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zfxaction26_2/docs/UX.md

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# Reactor Maintenance UX Blueprint
This document is the Godot implementation blueprint for the player-facing frontend. It describes scene responsibilities, control composition, navigation flow, and the minimum data concepts needed to populate the UI. It is not a final art direction document.
## UX Goals
- Put the level grid and current reactor state at the center of play.
- Make every simulation state readable before the player commits to a lengthy action.
- Keep menu flow short: splash, main menu, mode selection, level, outcome, next action.
- Treat campaign as a linear chain of handcrafted levels with names and short flavor text.
- Let players retry a lost level from its starting state and advance from a won level to the next campaign level.
## Scene Flow
```text
SplashScreen
-> MainMenu
MainMenu
-> New Campaign -> CampaignIntro or LevelScreen
-> Continue Campaign -> LevelScreen
-> Play Random Level -> GenerationScreen -> LevelScreen
-> OptionsScreen
-> TutorialScreen
LevelScreen
-> LoseOverlay -> Retry Level | MainMenu
-> WinOverlay -> Next Level | MainMenu
-> GameOverScreen
-> GameWonScreen
GameOverScreen
-> Retry Current Level | MainMenu
GameWonScreen
-> MainMenu
```
Use one scene navigation service or autoload to own transitions. Individual screens emit intent signals such as `NewCampaignRequested`, `RetryRequested`, or `NextLevelRequested`; they should not load unrelated scenes directly.
## Shared Runtime Concepts
### Campaign Manifest
Represent campaign content as an ordered list. The exact storage format can be a Godot `Resource`, JSON file, or C# model, but the UI should receive these fields:
- `Id`: stable level identifier.
- `Name`: player-facing level name.
- `FlavorText`: one or two short lines of lore shown before the level starts and after menu selection.
- `LevelPath`: path or key used to load serialized simulation level data.
The first implementation can ship a single manifest for the default campaign. Branching paths, unlock maps, and difficulty variants are out of scope.
### Session State
The frontend session should track:
- current mode: campaign, random level, or tutorial,
- current campaign index when in campaign mode,
- current level start snapshot for retry,
- current mutable level state during play,
- whether a continue save exists,
- last outcome: won, lost, campaign complete, or abandoned.
Retry always restores the current level start snapshot. Continue campaign resumes the last saved campaign index and mutable level state if available.
## Scene Blueprints
### SplashScreen.tscn
Purpose: a short branded entry point before the main menu.
Recommended root: `Control`.
Controls:
- `CenterContainer`
- `VBoxContainer`
- title label: `Reactor Maintenance`
- small status label for build/version text if available
Behavior:
- Show for roughly 1-2 seconds.
- Any confirm, cancel, click, or tap skips immediately to `MainMenu`.
- Do not block on loading campaign data unless a clear loading label is shown.
### MainMenu.tscn
Purpose: primary navigation.
Recommended root: `Control`.
Controls:
- title label: `Reactor Maintenance`
- vertical command stack:
- `New Campaign`
- `Continue Campaign`
- `Play Random Level`
- `Options`
- `Tutorial`
- small footer for version or build label
Behavior:
- `Continue Campaign` is disabled when no continue state exists.
- `New Campaign` starts at campaign index `0`; if a save exists, confirm replacement before overwriting.
- `Play Random Level` loads a single non-campaign level. It can select from authored levels until random generation exists.
- `Options` and `Tutorial` return to this screen.
### CampaignIntro.tscn
Purpose: optional lightweight introduction before the first campaign level or before each level.
Recommended root: `Control`.
Controls:
- level name label
- flavor text label
- `Begin` button
- `Back` button when entered from a menu
Behavior:
- For a compact first pass, this may be embedded as a modal panel inside `LevelScreen`.
- The text should be short enough to read quickly and should not explain mechanics that belong in tutorial content.
### LevelScreen.tscn
Purpose: core gameplay screen.
Recommended root: `Control`.
Suggested layout:
```text
LevelScreen
MarginContainer
VBoxContainer
LevelHeader
HSplitContainer
GridViewport
InspectorPanel
ActionBar
OverlayLayer
```
Primary controls:
- `LevelHeader`
- level name
- campaign progress label such as `Level 2 / 8`
- global state badge: `Stable`, `Caution`, `Critical`, `Ready`
- reactor heat or readiness summary
- `GridViewport`
- visual grid
- robot marker
- terrain, props, leaks, hazards, and optional underground overlay
- selected cell highlight and reachable/actionable hints
- `InspectorPanel`
- selected cell coordinates
- terrain and prop summary
- underground values when visible through terminal access
- visible hazards, sprinkler water, and wet-electricity risk with safe/caution/critical bands
- forecast warnings
- `ActionBar`
- contextual action buttons: move, interact, activate sprinkler valve, repair, remedy, heat shield, activate reactor
- disabled buttons must show why the action is unavailable
- `InventoryPanel`
- fuel neutralizer count
- coolant neutralizer count
- electricity neutralizer count
- heat shield count
Behavior:
- Selection and inspection are quick actions and must not trigger a pulse.
- Movement is a quick action and must update robot position without triggering a pulse.
- Interact, sprinkler valve activation, repair, remedy, and heat shield are environment-changing actions and must trigger one animated pulse when accepted.
- Activate reactor must be visually prominent when ready and should resolve immediately without requiring a wait or extra pulse.
- Invalid actions should produce a short refusal message and not mutate level state.
- When the level state becomes `Lost`, show `LoseOverlay`.
- When the level state becomes `Won`, show `WinOverlay`.
- When the reactor is ready, make `Activate Reactor` visually prominent but keep other valid actions available.
Pulse playback behavior:
- During a pulse, animate the configured steps as one short cascade of hazard motion, leak growth, quenching, evaporation, ignition, electrical conduction, and readiness updates.
