feat(ui): AI-Enhanced Dialogue toggle + hardware detection (#646, D-138)
Implements the full AI-Enhanced Dialogue feature for Sprint 26: - HardwareDetector autoload (extends Node): three-layer detection — Layer 1 RAM classification (pass/marginal/fail, thresholds 2GB/1.6GB), Layer 2 TPT benchmark cache (green/yellow/red, thresholds 6/3 t/s), Layer 3 degradation monitoring (>40% drop → yellow). load_ai_pref() restores toggle state from user://settings.cfg on startup. - Settings dialog AI section: toggle, colored status dot, status message label, testable API (get_ai_dialogue_label_text, set_ai_dialogue_ hardware_status, is_ai_dialogue_toggle_enabled). Only RAM "fail" greys out toggle — player always overrides yellow/red recommendations (D-138). - GameState.ai_enhanced_dialogue_enabled (default true, opt-out model). GameState.settings_response (v20 one-shot settings dump from server). apply_snapshot() hydrates ai_enhanced_dialogue_enabled from full dump. - Protocol v19→v20, settings_response decoding in decode_snapshot(). Protocol converted to extends Node autoload (enables test has_method). encode_change_settings() helper for test inspection. - InputMapper: CHANGE_SETTINGS, REQUEST_ALL_SETTINGS, DELETE_SETTING. SimBridge: wire mappings for all three. RequestAllSettings queued after handshake to hydrate client state from server SQLite on connect. settings_response carry-forward in receive_bytes(). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -194,6 +194,11 @@ settings:
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text_speed: "Text Speed"
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fullscreen: "Fullscreen"
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language: "Language"
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# #646: AI-Enhanced Dialogue toggle (D-138)
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ai_section_header: "AI DIALOGUE"
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ai_dialogue_toggle: "AI-Enhanced Dialogue"
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ai_status_checking: "Speed not yet measured — will check on first enable."
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ai_status_ram_marginal: "Low memory — performance may vary."
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# ============================================================
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# CHARACTER SELECTION (if applicable in v0.1)
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@@ -17,6 +17,7 @@ config/icon="res://icon.svg"
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[autoload]
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Protocol="*res://scripts/protocol/protocol.gd"
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SimBridge="*res://scripts/autoloads/sim_bridge.gd"
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GameState="*res://scripts/autoloads/game_state.gd"
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InputMapper="*res://scripts/autoloads/input_mapper.gd"
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@@ -24,6 +25,7 @@ UIStrings="*res://scripts/autoloads/ui_strings.gd"
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FogState="*res://scripts/autoloads/fog_state.gd"
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AudioManager="*res://scripts/autoloads/audio_manager.gd"
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SessionManager="*res://scripts/autoloads/session_manager.gd"
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HardwareDetector="*res://ui/hardware_detector.gd"
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[audio]
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@@ -97,6 +97,17 @@ var pending_load_path: String = ""
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# Default: "detective" — fallback for legacy saves without character.txt.
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var character_archetype: String = "detective"
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# #646: AI-Enhanced Dialogue enabled state (D-138).
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# Runtime toggle — true means the LLM re-voicing pipeline should run (server-side).
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# Default: true (opt-out model per D-138 §8). Hardware detector may disable at startup
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# if RAM is insufficient. Persisted to server SQLite via ChangeSettings IPC.
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var ai_enhanced_dialogue_enabled: bool = true
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# v20 fields (#627, D-138): settings response from server.
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# One-shot: {kind: "full", settings: [{key, value}]} or {kind: "ack", success, key, error} or null.
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# "full" response hydrates ai_enhanced_dialogue_enabled (server is authoritative for persisted state).
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var settings_response: Variant = null
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# v7 fields (#431, D-059/D-060)
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var pending_recognitions: Array = [] # [{entity_id, x, y, z, remaining_ticks, total_delay_ticks}]
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@@ -328,6 +339,24 @@ func apply_snapshot(snapshot: Dictionary) -> void:
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else:
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debug_response = null
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# v20: settings_response (#627, D-138) — one-shot settings ack/dump from server.
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# "full" kind → iterate settings array and hydrate matching fields.
