diff --git a/src/game/engine/scenes/hud/minimap.gd b/src/game/engine/scenes/hud/minimap.gd index 53a86398..914a05c0 100644 --- a/src/game/engine/scenes/hud/minimap.gd +++ b/src/game/engine/scenes/hud/minimap.gd @@ -9,7 +9,12 @@ const CityScript: GDScript = preload("res://engine/src/entities/city.gd") const UnitScript: GDScript = preload("res://engine/src/entities/unit.gd") const PlayerScript: GDScript = preload("res://engine/src/entities/player.gd") -## Terrain colors indexed by terrain_id — keep in sync with terrain.json +## Minimap terrain palette indexed by terrain_id. These are game-content +## colors (no UI design token applies) and are a deliberately distinct, +## muted minimap rendering — NOT a mirror of terrain.json's `color` arrays +## (those diverge by 10-70/channel; only `coast` coincides). p2-74 leaves +## this hardcoded; routing it through a data source is a Rail-2 follow-up +## (logic change, out of scope for the visual-only token pass). const TERRAIN_COLORS: Dictionary = { "ocean": Color(0.12, 0.24, 0.55), "coast": Color(0.31, 0.71, 0.86), @@ -28,8 +33,6 @@ const TERRAIN_COLORS: Dictionary = { "volcano": Color(0.55, 0.16, 0.12), } const DEFAULT_TERRAIN_COLOR: Color = Color(0.3, 0.3, 0.3) -const FOG_COLOR: Color = Color(0.0, 0.0, 0.0, 0.70) -const UNEXPLORED_COLOR: Color = Color(0.0, 0.0, 0.0, 0.90) const CITY_DOT_RADIUS: float = 4.0 const UNIT_DOT_RADIUS: float = 3.0 const OWNER_TINT_ALPHA: float = 0.38 @@ -39,7 +42,6 @@ const OWNER_TILE_SIZE: Vector2 = Vector2(3.0, 3.0) ## `_ping_remaining` ticks down each overlay redraw frame so the pulse ## fades naturally without a dedicated tween. const PING_DURATION_SEC: float = 1.6 -const PING_RING_COLOR: Color = Color(1.0, 0.92, 0.45, 1.0) const PING_RING_BASE_RADIUS: float = 4.0 const PING_RING_GROWTH: float = 8.0 const PING_RING_WIDTH: float = 2.0 @@ -53,6 +55,14 @@ var _camera: Camera2D = null var _ping_axial: Vector2i = Vector2i(-9999, -9999) var _ping_started_at: float = -1.0 +## Token-sourced colors, populated in _ready() (ThemeAssets.color isn't +## const-eval safe). fog/ping map to dedicated design tokens; the minimap +## backdrop uses the deepest background token. +var _fog_color: Color = Color(0.0, 0.0, 0.0, 0.70) +var _unexplored_color: Color = Color(0.0, 0.0, 0.0, 0.90) +var _ping_ring_color: Color = Color(1.0, 0.92, 0.45, 1.0) +var _backdrop_color: Color = Color(0.04, 0.04, 0.06) + @onready var _map_rect: TextureRect = %MapRect @onready var _overlay_rect: Control = %OverlayRect @@ -62,11 +72,16 @@ func _ready() -> void: _overlay_rect.draw.connect(_draw_overlay) gui_input.connect(_on_gui_input) + _fog_color = ThemeAssets.color("fog.explored") + _unexplored_color = ThemeAssets.color("fog.unexplored") + _ping_ring_color = ThemeAssets.color("accent.ping") + _backdrop_color = ThemeAssets.color("background.deepest") + var border_panel: Panel = get_node_or_null("Border") as Panel if border_panel != null: var style: StyleBoxFlat = StyleBoxFlat.new() style.bg_color = Color(0.0, 0.0, 0.0, 0.0) - style.border_color = Color(0.75, 0.65, 0.35, 0.95) + style.border_color = ThemeAssets.color("border.panel") style.set_border_width_all(2) style.set_corner_radius_all(2) border_panel.add_theme_stylebox_override("panel", style) @@ -141,7 +156,7 @@ func _rebuild_terrain() -> void: var img_w: int = maxi(1, roundi(mm_size.x)) var img_h: int = maxi(1, roundi(mm_size.y)) _cached_image = Image.create(img_w, img_h, false, Image.FORMAT_RGB8) - _cached_image.fill(Color(0.04, 0.04, 0.06)) + _cached_image.fill(_backdrop_color) for py: int in img_h: for px: int in img_w: @@ -204,7 +219,7 @@ func _draw_ping() -> void: return var t: float = clampf(elapsed / PING_DURATION_SEC, 0.0, 1.0) var radius: float = PING_RING_BASE_RADIUS + PING_RING_GROWTH * t - var color: Color = PING_RING_COLOR + var color: Color = _ping_ring_color color.a = 1.0 - t var pixel_pos: Vector2 = _world_to_mini( HexUtilsScript.axial_to_pixel(_ping_axial) + Vector2( @@ -224,7 +239,7 @@ func _draw_fog(game_map: RefCounted, player_index: int) -> void: HexUtilsScript.HEX_WIDTH * 0.5, HexUtilsScript.HEX_HEIGHT * 0.5 ) ) - var fog_col: Color = FOG_COLOR if vis == 1 else UNEXPLORED_COLOR + var fog_col: Color = _fog_color if vis == 1 else _unexplored_color _overlay_rect.draw_rect( Rect2(pixel_pos - Vector2(1.0, 1.0), Vector2(3.0, 3.0)), fog_col ) diff --git a/src/game/engine/scenes/world_map/arena_overlay.gd b/src/game/engine/scenes/world_map/arena_overlay.gd index 434e1f1a..3f13a106 100644 --- a/src/game/engine/scenes/world_map/arena_overlay.gd +++ b/src/game/engine/scenes/world_map/arena_overlay.gd @@ -12,11 +12,11 @@ extends RefCounted const ARROW: String = "▶ " const DIM_ALPHA: float = 0.42 -## Player 0 and player 1 label colors. Sourced from GameState.PLAYER_COLORS -## by index; kept as constants here for fast access and to avoid churn if -## PLAYER_COLORS changes length. -const P0_COLOR: Color = Color(0.30, 0.62, 1.00) ## calm blue -const P1_COLOR: Color = Color(1.00, 0.52, 0.28) ## warm orange +## Player 0 and player 1 label colors. Token-sourced (ThemeAssets.color isn't +## const-eval safe), populated in build(). Calm blue / warm orange map to the +## player palette tokens. +var _p0_color: Color = Color(0.30, 0.62, 1.00) +var _p1_color: Color = Color(1.00, 0.52, 0.28) var _p1_label: Label = null var _p2_label: Label = null @@ -38,6 +38,8 @@ func build( ) -> Label: _p1_name = p1 _p2_name = p2 + _p0_color = ThemeAssets.color("player.blue") + _p1_color = ThemeAssets.color("player.orange") var layer: CanvasLayer = CanvasLayer.new() layer.name = "ArenaOverlay" @@ -51,14 +53,14 @@ func build( var title: Label = Label.new() title.text = "%s · seed %d" % [match_id, seed_value] - title.add_theme_color_override("font_color", Color(1.0, 0.85, 0.4)) + title.add_theme_color_override("font_color", ThemeAssets.color("accent.gold")) title.add_theme_font_size_override("font_size", 13) - _p1_label = _make_player_label(p1, P0_COLOR) + _p1_label = _make_player_label(p1, _p0_color) var vs: Label = Label.new() vs.text = " vs " vs.add_theme_font_size_override("font_size", 12) - _p2_label = _make_player_label(p2, P1_COLOR) + _p2_label = _make_player_label(p2, _p1_color) var versus_row: HBoxContainer = HBoxContainer.new() versus_row.add_child(_p1_label) @@ -68,7 +70,7 @@ func build( _turn_label = Label.new() _turn_label.text = "turn 1 / %d" % turn_limit _turn_label.add_theme_color_override( - "font_color", Color(0.6, 0.85, 1.0) + "font_color", ThemeAssets.color("accent.science") ) _turn_label.add_theme_font_size_override("font_size", 11) diff --git a/src/game/engine/scenes/world_map/courier_route_overlay.gd b/src/game/engine/scenes/world_map/courier_route_overlay.gd index 144c227d..f078b446 100644 --- a/src/game/engine/scenes/world_map/courier_route_overlay.gd +++ b/src/game/engine/scenes/world_map/courier_route_overlay.gd @@ -9,11 +9,16 @@ extends Node2D ## Data source: EventBus courier diplomacy signals. No polling. const HEX_PIXEL_SIZE: float = 64.0 -const COLOR_IN_TRANSIT: Color = Color(0.65, 0.90, 0.65, 0.40) -const COLOR_DELIVERED: Color = Color(0.65, 0.90, 0.65, 0.90) +const IN_TRANSIT_ALPHA: float = 0.40 +const DELIVERED_ALPHA: float = 0.90 const COURIER_ICON_RADIUS: float = 6.0 const ROUTE_LINE_WIDTH: float = 2.5 +## Courier-route green, token-sourced in _ready() (ThemeAssets.color isn't +## const-eval safe). Same hue at two alphas: faded in transit, solid delivered. +var _color_in_transit: Color = Color(0.65, 0.90, 0.65, IN_TRANSIT_ALPHA) +var _color_delivered: Color = Color(0.65, 0.90, 0.65, DELIVERED_ALPHA) + ## Keyed by agreement_id (int). Each value is a Dictionary with keys: ## agreement_id, from_player, to_player, from_capital, to_capital, ## courier_pos (Vector2i), eta_turn (int), delivered (bool), intercepted (bool). @@ -21,6 +26,9 @@ var _routes: Dictionary = {} func _ready() -> void: + var base: Color = ThemeAssets.color("accent.sage") + _color_in_transit = Color(base.r, base.g, base.b, IN_TRANSIT_ALPHA) + _color_delivered = Color(base.r, base.g, base.b, DELIVERED_ALPHA) EventBus.courier_dispatched.connect(_on_courier_dispatched) EventBus.courier_intercepted.connect(_on_courier_intercepted) EventBus.shared_map_delivered.connect(_on_shared_map_delivered) @@ -86,11 +94,11 @@ func _draw() -> void: var from_px: Vector2 = _axial_to_pixel(route["from_capital"]) var to_px: Vector2 = _axial_to_pixel(route["to_capital"]) var delivered: bool = bool(route.get("delivered", false)) - var line_color: Color = COLOR_DELIVERED if delivered else COLOR_IN_TRANSIT + var line_color: Color = _color_delivered if delivered else _color_in_transit draw_line(from_px, to_px, line_color, ROUTE_LINE_WIDTH) if not delivered: var courier_px: Vector2 = _axial_to_pixel(route["courier_pos"]) - draw_circle(courier_px, COURIER_ICON_RADIUS, COLOR_DELIVERED) + draw_circle(courier_px, COURIER_ICON_RADIUS, _color_delivered) draw_arc(courier_px, COURIER_ICON_RADIUS + 2.0, 0.0, TAU, 16, Color(1, 1, 1, 0.7), 1.5) diff --git a/src/game/engine/scenes/world_map/tile_info_panel.gd b/src/game/engine/scenes/world_map/tile_info_panel.gd index ea85b1fe..5efe12e1 100644 --- a/src/game/engine/scenes/world_map/tile_info_panel.gd +++ b/src/game/engine/scenes/world_map/tile_info_panel.gd @@ -29,16 +29,8 @@ var _fauna_ecology: GdFaunaEcology = null func _ready() -> void: visible = false mouse_filter = Control.MOUSE_FILTER_IGNORE - _apply_panel_style() - - -func _apply_panel_style() -> void: - var style: StyleBoxFlat = StyleBoxFlat.new() - style.bg_color = Color(0.02, 0.02, 0.05, 0.92) - style.border_color = Color(0.4, 0.35, 0.2, 0.8) - style.set_border_width_all(1) - style.set_corner_radius_all(3) - add_theme_stylebox_override("panel", style) + # Panel background inherits the global theme's PanelContainer style + # (opaque dark panel + gold border) — no per-instance stylebox override. func show_tile(tile: RefCounted, axial: Vector2i) -> void: @@ -203,7 +195,7 @@ func show_tile_with_placement_preview( var reason: String = str(preview.get("reason", "")) _worked_yield_label.text = ThemeVocabulary.lookup("placement_invalid") % reason _worked_yield_label.visible = true - _worked_yield_label.modulate = Color(0.85, 0.3, 0.3, 1) + _worked_yield_label.modulate = ThemeAssets.color("semantic.negative") return _worked_yield_label.modulate = Color(1, 1, 1, 1) @@ -251,7 +243,7 @@ func _populate_ecology_species(axial: Vector2i) -> void: pop_lbl.custom_minimum_size.x = 60 pop_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT pop_lbl.add_theme_font_size_override("font_size", 12) - pop_lbl.add_theme_color_override("font_color", Color(0.7, 0.85, 0.7)) + pop_lbl.add_theme_color_override("font_color", ThemeAssets.color("accent.sage")) row.add_child(pop_lbl) _ecology_list.add_child(row) diff --git a/src/game/engine/scenes/world_map/world_map.gd b/src/game/engine/scenes/world_map/world_map.gd index 5210bf19..dac00972 100644 --- a/src/game/engine/scenes/world_map/world_map.gd +++ b/src/game/engine/scenes/world_map/world_map.gd @@ -1913,7 +1913,8 @@ func _refresh_placement_overlay() -> void: for v: Vector2 in hex_poly: shifted.append(origin + v) poly.polygon = shifted - poly.color = Color(0.6, 0.85, 1.0, 0.22) + var hl: Color = ThemeAssets.color("accent.science") + poly.color = Color(hl.r, hl.g, hl.b, 0.22) _placement_overlay_node.add_child(poly) diff --git a/src/game/engine/scenes/world_map/world_map_units.gd b/src/game/engine/scenes/world_map/world_map_units.gd index 37c65720..da83fdb6 100644 --- a/src/game/engine/scenes/world_map/world_map_units.gd +++ b/src/game/engine/scenes/world_map/world_map_units.gd @@ -82,7 +82,8 @@ func draw_waypoint_overlay(parent_node: Node2D, waypoints: Array) -> void: line.name = "PatrolPolyline" line.add_to_group("patrol_overlay") line.width = 2.0 - line.default_color = Color(0.3, 0.6, 1.0, 0.75) + var patrol_hl: Color = ThemeAssets.color("accent.science") + line.default_color = Color(patrol_hl.r, patrol_hl.g, patrol_hl.b, 0.75) for wp: Variant in waypoints: var pixel: Vector2 = HexUtilsScript.axial_to_pixel(wp as Vector2i) line.add_point(pixel) @@ -95,7 +96,7 @@ func draw_waypoint_overlay(parent_node: Node2D, waypoints: Array) -> void: flag_label.add_to_group("patrol_overlay") flag_label.text = str(i + 1) flag_label.add_theme_font_size_override("font_size", 13) - flag_label.add_theme_color_override("font_color", Color(0.2, 0.8, 1.0)) + flag_label.add_theme_color_override("font_color", ThemeAssets.color("accent.science")) flag_label.position = pixel + Vector2(-6.0, -20.0) parent_node.add_child(flag_label)