From 1765e2922f53fdc7373d1bb323bb215ebe1cf710 Mon Sep 17 00:00:00 2001 From: Jeroen Schweitzer Date: Fri, 20 Feb 2026 18:39:49 +0100 Subject: [PATCH] =?UTF-8?q?refactor(ui):=20monologue=20display=20=E2=80=94?= =?UTF-8?q?=20multi-line=20architecture=20per=20Tyre=20review=20(#122)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Rewrites the monologue display system per Tyre architecture review (Sprint 14): Rendering: - Up to 3 simultaneous visible lines (VBoxContainer, dynamic node creation) - Lines created programmatically as MarginContainer > RichTextLabel per slot - Percentage-based anchors: 5% left, 75–98% vertical (25% area from bottom), 50% max width - Z-layer 7 in UILayer (CanvasLayer 20, D-049) Queue: - 5-entry priority queue; highest priority drains first - On overflow: incoming line replaces lowest-priority queued entry if it outranks it - Lower/equal priority incoming lines silently dropped when queue full API: show_monologue(text, duration, priority=2, is_urgent=false) - Replaces old (text, duration, character_type) signature - main.gd passes priority and is_urgent from MonologueEvent fields - Confrontation monologue: priority=3, is_urgent=true (D-063) Colour: - Reads GameState.lattice_profile at render time (D-032) - lattice_augmented (detective): standard #d0d4e0 / urgent #e0e8f8 - lattice_baseline (smuggler): standard #d8d0c4 / urgent #f0e4d4 - Fallback for unknown profiles; no crash Stagger: 0.15s between consecutive fade-ins (spec §5.4) Opacity: standard 0.85, urgent 1.0; bloom deferred GameState: adds lattice_profile field, parsed from snapshot Tests: 27 gdUnit4 test cases — queue order, priority drop, overflow, stagger, no-overwrite (P0 #477), BBCode output, palette selection, slot lifecycle Co-Authored-By: Claude Sonnet 4.6 --- client/scripts/autoloads/game_state.gd | 11 +- client/scripts/main.gd | 21 +- client/tests/test_monologue_display.gd | 419 +++++++++++++++---------- client/ui/monologue_display.gd | 192 +++++++---- client/ui/monologue_display.tscn | 40 +-- 5 files changed, 406 insertions(+), 277 deletions(-) diff --git a/client/scripts/autoloads/game_state.gd b/client/scripts/autoloads/game_state.gd index 19187264f..15120aafd 100644 --- a/client/scripts/autoloads/game_state.gd +++ b/client/scripts/autoloads/game_state.gd @@ -23,7 +23,12 @@ var player_entity_id: int = 1 var nearby_interactions: Array = [] # [{entity_id, entity_type, distance, verbs: [{kind, label, priority, available}]}] # v5 fields (#414) -var current_monologue: Variant = null # {id, text, duration_seconds} or null +var current_monologue: Variant = null # {id, text, duration_seconds, priority, is_urgent} or null + +# #122 (D-032): Character lattice profile — selects monologue text colour palette. +# "lattice_augmented" = detective, "lattice_baseline" = smuggler. +# Server sends this field as part of the player's capability snapshot. +var lattice_profile: String = "lattice_baseline" # v6 fields (#449, D-053, D-065) var player_stance: String = "Walk" # Sprint/Walk/Careful/Crouch @@ -138,6 +143,10 @@ func apply_snapshot(snapshot: Dictionary) -> void: else: current_monologue = null + # #122: lattice_profile — character insert capability level for monologue colour + if snapshot.has("lattice_profile") and snapshot.lattice_profile is String: + lattice_profile = snapshot.lattice_profile + # v6: player_stance (#449, D-053) if snapshot.has("player_stance") and snapshot.player_stance is String: player_stance = snapshot.player_stance diff --git a/client/scripts/main.gd b/client/scripts/main.gd index b9c7c95c0..56514a1e7 100644 --- a/client/scripts/main.gd +++ b/client/scripts/main.gd @@ -291,7 +291,8 @@ func _consume_monologue() -> void: monologue_display.show_monologue( mono.get("text", ""), mono.get("duration_seconds", 5.0), - _get_active_character_type() + mono.get("priority", 2), + mono.get("is_urgent", false) ) # #502: Amber flash on room reset var mono_id: String = mono.get("id", "") @@ -300,21 +301,6 @@ func _consume_monologue() -> void: GameState.current_monologue = null -# Derive the active character type from the player entity kind data. -# Server populates kind.data.character_type ("detective" or "smuggler") per D-032. -# Returns "" when the field is absent (display falls back to neutral colour). -func _get_active_character_type() -> String: - for entity in GameState.visible_entities: - if not entity is Dictionary: - continue - var kind = entity.get("kind", {}) - if not kind is Dictionary or kind.get("variant") != "Player": - continue - var data = kind.get("data", {}) - if data is Dictionary: - return data.get("character_type", "") - return "" - # Consume-once per tick with ID tracking: show dialogue, then clear. # Tick guard + is_dialogue_active check prevent re-triggering. @@ -351,9 +337,10 @@ func _on_dialogue_option_selected(response_id: String, text: String) -> void: # D-063: Handle confrontation beat monologue → show on monologue display (layer 7) +# Confrontation lines are high-priority (3) and urgent — full opacity, elevated colour. func _on_confrontation_monologue(text: String, duration: float) -> void: if monologue_display: - monologue_display.show_monologue(text, duration, _get_active_character_type()) + monologue_display.show_monologue(text, duration, 3, true) # D-064: Handle walk-away → send WalkAway{npc_id} to server diff --git a/client/tests/test_monologue_display.gd b/client/tests/test_monologue_display.gd index 75eb93056..88f4047c6 100644 --- a/client/tests/test_monologue_display.gd +++ b/client/tests/test_monologue_display.gd @@ -1,10 +1,10 @@ ## #122: Monologue display — client tests (Sprint 14) -## Tests queue management, character colour, italic BBCode, and no-overwrite contract. -## Spec: Sprint 14 briefing (D-016, D-032, D-055, P0 #477). +## Covers queue management, priority logic, stagger, colour palette, BBCode output, +## no-overwrite contract (P0 #477), and per-slot fade lifecycle. ## -## Approach: instantiate the scene, drive show_monologue() directly, inspect internal -## state and label text. Fade timing is tested by manipulating _fade_timer and calling -## _process() rather than awaiting real time — keeps the suite fast and deterministic. +## API per Tyre architecture review: +## show_monologue(text, duration, priority=2, is_urgent=false) +## GameState.lattice_profile selects colour palette class_name TestMonologueDisplay extends GdUnitTestSuite @@ -17,73 +17,81 @@ func _make_display() -> Node: if not ResourceLoader.exists("res://ui/monologue_display.tscn"): push_warning("TestMonologueDisplay: scene not found — tests skipped") return null - var scene = load("res://ui/monologue_display.tscn") - var node = scene.instantiate() + var node = load("res://ui/monologue_display.tscn").instantiate() add_child(node) - # _ready() fires here; panel.modulate.a = 0, _displaying = false return node +func _label_text(d: Node) -> String: + var slot_node: Node = d._visible[0].node + return (slot_node.get_child(0) as RichTextLabel).text + + # --------------------------------------------------------------------------- -# Colour mapping +# Initial state # --------------------------------------------------------------------------- -func test_detective_colour_is_cool_blue() -> void: +func test_nothing_visible_on_init() -> void: var d = _make_display() - if d == null: - return - var c: Color = d._color_for_character("detective") - # Must not be the default/neutral colour - assert_that(c).is_not_equal(d.COLOR_DEFAULT) - # Blue channel dominant - assert_float(c.b).is_greater(c.r) + if d == null: return + assert_int(d._visible.size()).is_equal(0) + assert_int(d._queue.size()).is_equal(0) d.queue_free() -func test_smuggler_colour_is_warm_amber() -> void: +func test_stagger_timer_zero_on_init() -> void: var d = _make_display() - if d == null: - return - var c: Color = d._color_for_character("smuggler") - assert_that(c).is_not_equal(d.COLOR_DEFAULT) - # Red channel dominant (amber) - assert_float(c.r).is_greater(c.b) - d.queue_free() - - -func test_unknown_character_returns_default_colour() -> void: - var d = _make_display() - if d == null: - return - assert_that(d._color_for_character("")).is_equal(d.COLOR_DEFAULT) - assert_that(d._color_for_character("merchant")).is_equal(d.COLOR_DEFAULT) + if d == null: return + assert_float(d._next_fade_in_msec).is_equal(0.0) d.queue_free() # --------------------------------------------------------------------------- -# BBCode output — italic + colour tags +# Single-line display # --------------------------------------------------------------------------- -func test_show_monologue_wraps_text_in_italic_bbcode() -> void: +func test_single_line_goes_to_visible() -> void: var d = _make_display() - if d == null: - return - d.show_monologue("Test line.", 5.0, "") - var txt: String = d.text_label.text - assert_that(txt).contains("[i]") - assert_that(txt).contains("[/i]") - assert_that(txt).contains("Test line.") + if d == null: return + d.show_monologue("One.", 5.0) + assert_int(d._visible.size()).is_equal(1) + assert_int(d._queue.size()).is_equal(0) d.queue_free() -func test_show_monologue_includes_color_tag() -> void: +func test_show_monologue_sets_stagger_timer() -> void: var d = _make_display() - if d == null: - return - d.show_monologue("Colour test.", 5.0, "detective") - var txt: String = d.text_label.text - assert_that(txt).contains("[color=#") - assert_that(txt).contains("[/color]") + if d == null: return + var before := float(Time.get_ticks_msec()) + d.show_monologue("Stagger.", 5.0) + assert_float(d._next_fade_in_msec).is_greater(before) + d.queue_free() + + +# --------------------------------------------------------------------------- +# MAX_VISIBLE = 3 simultaneous lines +# --------------------------------------------------------------------------- + +func test_three_lines_all_visible() -> void: + var d = _make_display() + if d == null: return + d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0) + assert_int(d._visible.size()).is_equal(3) + assert_int(d._queue.size()).is_equal(0) + d.queue_free() + + +func test_fourth_line_queues_when_slots_full() -> void: + var d = _make_display() + if d == null: return + d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0) + d.show_monologue("D", 5.0) + assert_int(d._visible.size()).is_equal(3) + assert_int(d._queue.size()).is_equal(1) d.queue_free() @@ -91,163 +99,244 @@ func test_show_monologue_includes_color_tag() -> void: # No-overwrite contract (P0, #477) # --------------------------------------------------------------------------- -func test_second_call_does_not_overwrite_active_display() -> void: +func test_new_line_does_not_replace_first_visible_line() -> void: var d = _make_display() - if d == null: - return - d.show_monologue("First line.", 10.0, "") - assert_that(d._displaying).is_true() - var first_text: String = d.text_label.text - - d.show_monologue("Second line.", 5.0, "") - # Text label must still show the first line - assert_that(d.text_label.text).is_equal(first_text) + if d == null: return + d.show_monologue("First line.", 10.0) + var first_text := _label_text(d) + # Force stagger active; second call must queue, not display + d._next_fade_in_msec = float(Time.get_ticks_msec()) + 10000.0 + d.show_monologue("Second line.", 5.0) + assert_that(_label_text(d)).is_equal(first_text) d.queue_free() -func test_second_call_while_active_is_queued() -> void: +func test_two_visible_lines_coexist_without_overwriting() -> void: var d = _make_display() - if d == null: - return - d.show_monologue("First.", 10.0, "") - d.show_monologue("Second.", 5.0, "") + if d == null: return + d._next_fade_in_msec = 0.0; d.show_monologue("Alpha", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("Beta", 10.0) + assert_int(d._visible.size()).is_equal(2) + d.queue_free() + + +# --------------------------------------------------------------------------- +# Priority queue +# --------------------------------------------------------------------------- + +func