ 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. Pre-battle shop stock comes from the loaded scenario's `shop.items` list plus matching `shop.conditional_items` blocks. Shop purchases and 50% sell-back are campaign transactions: they update saved gold and unequipped inventory immediately, write the save file, and refresh the already-loaded battle inventory before the player begins the battle. 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. 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. Movement-triggered `unit_reaches_tile` events receive the unit that just moved, so ambushes fire on entry rather than from units already standing on a marker. Briefing data can append matching `briefing.conditional_lines`, and scenario events can use `when.campaign_flags` to branch dialogue, objective changes, and reinforcements from saved campaign choices. Consumable use can restore HP or MP, and in-battle item use plus equipment swaps mutate only the battle copy until victory; defeats and restarts do not spend saved items 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. Already completed scenarios can be replayed without granting duplicate rewards, choices, or replay inventory consumption; pre-battle Shop, Armory, Roster, and Formation are disabled on completed-scenario replays to avoid side effects. -The battle scene owns presentation feedback: briefing and result states use menu BGM, active battles use battle BGM, hover previews are rendered as target badges from existing `BattleState` forecast APIs, log/result hooks trigger placeholder SFX, `BattleState.unit_motion_requested` asks the scene to interpolate a unit's draw position during movement, 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, active battles use battle BGM, board units render low-HP warning rings and HP bar color states from battle state fields, hover previews are rendered as target badges from existing `BattleState` forecast APIs, log/result hooks trigger placeholder SFX, `BattleState.unit_motion_requested` asks the scene to interpolate a unit's draw position during movement, and `BattleState.combat_feedback_requested` asks the scene to draw transient floating combat text without changing battle rules. The `New Campaign` button clears `user://campaign_save.json`, resets campaign state to the first scenario, and reloads the opening briefing. diff --git a/docs/ROADMAP.md b/docs/ROADMAP.md index 6895380..31548bc 100644 --- a/docs/ROADMAP.md +++ b/docs/ROADMAP.md @@ -131,7 +131,7 @@ ## Milestone 5: Presentation - Portrait pipeline. -- Unit sprites and animations. Board movement now has a short slide animation. +- Unit sprites and animations. Board movement now has a short slide animation, and board units show low-HP warning rings. - Battle effects. First floating combat text now covers damage, recovery, misses, support effects, level-ups, and promotions. Hover target preview badges summarize attacks, tactics, and items. - Music and sound. Basic placeholder BGM and SFX now play for menus, battle flow, unit actions, tactics, items, and result states. - Chapter UI and visual novel scenes. diff --git a/scripts/scenes/battle_scene.gd b/scripts/scenes/battle_scene.gd index 9bcf237..43d1d3d 100644 --- a/scripts/scenes/battle_scene.gd +++ b/scripts/scenes/battle_scene.gd @@ -35,6 +35,7 @@ const FLOATING_TEXT_LIFETIME := 1.0 const FLOATING_TEXT_RISE := 42.0 const UNIT_MOVE_ANIMATION_DURATION := 0.18 const TARGET_PREVIEW_BADGE_SIZE := Vector2(92, 22) +const LOW_HP_WARNING_RATIO := 0.35 var state: BattleState = BattleStateScript.new() var campaign_state: CampaignState = CampaignStateScript.new() @@ -845,16 +846,30 @@ func _draw_units() -> void: var label := _short_name(String(unit["name"])) draw_string(font, rect.position + Vector2(2, 25), label, HORIZONTAL_ALIGNMENT_CENTER, TILE_SIZE - 4, 13, Color.WHITE) - var hp_ratio := float(unit["hp"]) / float(unit["max_hp"]) + var hp_ratio := float(unit["hp"]) / float(max(1, int(unit["max_hp"]))) var hp_back := Rect2(rect.position + Vector2(8, TILE_SIZE - 12), Vector2(TILE_SIZE - 16, 6)) var hp_front := Rect2(hp_back.position, Vector2(hp_back.size.x * hp_ratio, hp_back.size.y)) draw_rect(hp_back, Color(0.08, 0.08, 0.09)) - draw_rect(hp_front, Color(0.28, 0.82, 0.36)) + draw_rect(hp_front, _unit_hp_color(hp_ratio)) + _draw_unit_status_markers(center, hp_ratio) if unit.get("id", "") == state.selected_unit_id: draw_arc(center, 29, 0.0, TAU, 48, Color(1.0, 0.92, 0.25), 3.0) +func _unit_hp_color(hp_ratio: float) -> Color: + if hp_ratio <= LOW_HP_WARNING_RATIO: + return Color(1.0, 0.24, 0.18) + if hp_ratio <= 0.55: + return Color(1.0, 0.72, 0.24) + return Color(0.28, 0.82, 0.36) + + +func _draw_unit_status_markers(center: Vector2, hp_ratio: float) -> void: + if hp_ratio <= LOW_HP_WARNING_RATIO: + draw_arc(center, 27, 0.0, TAU, 48, Color(1.0, 0.28, 0.14), 3.0) + + func _visual_rect_for_unit(unit: Dictionary) -> Rect2: var cell: Vector2i = unit.get("pos", Vector2i(-1, -1)) var rect := _rect_for_cell(cell)