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if snapshot.has("settings_response") and snapshot.settings_response is Dictionary:
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settings_response = snapshot.settings_response
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var sr: Dictionary = snapshot.settings_response
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if sr.get("kind") == "full":
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var sr_settings: Variant = sr.get("settings")
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if sr_settings is Array:
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for entry in sr_settings:
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if not entry is Dictionary:
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continue
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if entry.get("key") == "ai_dialogue.enabled":
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var val: Variant = entry.get("value")
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if val is Dictionary and val.has("Bool"):
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ai_enhanced_dialogue_enabled = bool(val["Bool"])
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else:
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settings_response = null
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# v14: player_knowledge (#264, D-041) — partial KG dump for journal panel.
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# Only update when field is present (null means no change, server sends when KG changes).
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if snapshot.has("player_knowledge") and snapshot.player_knowledge is Dictionary:
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@@ -25,6 +25,9 @@ enum Action {
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SAVE_GAME, # #554: F5 quicksave — sends SaveGame to server with save path
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LOAD_GAME, # #554: F6 quickload — sends LoadGame to server with save path
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DEBUG_COMMAND, # #581: debug console command dispatch — sends DebugCommandKind to server
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CHANGE_SETTINGS, # #646: persist a setting to server SQLite — sends {key, value} to server
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REQUEST_ALL_SETTINGS, # #646: request full settings dump from server after handshake (unit variant)
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DELETE_SETTING, # #646: delete a setting by key from server SQLite (struct variant)
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}
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var input_queue: Array[Dictionary] = []
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@@ -253,6 +253,12 @@ func _process(delta: float) -> void:
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handshake_complete.emit(server_version)
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_set_state(ConnectionState.CONNECTED)
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# #646: Request full settings dump on connect — hydrates GameState.ai_enhanced_dialogue_enabled
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# from server SQLite so the client reflects the authoritative persisted state (D-138).
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_outbound_buffer.append({
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"tick": 0,
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"action_name": "RequestAllSettings",
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})
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return
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if _bridge == null:
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@@ -375,6 +381,9 @@ func receive_bytes(bytes: PackedByteArray) -> void:
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# #554: Carry forward save/load result (one-shot, consumed by main.gd)
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if snapshot.get("save_result") == null and _last_snapshot.get("save_result") != null:
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snapshot["save_result"] = _last_snapshot["save_result"]
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# #646: Carry forward settings_response (one-shot, consumed by game_state apply_snapshot)
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if snapshot.get("settings_response") == null and _last_snapshot.get("settings_response") != null:
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snapshot["settings_response"] = _last_snapshot["settings_response"]
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_last_snapshot = snapshot
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# Drain the outbound buffer. Returns raw input entries for batch encoding.
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@@ -418,6 +427,12 @@ static func action_enum_to_wire(action: int) -> String:
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return "LoadGame" # #554: F6 quickload (D-085)
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InputMapper.Action.DEBUG_COMMAND:
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return "DebugCommand" # #581: debug console command dispatch
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InputMapper.Action.CHANGE_SETTINGS:
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return "ChangeSettings" # #646: persist setting to server SQLite (D-138)
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InputMapper.Action.REQUEST_ALL_SETTINGS:
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return "RequestAllSettings" # #646: unit variant — server sends full settings dump
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InputMapper.Action.DELETE_SETTING:
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return "DeleteSetting" # #646: struct variant — delete setting by key
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_:
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push_warning("SimBridge: unknown action enum %s" % action)
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return ""
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@@ -1,4 +1,4 @@
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class_name Protocol
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extends Node
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## MessagePack codec for the Rust↔Godot wire protocol (D-020).
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##
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## Encodes/decodes ObserverSnapshot and PlayerInput to match
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@@ -11,8 +11,8 @@ class_name Protocol
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## Protocol version — must match server PROTOCOL_VERSION in bridge/types.rs.
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## Reject snapshots where version != this value.
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## v19: adds character_archetype field to StartupMessage (#588, #587).
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const PROTOCOL_VERSION: int = 19
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## v20: adds settings_response field to ObserverSnapshot (#627, D-138).
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const PROTOCOL_VERSION: int = 20
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# -- Decode: bytes from server → GDScript types --------------------------------
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@@ -270,6 +270,32 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
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"triangle_id": int(raw_ev["triangle_id"]),
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})
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# v20: settings_response (#627, D-138) — server ack after ChangeSettings / full settings dump
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# after RequestAllSettings. kind = "full"|"ack". "full": settings array [{key, value}].
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# "ack": {success: bool, key: String, error: String|null}.
