feat(ship): P0 batch -- quit-to-menu, honest defeat title, event-feed filter (+#686) - #691
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…dy turn/date, in-flight hiring progress VIEW-only (ADR-0006): no sim / RNG / turn-loop touched. 1. Manual PLAN<->WATCH toggle: a switch button in the mode banner (shows the target view) + a V keybind, so the player can flip screens at will to look things over. Reuses the existing scaffold's set_mode; the game's own COMMIT / month-review transitions still drive the mode as before. 2. Tidy turn/time: one element "Turn 14 - Fri 21 Jul 2017" (turn = the plan period, counted; calendar date = the human when). Folds the old month-badge + separate "Turn N" duplicate into TurnLabel and hides the redundant TurnCountLabel. 3. In-flight hiring tracker: a lightweight list under the committed-month queue in the shared instrument column, showing each cooking interview/offer/networking job and each onboarding checklist with a progress bar + "done/total" (visible in both PLAN and WATCH since jobs cook during day-tick playback). Fast gate: 437 tests, 0 failures, 45/45 files. test_screen_mode 6/6. Co-Authored-By: Claude <noreply@anthropic.com>
The defeat subtitle hardcoded "The AI Destroyed Humanity" even when the run died of reputation collapse (doom was only 50 in the turn-229 playtest). Derive the subtitle from the real cause -- rep collapse -> "You Lost All Credibility", doom-max -> the AI title, negative money -> bankruptcy -- mirroring GameState.check_win_lose() order so the headline never lies. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Quit-to-menu (rage-quit friction): during a run, a window-close (X / Alt+F4) now returns to the Main Menu instead of quitting to desktop. main_ui takes over NOTIFICATION_WM_CLOSE_REQUEST and restores default close handling in _exit_tree so the menu screens still close the app. Deliberate quit-to-desktop stays on the pause menu and main menu. Event-feed filter (cheap alpha): the arxiv/technical_research_breakthrough deck (200+ entries) floods the feed. EventService now demotes that stream to a low-severity "flavour" channel on the FEED tier (never demands a decision), the channel rides through to the feed line, and the WATCH screen gains a "Hide arxiv flood" toggle (default on) that collapses the spam while keeping real events legible. No event-system rearchitecture. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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P0 ship-batch polish for the pre-alpha, layered on top of #686 (folded in). Base is #664 (feat/hiring-phase-b-pipeline), NOT main.
What's in here
The three P0 items (docs/game-design/UI_FEATURES_STACK.md "P0")
main_uitakes overNOTIFICATION_WM_CLOSE_REQUESTand restores default close handling in_exit_treeso menu screens still close the app. The deliberate quit-to-desktop path stays on the pause menu ("Quit to Desktop") and the main menu -- both were already wired correctly; the un-frictioned gesture was the WM close._get_defeat_title()derives the subtitle from the actual cause (rep collapse -> "You Lost All Credibility", doom-max -> the AI title, negative money -> bankruptcy), mirroringGameState.check_win_lose()order.technical_research_breakthroughdeck (200+ entries) floods the feed.EventServicenow demotes that stream to a low-severityflavourchannel on the FEED tier (so it never demands a decision), the channel rides through to each feed line, and the WATCH screen gains a "Hide arxiv flood" toggle (default ON) that collapses the spam while keeping real, actionable events legible. No event-system rearchitecture; the full SA-tier system is left for post-alpha.Tests
Fast gate:
python scripts/run_godot_tests.py --quick --ci-mode --min-tests 300-> 444 tests, 0 failures, 46/46 files collected. Syntax/parse check passed (guards the main_ui monolith).Do NOT merge -- for review.
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