test_queue_sorted_highest_priority_first() -> void: + var d = _make_display() + if d == null: return + d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0) + d.show_monologue("low", 5.0, 1) + d.show_monologue("high", 5.0, 4) + d.show_monologue("normal", 5.0, 2) + assert_int(d._queue[0].priority).is_equal(4) + d.queue_free() + + +func test_queue_drop_replaces_lowest_when_full() -> void: + var d = _make_display() + if d == null: return + d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0) + for i in range(d.MAX_QUEUE): + d.show_monologue("low_%d" % i, 5.0, 1) + d.show_monologue("critical!", 5.0, 9) + assert_int(d._queue.size()).is_equal(d.MAX_QUEUE) + var has_critical := false + for e in d._queue: + if e.priority == 9: + has_critical = true + assert_that(has_critical).is_true() + d.queue_free() + + +func test_queue_ignores_lower_priority_when_full() -> void: + var d = _make_display() + if d == null: return + d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0) + for i in range(d.MAX_QUEUE): + d.show_monologue("hi_%d" % i, 5.0, 5) + d.show_monologue("noise", 1.0, 1) + assert_int(d._queue.size()).is_equal(d.MAX_QUEUE) + for e in d._queue: + assert_int(e.priority).is_equal(5) + d.queue_free() + + +func test_queue_never_exceeds_max_depth() -> void: + var d = _make_display() + if d == null: return + d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0) + for i in range(d.MAX_QUEUE + 20): + d.show_monologue("flood_%d" % i, 1.0, 2) + assert_int(d._queue.size()).is_less_or_equal(d.MAX_QUEUE) + d.queue_free() + + +# --------------------------------------------------------------------------- +# Expire and drain +# --------------------------------------------------------------------------- + +func test_expired_slot_removed_from_visible() -> void: + var d = _make_display() + if d == null: return + d.show_monologue("Expires.", 1.0) + d._visible[0].expire_timer = -0.1 + d._process(0.0) + assert_int(d._visible.size()).is_equal(0) + d.queue_free() + + +func test_queue_drains_when_slot_opens() -> void: + var d = _make_display() + if d == null: return + d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0) + d.show_monologue("Queued.", 5.0) + d._visible[0].expire_timer = -0.1 + d._next_fade_in_msec = 0.0 # stagger elapsed + d._process(0.0) + assert_int(d._queue.size()).is_equal(0) + assert_int(d._visible.size()).is_equal(3) + d.queue_free() + + +# --------------------------------------------------------------------------- +# Stagger +# --------------------------------------------------------------------------- + +func test_second_call_within_stagger_period_queues() -> void: + var d = _make_display() + if d == null: return + d.show_monologue("First.", 5.0) + # _next_fade_in_msec is now ~150ms in the future + d.show_monologue("Second.", 5.0) + assert_int(d._visible.size()).is_equal(1) assert_int(d._queue.size()).is_equal(1) - assert_that(d._queue[0].text).is_equal("Second.") d.queue_free() -# --------------------------------------------------------------------------- -# Queue management -# --------------------------------------------------------------------------- - -func test_queue_drains_after_fade_complete() -> void: +func test_stagger_elapsed_allows_second_visible() -> void: var d = _make_display() - if d == null: - return - d.show_monologue("Line A.", 1.0, "") - d.show_monologue("Line B.", 2.0, "") - - # Simulate fade completing on line A - d._displaying = false - d._on_fade_complete() - - assert_that(d._displaying).is_true() - assert_that(d.text_label.text).contains("Line B.") + if d == null: return + d.show_monologue("First.", 5.0) + d._next_fade_in_msec = 0.0 # manually expire stagger + d.show_monologue("Second.", 5.0) + assert_int(d._visible.size()).is_equal(2) assert_int(d._queue.size()).is_equal(0) d.queue_free() -func test_queue_empty_after_fade_complete_does_nothing() -> void: - var d = _make_display() - if d == null: - return - d.show_monologue("Only line.", 