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var settings_response: Variant = null
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var raw_sr: Variant = raw.get("settings_response")
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if raw_sr is Dictionary:
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var sr_kind: String = str(raw_sr.get("kind", ""))
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if sr_kind == "full":
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var sr_settings: Array = []
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var raw_sr_settings: Variant = raw_sr.get("settings")
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if raw_sr_settings is Array:
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for raw_s in raw_sr_settings:
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if raw_s is Dictionary and raw_s.has("key"):
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sr_settings.append({
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"key": str(raw_s["key"]),
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"value": raw_s.get("value"),
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})
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settings_response = {"kind": "full", "settings": sr_settings}
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elif sr_kind == "ack":
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settings_response = {
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"kind": "ack",
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"success": bool(raw_sr.get("success", false)),
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"key": str(raw_sr.get("key", "")),
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"error": raw_sr.get("error"),
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}
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# v19: current_ticker (#592) — scrolling news headline when in The Last Shift zone.
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# {id: String, text: String, category: String} or null when player outside bar zone.
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var current_ticker: Variant = null
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@@ -362,6 +388,7 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
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"zone_id": zone_id,
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"triangle_crisis_events": triangle_crisis_events,
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"current_ticker": current_ticker,
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"settings_response": settings_response,
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}
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@@ -548,6 +575,24 @@ static func _encode_action(action_name: String, action_data: Variant) -> Variant
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return action_name
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## Encode a ChangeSettings action for the AI-Enhanced Dialogue toggle (#646, D-138).
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## Returns a MessagePack-encoded Vec<PlayerInput> in buffer-entry format
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## (action_name + action_data), suitable for inspection in tests and for
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## queuing via SimBridge._outbound_buffer.
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## The server receives this as a PlayerAction::ChangeSettings variant.
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static func encode_change_settings(enabled: bool) -> PackedByteArray:
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var entries: Array = [{
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"tick": 0,
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"action_name": "ChangeSettings",
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"action_data": {"ai_enhanced_dialogue": enabled},
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}]
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var result = Messagepack.encode(entries)
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if result.status != null:
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push_error("Protocol: encode_change_settings failed: %s" % result.status)
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return PackedByteArray()
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return result.value
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## Decode a PlayerInput from MessagePack bytes (used in tests / echo scenarios).
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## Returns { "tick": int, "action": { "variant": String, "data": Variant } } or null.
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static func decode_player_input(bytes: PackedByteArray) -> Variant:
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@@ -0,0 +1,109 @@
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extends Node
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## Hardware detection autoload for AI-Enhanced Dialogue (D-138, #646).
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##
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## Exposes classification methods for Layer 1 (RAM), Layer 2 (TPT benchmark),
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## and Layer 3 (ongoing TPT degradation monitoring).
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##
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## Loaded as HardwareDetector autoload. Tests access via get_node("/root/HardwareDetector").
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## Settings dialog reads classification strings to configure the toggle UI.
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const RAM_PASS_THRESHOLD_MB := 2000.0
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const RAM_MARGINAL_THRESHOLD_MB := 1600.0
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const TPT_GREEN_THRESHOLD := 6.0 # tokens/sec — enable silently
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const TPT_YELLOW_THRESHOLD := 3.0 # tokens/sec — partial pre-voicing note
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const TPT_DEGRADATION_THRESHOLD := 0.4 # fraction — >40% sustained drop → yellow
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const BENCHMARK_CACHE_PATH := "user://ai-dialogue-config.json"
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func _ready() -> void:
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load_ai_pref()
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## Layer 1 — RAM classification.
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## Accepts free MB as input; returns "pass" | "marginal" | "fail".
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func classify_ram(free_mb: float) -> String:
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if free_mb >= RAM_PASS_THRESHOLD_MB:
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return "pass"
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elif free_mb >= RAM_MARGINAL_THRESHOLD_MB:
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return "marginal"
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else:
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return "fail"
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## Layer 2 — TPT benchmark classification.
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## Accepts tokens/sec as input; returns "green" | "yellow" | "red".
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func classify_tpt(tps: float) -> String:
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if tps >= TPT_GREEN_THRESHOLD:
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return "green"
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elif tps >= TPT_YELLOW_THRESHOLD:
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return "yellow"
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else:
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return "red"
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## Layer 3 — Ongoing degradation classification.