- Sprinkler valve activation must visibly release blue sprinkler water at authored outlet cells and show the affected coolant service area losing pressure.
- Evaporation must be communicated through shrinking wet overlays and stronger steam/cooling feedback on hot cells.
- Wet cells that can spread electricity must use a distinct warning treatment so the player can distinguish helpful suppression water from dangerous electrified water.
- Disable conflicting action commands while pulse playback is running so the player cannot queue hidden actions into an unresolved environment state.
- Present the final post-pulse state as the next decision point.
- Do not make pulse length vary by action type, forecast outcome, or danger level.
- Do not expose a normal campaign fast-forward loop; the player goal is to solve the cascade and activate the reactor as soon as a pulse leaves its needs fulfilled.
### LoseOverlay.tscn
Purpose: immediate failure response while preserving context.
Recommended root: `PanelContainer` or `CanvasLayer` child.
Controls:
- title label: `Level Lost`
- short cause label from the terminal state or latest failure message
- `Retry Level`
- `Main Menu`
Behavior:
- Pauses input to the grid behind it.
- `Retry Level` reloads the current level from the start snapshot.
- `Main Menu` abandons the current run after confirmation if unsaved progress would be lost.
### WinOverlay.tscn
Purpose: immediate success response and transition to the next level.
Recommended root: `PanelContainer` or `CanvasLayer` child.
Controls:
- title label: `Reactor Online`
- level completion text
- `Next Level` when another campaign level exists
- `Finish Campaign` when this was the final campaign level
- `Main Menu`
Behavior:
- Saves campaign progress before presenting the next-level command.
- `Next Level` loads the next handcrafted campaign level and shows its name and flavor text.
- In random level mode, replace `Next Level` with `Play Another` or `Main Menu`.
### GameOverScreen.tscn
Purpose: full-screen campaign failure or abandoned-run endpoint.
Recommended root: `Control`.
Controls:
- title label: `Game Over`
- summary label with the failed level name
- `Retry Current Level`
- `Main Menu`
Behavior:
- Use this when leaving the level context after a loss, not for the immediate in-level failure modal.
- Retry uses the same start snapshot rules as `LoseOverlay`.
### GameWonScreen.tscn
Purpose: full-screen campaign completion endpoint.
Recommended root: `Control`.
Controls:
- title label: `Campaign Complete`
- short final lore text
- completed level count
- `Main Menu`
Behavior:
- Reached after winning the final handcrafted campaign level.
- Clears any in-progress continue marker or marks campaign complete.
### OptionsScreen.tscn
Purpose: global settings.
Recommended root: `Control`.
Controls:
- audio sliders
- fullscreen toggle
- UI scale selector if supported
- color/accessibility toggles when implemented
- `Back`
Behavior:
- Changes apply immediately where practical.
- Persist settings separately from campaign progress.
### TutorialScreen.tscn
Purpose: teach interaction grammar before or outside campaign.
Recommended root: `Control`.
Controls:
- tutorial topic list
- content panel
- `Start Tutorial Level`
- `Back`
Behavior:
- Keep tutorial text focused on action economy, pulses, sprinkler suppression, evaporation, wet-electricity hazards, forecasts, remedies, and reactor activation.
- Tutorial level can reuse `LevelScreen` with a tutorial mode flag and guided prompts.
## Reusable Controls
- `PrimaryButton`: consistent command button style and focus behavior.
- `StateBadge`: color-coded label for `Stable`, `Caution`, `Critical`, `Ready`, `Lost`, and `Won`.
- `LevelHeader`: level metadata, global state, and campaign progress.
- `CellInspector`: selected cell details, visible hazards, sprinkler water, wet-electricity risk, prop state, underground details when available.
- `ForecastList`: ordered warnings from soonest to latest pulse.
- `InventoryStrip`: remedy and heat shield counts.
- `OutcomeOverlay`: shared base layout for win and loss overlays.
- `ConfirmDialog`: save overwrite, abandon run, and return-to-menu confirmations.
Keep repeated controls as separate scenes so the level screen, tutorial, and overlays can reuse them without duplicating layout logic.
## Input And Focus
- Support mouse and keyboard from the first implementation.
- Confirm activates the focused button or selected contextual action.
- Cancel closes overlays or returns to the previous screen when safe.
- Arrow keys or WASD can move the robot when the level grid has focus.
- Tab cycles between grid, inspector, action bar, and menu buttons.
- Disabled commands must remain inspectable by focus or hover so the player can read why they are unavailable.
## Visual Language
- The game should feel technical, readable, and tense, not decorative.
- Use restrained panels and clear hierarchy: grid first, status second, supporting details third.
- Color roles:
- fuel: red
- coolant/sprinkler water: blue
- electricity: yellow
- heat: orange or white-hot accent
- wet-electricity risk: yellow over blue or a distinct charged-water pattern
- safe: neutral or green
- caution: amber
- critical/lost: red
- ready/won: bright green or white
- Do not rely on color alone; pair colored states with text labels or icons.
## Implementation Acceptance Checklist
- Every scene has one clear root responsibility and emits navigation intent instead of directly owning campaign policy.
- The main menu exposes all requested buttons.
- Campaign levels show `Name` and `FlavorText`.
- Lost levels can be retried from the original starting snapshot.
- Won levels can advance to the next campaign level.
- Final campaign win reaches `GameWonScreen`.
- Full failure endpoint reaches `GameOverScreen`.
- The level screen distinguishes quick actions from lengthy actions.
- The level screen makes sprinkler valve outlets, evaporation, and wet-electricity risk readable before and after a pulse.
- Forecasts, inventory, selected cell inspection, and global level state have dedicated UI space.
- Documentation stays aligned with `docs/design.md` when simulation rules change.