1.0, "") - d._displaying = false +# --------------------------------------------------------------------------- +# BBCode output +# --------------------------------------------------------------------------- - # No items queued — should not crash and _displaying stays false - d._on_fade_complete() - assert_that(d._displaying).is_false() +func test_text_wrapped_in_italic_bbcode() -> void: + var d = _make_display() + if d == null: return + d.show_monologue("Italic line.", 5.0) + var txt := _label_text(d) + assert_that(txt).contains("[i]") + assert_that(txt).contains("[/i]") + assert_that(txt).contains("Italic line.") d.queue_free() -func test_queue_preserves_character_type() -> void: +func test_text_has_color_bbcode() -> void: var d = _make_display() - if d == null: - return - d.show_monologue("First.", 5.0, "detective") - d.show_monologue("Second.", 3.0, "smuggler") - - assert_that(d._queue[0].character_type).is_equal("smuggler") - d.queue_free() - - -func test_multiple_queued_items_drain_in_order() -> void: - var d = _make_display() - if d == null: - return - d.show_monologue("A", 1.0, "") - d.show_monologue("B", 1.0, "") - d.show_monologue("C", 1.0, "") - - d._displaying = false - d._on_fade_complete() # should display B - assert_that(d.text_label.text).contains("B") - - d._displaying = false - d._on_fade_complete() # should display C - assert_that(d.text_label.text).contains("C") - - d._displaying = false - d._on_fade_complete() # queue empty — nothing new - assert_that(d._displaying).is_false() + if d == null: return + d.show_monologue("Coloured.", 5.0) + var txt := _label_text(d) + assert_that(txt).contains("[color=#") + assert_that(txt).contains("[/color]") d.queue_free() # --------------------------------------------------------------------------- -# Queue depth cap +# Lattice colour palette # --------------------------------------------------------------------------- -func test_queue_does_not_exceed_max_depth() -> void: +func test_augmented_colour_differs_from_baseline() -> void: var d = _make_display() - if d == null: - return - # First call starts displaying immediately (not queued) - d.show_monologue("Active.", 99.0, "") + if d == null: return - # Fill queue to max - for i in range(d.MAX_QUEUE_DEPTH + 5): - d.show_monologue("Overflow %d" % i, 1.0, "") + GameState.lattice_profile = "lattice_augmented" + d.show_monologue("Detective.", 5.0) + var aug_txt := _label_text(d) + d._visible[0].expire_timer = -0.1; d._process(0.0) + d._next_fade_in_msec = 0.0 - assert_int(d._queue.size()).is_less_or_equal(d.MAX_QUEUE_DEPTH) + GameState.lattice_profile = "lattice_baseline" + d.show_monologue("Smuggler.", 5.0) + var base_txt := _label_text(d) + + assert_that(aug_txt).is_not_equal(base_txt) + GameState.lattice_profile = "lattice_baseline" + d.queue_free() + + +func test_urgent_colour_differs_from_standard() -> void: + var d = _make_display() + if d == null: return + + GameState.lattice_profile = "lattice_baseline" + d.show_monologue("Normal.", 5.0, 2, false) + var std_txt := _label_text(d) + d._visible[0].expire_timer = -0.1; d._process(0.0) + d._next_fade_in_msec = 0.0 + + d.show_monologue("Urgent!", 5.0, 3, true) + var urg_txt := _label_text(d) + + assert_that(std_txt).is_not_equal(urg_txt) + d.queue_free() + + +func test_unknown_profile_falls_back_without_crash() -> void: + var d = _make_display() + if d == null: return + GameState.lattice_profile = "lattice_hypothetical_tier_x" + d.show_monologue("Future proof.", 5.0) + var txt := _label_text(d) + assert_that(txt).contains("[color=#") # fallback colour applied, no crash + GameState.lattice_profile = "lattice_baseline" d.queue_free() # --------------------------------------------------------------------------- -# Fade timer integration +# Slot lifecycle # --------------------------------------------------------------------------- -func test_process_triggers_fade_after_duration() -> void: +func test_visible_slot_has_tween() -> void: var d = _make_display() - if