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## D-138 §8: >40% sustained drop from baseline → yellow (not forced disable).
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## Returns "ok" | "yellow".
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func classify_degradation(baseline_tps: float, current_avg_tps: float) -> String:
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if baseline_tps <= 0.0:
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return "ok"
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var drop := (baseline_tps - current_avg_tps) / baseline_tps
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return "yellow" if drop > TPT_DEGRADATION_THRESHOLD else "ok"
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## Query the OS for free RAM and return the classification plus the raw MB value.
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## Returns: {classification: String, free_mb: float}
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func check_ram() -> Dictionary:
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var mem := OS.get_memory_info()
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# "available" accounts for reclaimable pages (Linux MemAvailable / Windows ullAvailPhys).
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# Fall back to "free" on platforms that don't provide "available".
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var free_bytes: int = mem.get("available", mem.get("free", 0))
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var free_mb: float = float(free_bytes) / (1024.0 * 1024.0)
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return {"classification": classify_ram(free_mb), "free_mb": free_mb}
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## Read the cached TPT benchmark result written by the server on first model load.
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## Returns: {tps: float, classification: String} or null if no cache file exists.
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func read_benchmark_cache() -> Variant:
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if not FileAccess.file_exists(BENCHMARK_CACHE_PATH):
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return null
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var f := FileAccess.open(BENCHMARK_CACHE_PATH, FileAccess.READ)
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if f == null:
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return null
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var json := JSON.new()
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if json.parse(f.get_as_text()) != OK:
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return null
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var data: Variant = json.get_data()
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if not data is Dictionary or not data.has("tps"):
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return null
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var tps: float = float(data["tps"])
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return {"tps": tps, "classification": classify_tpt(tps)}
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## Load AI dialogue preference from settings.cfg and apply to GameState.
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## Called from _ready() to restore the toggle state across session restarts.
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## Spec: D-138 §8 — toggle persists via ConfigFile (client-local) + server SQLite (#627).
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func load_ai_pref() -> void:
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var cfg := ConfigFile.new()
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if cfg.load("user://settings.cfg") != OK:
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return
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var enabled: Variant = cfg.get_value("ai_dialogue", "enabled", null)
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if enabled is bool:
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GameState.ai_enhanced_dialogue_enabled = enabled
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## Compose a human-readable status message for the settings dialog.
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## classification: "pass" | "marginal" | "fail" (RAM) or "green" | "yellow" | "red" (TPT).
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## Returns empty string when no message is needed.
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func status_message(ram_classification: String, tpt_classification: String, free_mb: float, tps: float) -> String:
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if ram_classification == "fail":
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return "AI-Enhanced Dialogue requires 2 GB of free memory. Your system currently has %.0f MB available. Close other applications and try again, or leave the setting off — the game is complete either way." % free_mb
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if ram_classification == "marginal":
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return "Only %.0f MB free — performance may vary. You can still enable it." % free_mb
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match tpt_classification:
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"yellow":
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return "Running at %.0f t/s — pre-voicing will work for main characters and key scenes. Background NPCs may show base text until the queue catches up." % tps
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"red":
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return "Running very slowly at %.0f t/s — we recommend leaving this off, but the choice is yours." % tps
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return ""
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@@ -0,0 +1 @@
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uid://hardware_detector_sr
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@@ -1,18 +1,24 @@
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extends Control
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## #528: Audio settings dialog — 5-bus volume sliders.
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## #646: AI-Enhanced Dialogue toggle + hardware detection status (D-138).
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## Opens on OPEN_MENU (ESC) from main.gd. Closes on OPEN_MENU again or CLOSE button.
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## Volumes persist via AudioManager._save_prefs() on each slider change.
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## AI Dialogue toggle persists via ConfigFile (client-local) + ChangeSettings IPC (server SQLite).
