feat(ui): entity-anchored dialogue log with keyboard selection
Log entries store entity IDs and resolve display names at render time from _entity_display lookup — enables retroactive name update when player learns an NPC's real name. Color index from server replaces name-hash coloring for stable NPC colors. Dialogue options: switched RichTextLabel to Label (fixes stacking bug), added 1/2/3 number key selection, numbered option labels. Interaction list: added background panel, mouse hover highlighting, click-to-interact, pointing hand cursor. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -94,7 +94,7 @@ const FACING_INDICATOR_OFFSET: float = 14.0
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# 640px = 20 × TILE_SIZE (32px) — grid-aligned, ~33% of 1920px viewport.
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# Tyre architecture review 2026-02-19: readability over max-width; fits
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# two columns of text comfortably, leaves world game visible alongside.
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const DIALOGUE_MAX_WIDTH: int = 640
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const DIALOGUE_MAX_WIDTH: int = 1200
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# Default camera zoom — used as fallback when get_camera_2d() returns null
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const CAMERA_DEFAULT_ZOOM: Vector2 = Vector2(2.0, 2.0)
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@@ -250,22 +250,16 @@ func _play_close_sound_events() -> void:
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# D-067: Recognition chime — fires sfx_monologue_chime when a fog entity
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# enters the cognitive delay recognition queue for the first time.
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# "The chime marks the character's attention shifting" (D-067).
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# Entities that complete recognition (leave pending_recognitions) are removed
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# from _known_recognition_ids so they can chime again if re-encountered.
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# IDs persist for the session — one chime per entity, no re-trigger on
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# fog oscillation or server re-send. Cleared on room change (teleport).
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func _play_recognition_chimes() -> void:
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var active_ids: Dictionary = {}
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for rec in GameState.pending_recognitions:
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if not rec is Dictionary or not rec.has("entity_id"):
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continue
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var eid: int = rec.entity_id
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active_ids[eid] = true
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if not _known_recognition_ids.has(eid):
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_known_recognition_ids[eid] = true
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AudioManager.play(AudioManager.CHIME_RECOGNITION)
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# Expire IDs no longer in the recognition queue
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for eid in _known_recognition_ids.keys():
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if not active_ids.has(eid):
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_known_recognition_ids.erase(eid)
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# D-073 (#529): Zone ambient crossfade — reads zone_id from GameState.current_zone_id
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@@ -358,11 +352,16 @@ func _consume_conversation_ended() -> void:
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# #535: Consume dialogue_response — NPC follow-up line after player picks an option.
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# Updates dialogue_box entity display registry with speaker identity from the wire.
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func _consume_dialogue_response() -> void:
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if GameState.dialogue_response == null or not dialogue_box:
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return
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var dr: Dictionary = GameState.dialogue_response
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dialogue_box.append_dialogue_response(_last_dialogue_npc_name, dr.get("text", ""))
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var speaker_entity_id: int = dr.get("speaker_entity_id", _last_dialogue_npc_id)
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var speaker_color_index: int = dr.get("speaker_color_index", -1)
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var speaker_name: String = dr.get("speaker_name", _last_dialogue_npc_name)
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dialogue_box.update_entity_display(speaker_entity_id, speaker_name, speaker_color_index)
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dialogue_box.append_dialogue_response(speaker_name, dr.get("text", ""))
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GameState.dialogue_response = null
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@@ -446,6 +445,7 @@ func _teleport_transition() -> void:
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GameState.current_monologue = null
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GameState.current_dialogue = null
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GameState.dialogue_active = false
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_known_recognition_ids.clear() # D-067: reset chimes for new room
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if dialogue_box and dialogue_box.is_dialogue_active():
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dialogue_box.hide_dialogue()
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@@ -11,7 +11,7 @@ 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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const PROTOCOL_VERSION: int = 9
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const PROTOCOL_VERSION: int = 12
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# -- Decode: bytes from server → GDScript types --------------------------------
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