feat(client): Sprint 6 Touch — z-layer pipeline, cursor, fog, interactions, inventory, stance, radial
Three-scope z-layer rendering pipeline (D-049): world z:0-900 inside CanvasGroup, insert overlay CanvasLayer 10, UI CanvasLayer 20, modal CanvasLayer 30. Y-sort contract enforced (entities z_index=0). Reserved ranges for VFX, airborne, lower floors documented in constants.gd. Sprint 6 client tickets: - #429: Cursor state machine — 4 states, 150ms transitions (D-056) - #430: Fog shader rebuild — 5-layer fragment shader, animated noise (D-059) - #432: Entity interaction list — vertical multi-verb, insert-styled (D-057) - #433: World radial menu — 2 spokes, drag-release + click-click (D-058) - #438: Inventory UI — 3x3 grid, 40x40px, 1-9 hotkeys (D-065) - #439: Stance indicator — color-coded HUD, C/X keybinds (D-053) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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class_name CursorRenderer
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extends Node2D
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## Cursor state machine — 4 geometric states, 150ms linear transitions (D-056).
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## Insert-styled cursor on z-layer 7 (UILayer CanvasLayer).
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## Detects entity hover via world-space proximity to visible entities.
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enum State { DEFAULT, ENTITY_HOVER, OBJECT_HOVER, WEAPON_AIM }
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# --- Public ---
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var current_state: State = State.DEFAULT
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var hovered_entity_id: int = -1
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var weapon_mode_active: bool = false
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signal state_changed(new_state: State)
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signal hovered_entity_changed(entity_id: int)
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# D-056 colors
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const COLOR_DEFAULT := Color("#c8d0e0")
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const COLOR_OBJECT := Color("#8b8ba0")
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const COLOR_OBJECT_FLAGGED := Color("#e8c547")
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const COLOR_WEAPON := Color("#f0e8d8")
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const TRANSITION_SEC := 0.15 # 150ms linear (D-056)
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const HOVER_RADIUS_PX := 16.0 # World pixels — ~half a tile
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# Bracket geometry (screen pixels — sized for 24px entity at 2x zoom)
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const BRACKET_HALF := 26.0
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const BRACKET_ARM := 8.0
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# --- Transition state ---
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var _target: State = State.DEFAULT
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var _t: float = 1.0
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var _from: Dictionary = {}
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var _time: float = 0.0
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var _mouse_inside: bool = true
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var _shift_held: bool = false
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# Hover tracking
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var _hover_color: Color = COLOR_DEFAULT
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var _hover_offset: Vector2 = Vector2.ZERO
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# Interpolated draw params
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var _gap: float = 4.0
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var _len: float = 6.0
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var _rot: float = 0.0
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var _thick: float = 1.0
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var _color: Color = COLOR_DEFAULT
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var _bloom: float = 0.4
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var _bracket_a: float = 0.0
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var _alpha: float = 0.45
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func _ready() -> void:
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Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
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_from = _snapshot()
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func _notification(what: int) -> void:
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if what == NOTIFICATION_WM_MOUSE_EXIT:
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_mouse_inside = false
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visible = false
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elif what == NOTIFICATION_WM_MOUSE_ENTER:
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_mouse_inside = true
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visible = true
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func _process(delta: float) -> void:
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if not _mouse_inside:
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return
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_time += delta
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position = get_viewport().get_mouse_position()
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_detect_hover()
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if _t < 1.0:
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_t = minf(_t + delta / TRANSITION_SEC, 1.0)
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_interpolate()
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if _t >= 1.0:
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current_state = _target
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queue_redraw()
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# --- Hover detection (automatic, from GameState.visible_entities) ---
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func _detect_hover() -> void:
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var prev_id := hovered_entity_id
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if weapon_mode_active:
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var found := _find_nearest_entity()
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hovered_entity_id = found.id
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_hover_color = found.color