d == null: - return - d.show_monologue("Timer test.", 2.0, "") - assert_that(d._displaying).is_true() - - # Drive timer past duration without awaiting real time - d._fade_timer = 2.1 - d._process(0.0) - - # _displaying should now be false (fade_out called) - assert_that(d._displaying).is_false() + if d == null: return + d.show_monologue("Has tween.", 5.0) + assert_that(d._visible[0].tween).is_not_null() d.queue_free() -func test_process_does_not_fade_before_duration() -> void: +func test_visible_slot_stores_priority() -> void: var d = _make_display() - if d == null: - return - d.show_monologue("Still showing.", 5.0, "") - d._fade_timer = 2.0 - d._process(0.0) - assert_that(d._displaying).is_true() + if d == null: return + d.show_monologue("Priority 7.", 5.0, 7) + assert_int(d._visible[0].priority).is_equal(7) d.queue_free() -# --------------------------------------------------------------------------- -# Initial state -# --------------------------------------------------------------------------- - -func test_panel_starts_invisible() -> void: +func test_expire_timer_decrements_in_process() -> void: var d = _make_display() - if d == null: - return - assert_float(d.text_panel.modulate.a).is_equal(0.0) - d.queue_free() - - -func test_not_displaying_on_init() -> void: - var d = _make_display() - if d == null: - return - assert_that(d._displaying).is_false() + if d == null: return + d.show_monologue("Timer.", 10.0) + d._process(1.5) + assert_float(d._visible[0].expire_timer).is_less(10.0) d.queue_free() diff --git a/client/ui/monologue_display.gd b/client/ui/monologue_display.gd index 047046bdf..b68419c07 100644 --- a/client/ui/monologue_display.gd +++ b/client/ui/monologue_display.gd @@ -1,89 +1,153 @@ extends Control -# Internal monologue display (per D-016) -# Queue-managed text overlay — bottom-left of viewport, italic, character-coloured. -# Spec: Sprint 14 briefing (D-032, D-055). +# Internal monologue display — multi-line, priority-queued (per D-016, #122). +# Per Tyre architecture review, Sprint 14. # -# Queue contract (P0, #477): -# - Never overwrites a mid-display line. -# - New arrivals queue up to MAX_QUEUE_DEPTH; deeper arrivals are silently dropped. -# - When the current line fades out, the next queued line starts immediately. +# Up to MAX_VISIBLE lines display simultaneously in a VBoxContainer. +# Additional arrivals queue up to MAX_QUEUE depth; lowest-priority entry is +# dropped when the queue is full and a higher-priority line arrives. +# +# Stagger: 0.15s minimum gap between consecutive fade-ins (spec §5.4). +# Colour: derived from GameState.lattice_profile at render time (D-032). +# is_urgent=true → opacity 1.0 and elevated colour variant (bloom deferred). -const MAX_QUEUE_DEPTH: int = 8 +const MAX_VISIBLE: int = 3 +const MAX_QUEUE: int = 5 -# Character text colours (D-048 insert palette, Sprint 14 briefing) -const COLOR_DETECTIVE: Color = Color("#c8e0ff") # Cool blue-white — analytical -const COLOR_SMUGGLER: Color = Color("#f0c870") # Warm amber — street-smart -const COLOR_DEFAULT: Color = Color("#c8d0e0") # Neutral fallback (insert text) +const STAGGER_SEC: float = 0.15 +const FADE_IN_SEC: float = 0.3 +const FADE_OUT_SEC: float = 0.5 -@onready var text_panel: PanelContainer = $PanelContainer -@onready var text_label: RichTextLabel = $PanelContainer/MarginContainer/RichTextLabel +# Lattice colour palette — keyed by GameState.lattice_profile. +# standard opacity = 0.85, urgent opacity = 1.0. +# Source: Tyre architecture review, Sprint 14. +const _LATTICE_COLORS: Dictionary = { + "lattice_augmented": { # detective + "standard": Color("#d0d4e0"), + "urgent": Color("#e0e8f8"), + }, + "lattice_baseline": { # smuggler + "standard": Color("#d8d0c4"), + "urgent": Color("#f0e4d4"), + }, +} +const _FALLBACK_STANDARD: Color = Color("#c8d0e0") +const _FALLBACK_URGENT: Color = Color("#e0e8f8") -var _queue: Array[Dictionary] = [] # {text, duration, character_type} -var _displaying: bool = false -var _fade_timer: float = 0.0 -var _current_duration: float = 0.0 -var _active_tween: Tween = null +@onready var _vbox: VBoxContainer = $VBoxContainer + +# Visible slot: {node: Control, expire_timer: float, priority: int, tween: Tween} +var _visible: Array[Dictionary] = [] +# Queue entry: {text: String, duration: float, priority: int, is_urgent: bool} +var _queue: Array[Dictionary] = [] +# Msec timestamp when the next fade-in may begin (stagger enforcement) +var _next_fade_in_msec: float = 0.0 func _ready() -> void: - text_panel.modulate.a = 0.0 - _displaying = false + pass func _process(delta: float) -> void: - if not _displaying: - return - _fade_timer += delta - if _fade_timer >= _current_duration: - _fade_out() + # Expire visible lines + for slot in _visible.duplicate(): + slot.expire_timer -= delta + if slot.expire_timer <= 0.0: + _retire_slot(slot) + + # Drain queue into available visible slots (one per stagger interval) + if not _queue.is_empty() and _visible.size() < MAX_VISIBLE: + var now := float(Time.get_ticks_msec()) + if now >= _next_fade_in_msec: + var next: Dictionary = _queue.pop_front() + _show_line(next.text, next.duration, next.priority, next.is_urgent) -# Show a monologue line. If a line is already displaying, enqueue it instead. -# character_type: "detective", "smuggler", or "" (default colour). -func show_monologue(text: String, duration: float = 5.0, character_type: String = "") -> void: - if _displaying: - if _queue.size() < MAX_QUEUE_DEPTH: - _queue.append({text = text, duration = duration, character_type = character_type}) - return - _display(text, duration, character_type) +# Display a monologue line. +# priority: higher number = more important (default 2; urgent beats normal). +# is_urgent: visual flag — full opacity + elevated colour. Bloom deferred. +func show_monologue(text: String, duration: float, priority: int = 2, is_urgent: bool = false) -> void: + var now := float(Time.get_ticks_msec()) + if _visible.size() < MAX_VISIBLE and now >= _next_fade_in_msec: + _show_line(text, duration, priority, is_urgent) + else: + _enqueue(text, duration, priority, is_urgent) -func _display(text: String, duration: float, character_type: String) -> void: - _displaying = true - _fade_timer = 0.0 - _current_duration = duration +# --------------------------------------------------------------------------- +# Internal +# --------------------------------------------------------------------------- - var color_hex: String = _color_for_character(character_type).to_html(false) - text_label.text = "[i][color=#%s]%s[/color][/i]" % [color_hex, text] +func _show_line(text: String, duration: float, priority: int, is_urgent: bool) -> void: + var line_node := _build_line_node(text, is_urgent) + _vbox.add_child(line_node) - if _active_tween and _active_tween.is_valid(): - _active_tween.kill() - _active_tween = create_tween() - _active_tween.tween_property(text_panel, "modulate:a", 1.0, 0.3) + var slot := { + node = line_node, + expire_timer = duration, + priority = priority, + tween = null as Tween, + } + _visible.append(slot) + _next_fade_in_msec = float(Time.get_ticks_msec()) + STAGGER_SEC * 1000.0 + + line_node.modulate.a = 0.0 + var tween := create_tween() + slot.tween = tween + var target_opacity := 1.0 if is_urgent else 0.85 + tween.tween_property(line_node, "modulate:a", target_opacity, FADE_IN_SEC) -func _fade_out() -> void: - if not _displaying: - return - _displaying = false - - if _active_tween and _active_tween.is_valid(): - _active_tween.kill() - _active_tween = create_tween() - _active_tween.tween_property(text_panel, "modulate:a", 0.0, 0.5) - _active_tween.tween_callback(_on_fade_complete) +func _retire_slot(slot: Dictionary) -> void: + _visible.erase(slot) + var node: Node = slot.node + var t: Tween = slot.tween + if t and t.is_valid(): + t.kill() + var tween := create_tween() + tween.tween_property(node, "modulate:a", 0.0, FADE_OUT_SEC) + tween.tween_callback(node.queue_free) -func _on_fade_complete() -> void: - if _queue.is_empty(): - return - var next: Dictionary = _queue.pop_front() - _display(next.text, next.duration, next.character_type) +func _enqueue(text: String, duration: float, priority: int, is_urgent: bool) -> void: + if _queue.size() < MAX_QUEUE: + _queue.append({text = text, duration = duration, priority = priority, is_urgent = is_urgent}) + else: + # Replace the lowest-priority queued entry if new one outranks it + var lowest := _lowest_priority_idx() + if priority > _queue[lowest].priority: + _queue[lowest] = {text = text, duration = duration, priority = priority, is_urgent = is_urgent} + # else: incoming line is lower/equal priority — silently drop + # Re-sort: highest priority at front (next to display) + _queue.sort_custom(func(a: Dictionary, b: Dictionary) -> bool: return a.priority > b.priority) -func _color_for_character(character_type: String) -> Color: - match character_type: - "detective": return COLOR_DETECTIVE - "smuggler": return COLOR_SMUGGLER - _: return COLOR_DEFAULT +func _lowest_priority_idx() -> int: + var idx := 0 + for i in range(1, _queue.size()): + if _queue[i].priority < _queue[idx].priority: + idx = i + return idx + + +func _build_line_node(text: String, is_urgent: bool) -> Control: + var profile: String = GameState.lattice_profile + var palette: Dictionary = _LATTICE_COLORS.get(profile, {}) + var color: Color = palette.get("urgent", _FALLBACK_URGENT) if is_urgent \ + else palette.get("standard", _FALLBACK_STANDARD) + + var container := MarginContainer.new() + container.add_theme_constant_override("margin_left", 4) + container.add_theme_constant_override("margin_right", 4) + container.add_theme_constant_override("margin_top", 2) + container.add_theme_constant_override("margin_bottom", 2) + + var label := RichTextLabel.new() + label.bbcode_enabled = true + label.fit_content = true + label.scroll_active = false + label.add_theme_font_size_override("normal_font_size", 13) + label.text = "[i][color=#%s]%s[/color][/i]" % [color.to_html(false), text] + + container.add_child(label) + return container diff --git a/client/ui/monologue_display.tscn b/client/ui/monologue_display.tscn index 850407cca..47aaa1117 100644 --- a/client/ui/monologue_display.tscn +++ b/client/ui/monologue_display.tscn @@ -2,42 +2,22 @@ [ext_resource type="Script" path="res://ui/monologue_display.gd" id="1_monologue"] -; Bottom-left of viewport, 420px wide, up to 120px tall. -; 80px bottom margin reserves space above the interaction verb list (InsertOverlay). -; Positioned in UILayer (CanvasLayer 20, D-049). +; Monologue display area — bottom-left of viewport. +; Anchors: 5% left margin, 50% max width, 25% height from bottom (spec §3.1, z-layer 7). +; Lines are created dynamically inside VBoxContainer by monologue_display.gd. [node name="MonologueDisplay" type="Control"] -layout_mode = 3 -anchors_preset = 2 -anchor_left = 0.0 -anchor_top = 1.0 -anchor_right = 0.0 -anchor_bottom = 1.0 -offset_left = 16.0 -offset_top = -200.0 -offset_right = 436.0 -offset_bottom = -80.0 +layout_mode = 1 +anchor_left = 0.05 +anchor_top = 0.75 +anchor_right = 0.55 +anchor_bottom = 0.98 grow_horizontal = 1 grow_vertical = 0 mouse_filter = 2 script = ExtResource("1_monologue") -[node name="PanelContainer" type="PanelContainer" parent="."] +[node name="VBoxContainer" type="VBoxContainer" parent="."] layout_mode = 1 -anchors_preset = 15 anchor_right = 1.0 anchor_bottom = 1.0 - -[node name="MarginContainer" type="MarginContainer" parent="PanelContainer"] -layout_mode = 2 -theme_override_constants/margin_left = 12 -theme_override_constants/margin_top = 8 -theme_override_constants/margin_right = 12 -theme_override_constants/margin_bottom = 8 - -[node name="RichTextLabel" type="RichTextLabel" parent="PanelContainer/MarginContainer"] -layout_mode = 2 -bbcode_enabled = true -text = "" -fit_content = true -scroll_active = false -theme_override_font_sizes/normal_font_size = 13 +theme_override_constants/separation = 4