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const BG_COLOR := Color(0.05, 0.05, 0.08, 0.90)
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const BORDER_COLOR := Color("#4a9ebb")
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const TEXT_COLOR := Color(0.878, 0.969, 0.98, 1)
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const TITLE_COLOR := Color("#4a9ebb")
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const STATUS_GREEN := Color("#6bc9a6")
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const STATUS_YELLOW := Color("#e8c547")
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const STATUS_RED := Color("#c84040")
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const FONT_SIZE := 14
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const FONT_SIZE_SMALL := 11
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const BOX_WIDTH := 460
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const BOX_HEIGHT := 376 # +36 for Debug Console row
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const PADDING := 20
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const BOX_WIDTH := 460
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const BOX_HEIGHT := 500 # +36 debug console, +88 AI dialogue section
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const PADDING := 20
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const ROW_HEIGHT := 36
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# Bus display labels → bus name strings (must match AudioManager BUS_* constants)
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@@ -27,8 +33,13 @@ const BUS_ROWS: Array = [
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var _active: bool = false
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var _container: VBoxContainer = null
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# #646: AI Dialogue hardware status and toggle node ref — used by testable API methods
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var _ai_hw_status: String = "" # "pass" | "marginal" | "fail" | "" (not yet checked)
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var _ai_check_node: CheckButton = null
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signal closed
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signal debug_console_toggled(enabled: bool) # #581: debug console enabled/disabled
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signal ai_dialogue_toggled(enabled: bool) # #646: AI-Enhanced Dialogue enabled/disabled
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func _ready() -> void:
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@@ -138,6 +149,100 @@ func _build_ui() -> void:
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)
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debug_hbox.add_child(debug_check)
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# #646: AI Dialogue section divider
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var ai_divider := Control.new()
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ai_divider.custom_minimum_size = Vector2(0, 8)
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_container.add_child(ai_divider)
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var ai_section_label := Label.new()
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ai_section_label.text = "AI DIALOGUE"
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ai_section_label.add_theme_font_size_override("font_size", FONT_SIZE - 2)
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ai_section_label.add_theme_color_override("font_color", TITLE_COLOR)
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_container.add_child(ai_section_label)
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# #646: Detect hardware and set status
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var ram_result := HardwareDetector.check_ram()
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var tpt_cache: Variant = HardwareDetector.read_benchmark_cache()
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var ram_class: String = ram_result["classification"]
|
||||
var tpt_class: String = "green"
|
||||
var tpt_tps: float = 0.0
|
||||
if tpt_cache != null:
|
||||
tpt_class = tpt_cache["classification"]
|
||||
tpt_tps = tpt_cache["tps"]
|
||||
# Composite status: RAM fail overrides TPT; RAM marginal keeps its own category
|
||||
var hw_status: String
|
||||
if ram_class == "fail":
|
||||
hw_status = "fail"
|
||||
elif ram_class == "marginal":
|
||||
hw_status = "marginal"
|
||||
else:
|
||||
# RAM passes — status follows TPT if benchmarked, else "pass"
|
||||
hw_status = "pass" if tpt_cache == null else tpt_class
|
||||
set_ai_dialogue_hardware_status(hw_status)
|
||||
|
||||
var ai_hbox := HBoxContainer.new()
|
||||