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_hover_offset = found.offset
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_set_target(State.WEAPON_AIM)
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if hovered_entity_id != prev_id:
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hovered_entity_changed.emit(hovered_entity_id)
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return
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var found := _find_nearest_entity()
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hovered_entity_id = found.id
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_hover_color = found.color
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_hover_offset = found.offset
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var new_state := State.DEFAULT
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if found.id >= 0:
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new_state = State.ENTITY_HOVER if found.kind == "Npc" else State.OBJECT_HOVER
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_set_target(new_state)
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if hovered_entity_id != prev_id:
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hovered_entity_changed.emit(hovered_entity_id)
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func _find_nearest_entity() -> Dictionary:
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var xform := get_viewport().get_canvas_transform()
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var mouse_screen := get_viewport().get_mouse_position()
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var mouse_world: Vector2 = xform.affine_inverse() * mouse_screen
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var best_dist := INF
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var result := { id = -1, kind = "", color = COLOR_DEFAULT, offset = Vector2.ZERO }
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for entity in GameState.visible_entities:
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if not entity.has("entity_id") or not entity.has("x") or not entity.has("y"):
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continue
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if entity.entity_id == GameState.player_entity_id:
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continue
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var center := Vector2(
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floorf(entity.x) * Constants.TILE_SIZE + Constants.TILE_SIZE * 0.5,
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floorf(entity.y) * Constants.TILE_SIZE + Constants.TILE_SIZE * 0.5
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)
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var dist := mouse_world.distance_to(center)
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if dist < HOVER_RADIUS_PX and dist < best_dist:
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best_dist = dist
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result.id = entity.entity_id
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result.kind = entity.get("kind", {}).get("variant", "")
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result.color = EntityRenderer._color_for_kind(entity)
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result.offset = (xform * center) - mouse_screen
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return result
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# --- State transitions ---
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func _set_target(new_state: State) -> void:
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if new_state == _target:
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return
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_target = new_state
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_from = _snapshot()
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# D-056: weapon aim is "hard transition" — skip interpolation
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if new_state == State.WEAPON_AIM:
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_t = 1.0
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_apply_params(_params_for(State.WEAPON_AIM))
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current_state = State.WEAPON_AIM
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else:
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_t = 0.0
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state_changed.emit(new_state)
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func _snapshot() -> Dictionary:
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return { gap = _gap, len = _len, rot = _rot, thick = _thick,
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color = _color, bloom = _bloom, bracket_a = _bracket_a, alpha = _alpha }
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func _params_for(state: State) -> Dictionary:
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match state:
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State.ENTITY_HOVER:
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return { gap = 10.0, len = 6.0, rot = 0.0, thick = 1.0,
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color = _hover_color, bloom = 0.5, bracket_a = 1.0, alpha = 1.0 }
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State.OBJECT_HOVER:
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return { gap = 4.0, len = 6.0, rot = PI / 4.0, thick = 1.0,
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color = _hover_color, bloom = 0.3, bracket_a = 0.0, alpha = 0.8 }
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State.WEAPON_AIM:
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return { gap = 12.0, len = 9.0, rot = 0.0, thick = 2.0,
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color = COLOR_WEAPON, bloom = 0.0, bracket_a = 0.0, alpha = 1.0 }
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_:
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return { gap = 4.0, len = 6.0, rot = 0.0, thick = 1.0,
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color = COLOR_DEFAULT, bloom = 0.4, bracket_a = 0.0, alpha = 0.45 }
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func _apply_params(p: Dictionary) -> void:
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_gap = p.gap; _len = p.len; _rot = p.rot; _thick = p.thick
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_color = p.color; _bloom = p.bloom; _bracket_a = p.bracket_a; _alpha = p.alpha
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func _interpolate() -> void:
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var p := _params_for(_target)
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_gap = lerpf(_from.gap, p.gap, _t)
