blackbeard420

blackbeard420 / promptplan

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1 + # our crucible interact menu doesnt match the theme of the game, lets enhance it
2 +
3 +
4 +
5 + # Editable Crucible Console Menu
6 +
7 + ## Summary
8 +
9 + Move the Crucible menu’s visual hierarchy into ui/crucible_menu.tscn, leaving scripts/crucible_menu.gd responsible only for runtime data binding, action handling, state updates, and closing behavior.
10 +
11 + ## Scene Structure
12 +
13 + Create an editor-editable scene with:
14 +
15 + - Full-screen Control root using CrucibleMenu.
16 + - Full-screen translucent shade.
17 + - Centered responsive console panel.
18 + - Header with:
19 + - PORTABLE RESIN CRUCIBLE
20 + - M-299 REFINERY
21 + - Online/owner status readout.
22 +
23 + - Two-column content area:
24 + - Resource status panel for THC resin, resin doses, and M-299 reserve ammunition.
25 + - Operations panel containing refinement and distillation action cards.
26 +
27 + - Action cards with editable labels for:
28 + - Cost.
29 + - Output.
30 + - Availability requirement.
31 + - Button control.
32 +
33 + - Status feedback label for success and failure messages.
34 + - Footer with ESC CLOSE.
35 + - Scene-local style resources for panel surfaces, borders, bars, buttons, disabled states, and typography.
36 +
37 + All spacing, colors, fonts, text, minimum sizes, and layout behavior should be adjustable from the Godot editor.
38 +
39 + ## Script Changes
40 +
41 + - Replace runtime node construction in scripts/crucible_menu.gd with @onready references to the scene’s named controls.
42 + - Preserve the existing setup(...), _close(), resource operations, input locking, and refresh behavior.
43 + - Update only dynamic values at runtime:
44 + - Resource counts and capacities.
45 + - M-299 reserve.
46 + - Action enabled/disabled states.
47 + - Requirement text.
48 + - Success/error status messaging.
49 +
50 + - Keep unavailable operations disabled with explanatory requirement text.
51 + - Focus the first available action when the menu opens.
52 + - Keep all crafting rules and resource costs unchanged.
53 +
54 + Update scripts/player/player_ui.gd to preload and instantiate ui/crucible_menu.tscn, passing the existing resources and crucible references into setup(...).
55 +
56 + ## Test Plan
57 +
58 + - Run the existing resource recovery test.
59 + - Confirm the scene instantiates and still exposes the CrucibleMenu node.
60 + - Verify opening and closing still locks/restores player input.
61 + - Verify resource labels update after refining and distilling.
62 + - Verify action buttons enable and disable correctly at resource limits.
63 + - Verify success and failure status messages.
64 + - Manually inspect the scene in the Godot editor and test it at both 1920×1080 and smaller viewport sizes.
65 +
66 + ## Assumptions
67 +
68 + - ui/crucible_menu.tscn becomes the single source of truth for the menu’s visual layout.
69 + - No new raster assets are required.
70 + - Existing public menu methods remain compatible with current callers and tests.
71 + - The menu continues using the HUD console visual language: near-black translucent panels, teal borders, Hermit typography, mint highlights, and amber warnings.