ai_hbox.custom_minimum_size = Vector2(0, ROW_HEIGHT)
|
||||
_container.add_child(ai_hbox)
|
||||
|
||||
var ai_label := Label.new()
|
||||
ai_label.text = get_ai_dialogue_label_text()
|
||||
ai_label.custom_minimum_size = Vector2(200, 0)
|
||||
ai_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
|
||||
ai_label.add_theme_font_size_override("font_size", FONT_SIZE)
|
||||
ai_label.add_theme_color_override("font_color", TEXT_COLOR)
|
||||
ai_hbox.add_child(ai_label)
|
||||
|
||||
# Status dot — colored square indicating hardware classification
|
||||
var status_dot := ColorRect.new()
|
||||
status_dot.custom_minimum_size = Vector2(10, 10)
|
||||
status_dot.size_flags_vertical = Control.SIZE_SHRINK_CENTER
|
||||
match _ai_hw_status:
|
||||
"pass", "green":
|
||||
status_dot.color = STATUS_GREEN
|
||||
"marginal", "yellow", "red":
|
||||
status_dot.color = STATUS_YELLOW
|
||||
_: # "fail"
|
||||
status_dot.color = STATUS_RED
|
||||
ai_hbox.add_child(status_dot)
|
||||
|
||||
var dot_spacer := Control.new()
|
||||
dot_spacer.custom_minimum_size = Vector2(8, 0)
|
||||
ai_hbox.add_child(dot_spacer)
|
||||
|
||||
_ai_check_node = CheckButton.new()
|
||||
_ai_check_node.button_pressed = GameState.ai_enhanced_dialogue_enabled
|
||||
_ai_check_node.disabled = (_ai_hw_status == "fail")
|
||||
ai_hbox.add_child(_ai_check_node)
|
||||
|
||||
# Status message label — only shown when non-empty
|
||||
var status_msg: String = HardwareDetector.status_message(
|
||||
ram_class, tpt_class, ram_result["free_mb"], tpt_tps)
|
||||
var ai_status_label := Label.new()
|
||||
ai_status_label.text = status_msg
|
||||
ai_status_label.add_theme_font_size_override("font_size", FONT_SIZE_SMALL)
|
||||
ai_status_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
|
||||
ai_status_label.custom_minimum_size = Vector2(BOX_WIDTH - PADDING * 2, 0)
|
||||
match _ai_hw_status:
|
||||
"marginal", "yellow", "red":
|
||||
ai_status_label.add_theme_color_override("font_color", STATUS_YELLOW)
|
||||
"fail":
|
||||
ai_status_label.add_theme_color_override("font_color", STATUS_RED)
|
||||
_:
|
||||
ai_status_label.add_theme_color_override("font_color", TEXT_COLOR)
|
||||
ai_status_label.visible = not status_msg.is_empty()
|
||||
_container.add_child(ai_status_label)
|
||||
|
||||
_ai_check_node.toggled.connect(func(enabled: bool) -> void:
|
||||
GameState.ai_enhanced_dialogue_enabled = enabled
|
||||
_save_ai_pref(enabled)
|
||||
SimBridge.send_input({
|
||||
"action": InputMapper.Action.CHANGE_SETTINGS,
|
||||
"action_data": {"ai_enhanced_dialogue": enabled},
|
||||
"timestamp_msec": Time.get_ticks_msec(),
|
||||
})
|
||||
ai_dialogue_toggled.emit(enabled)
|
||||
)
|
||||
|
||||
# Spacer
|
||||
var spacer := Control.new()
|
||||
spacer.custom_minimum_size = Vector2(0, 8)
|
||||
@@ -163,6 +268,39 @@ func _destroy_ui() -> void:
|
||||
if _container:
|
||||
_container.queue_free()
|
||||
_container = null
|
||||
_ai_check_node = null # freed with _container
|
||||
|
||||
|
||||
# -- #646: AI Dialogue testable API -------------------------------------------
|
||||
|
||||
## Returns the canonical label text for the AI-Enhanced Dialogue toggle (D-138).
|
||||
func get_ai_dialogue_label_text() -> String:
|
||||
return "AI-Enhanced Dialogue"
|
||||
|
||||
|
||||
## Set the hardware detection status — drives toggle enabled/disabled state.
|
||||
## Accepts: "pass" | "marginal" | "fail" (RAM) or "green" | "yellow" | "red" (TPT).
|
||||
## Only "fail" (insufficient RAM) disables the toggle. All others leave it enabled —
|
||||
## D-138: no hard minimum spec floor; player can always override recommendations.
|
||||
func set_ai_dialogue_hardware_status(status: String) -> void:
|
||||
_ai_hw_status = status
|
||||
if _ai_check_node != null:
|
||||
_ai_check_node.disabled = (status == "fail")
|
||||
|
||||
|
||||
## Returns true if the AI-Enhanced Dialogue toggle is currently enabled (not greyed out).
|
||||
## Only "fail" (RAM below minimum) produces a disabled toggle.
|
||||
func is_ai_dialogue_toggle_enabled() -> bool:
|
||||
return _ai_hw_status != "fail"
|
||||
|
||||
|
||||
## Persist the AI Dialogue enabled state to the local prefs file.
|
||||
## Uses the same settings.cfg as DebugConsole — different section ("ai_dialogue").
|
||||
func _save_ai_pref(enabled: bool) -> void:
|
||||
var cfg := ConfigFile.new()
|
||||
cfg.load(DebugConsole.PREFS_PATH)
|
||||
cfg.set_value("ai_dialogue", "enabled", enabled)
|
||||
cfg.save(DebugConsole.PREFS_PATH)
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
@@ -186,7 +324,7 @@ func _draw() -> void:
|
||||
var font := ThemeDB.fallback_font
|
||||
draw_string(font,
|
||||
box_pos + Vector2(PADDING, PADDING + 18),
|
||||
"AUDIO SETTINGS",
|
||||
"SETTINGS",
|
||||
HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE + 2, TITLE_COLOR)
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user