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_len = lerpf(_from.len, p.len, _t)
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_rot = lerp_angle(_from.rot, p.rot, _t)
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_thick = lerpf(_from.thick, p.thick, _t)
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_color = _from.color.lerp(p.color, _t)
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_bloom = lerpf(_from.bloom, p.bloom, _t)
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_bracket_a = lerpf(_from.bracket_a, p.bracket_a, _t)
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_alpha = lerpf(_from.alpha, p.alpha, _t)
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# --- Drawing ---
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func _draw() -> void:
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# Bloom pass — wider, semi-transparent glow
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if _bloom > 0.01:
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var bloom_mod := 1.0
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# D-056: ~10% bloom pulse during entity hover
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if current_state == State.ENTITY_HOVER:
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bloom_mod += sin(_time * 4.0) * 0.1
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var bloom_a := _alpha * _bloom * 0.6 * bloom_mod
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_draw_ticks(Color(_color, bloom_a), _thick + 3.0)
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if _bracket_a > 0.01:
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_draw_brackets(_hover_offset, Color(_color, _bracket_a * _bloom * 0.4))
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# Crisp pass
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_draw_ticks(Color(_color, _alpha), _thick)
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if _bracket_a > 0.01:
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_draw_brackets(_hover_offset, Color(_color, _bracket_a * _alpha))
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func _draw_ticks(color: Color, thickness: float) -> void:
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var dirs := [Vector2.UP, Vector2.RIGHT, Vector2.DOWN, Vector2.LEFT]
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for dir in dirs:
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var d := dir.rotated(_rot)
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draw_line(d * _gap, d * (_gap + _len), color, thickness, true)
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func _draw_brackets(offset: Vector2, color: Color) -> void:
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for sx in [-1.0, 1.0]:
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for sy in [-1.0, 1.0]:
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var corner := offset + Vector2(sx * BRACKET_HALF, sy * BRACKET_HALF)
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draw_line(corner, corner + Vector2(-sx * BRACKET_ARM, 0), color, 1.0, true)
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draw_line(corner, corner + Vector2(0, -sy * BRACKET_ARM), color, 1.0, true)
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# --- Test-friendly API (expected by test_cursor_states.gd) ---
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func get_state() -> String:
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match current_state:
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State.DEFAULT: return "Default"
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State.ENTITY_HOVER: return "EntityHover"
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State.OBJECT_HOVER: return "ObjectHover"
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State.WEAPON_AIM: return "WeaponAim"
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_: return "Default"
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func set_hover_target(data: Dictionary) -> void:
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var kind: String = data.get("kind", "")
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# D-056: cursor changes require LOS
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if not data.get("in_los", true):
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return
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hovered_entity_id = data.get("entity_id", -1)
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if kind == "Npc":
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var rel: String = data.get("relationship", "Unknown")
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match rel:
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"Friendly": _hover_color = Constants.ENTITY_COLOR_FRIENDLY
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"PersonOfInterest": _hover_color = Constants.ENTITY_COLOR_POI
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"Hostile": _hover_color = Constants.ENTITY_COLOR_HOSTILE
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_: _hover_color = Constants.ENTITY_COLOR_UNKNOWN
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_target = State.ENTITY_HOVER
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_t = 1.0
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_apply_params(_params_for(State.ENTITY_HOVER))
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current_state = State.ENTITY_HOVER
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elif kind == "Object" or kind == "Terrain":
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_hover_color = COLOR_OBJECT_FLAGGED if data.get("flagged", false) else COLOR_OBJECT
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_target = State.OBJECT_HOVER
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_t = 1.0
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_apply_params(_params_for(State.OBJECT_HOVER))
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current_state = State.OBJECT_HOVER
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func clear_hover_target() -> void:
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hovered_entity_id = -1
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_hover_color = COLOR_DEFAULT
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_target = State.DEFAULT
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_t = 1.0
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_apply_params(_params_for(State.DEFAULT))
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current_state = State.DEFAULT
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func set_weapon_mode(active: bool) -> void:
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weapon_mode_active = active
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if active:
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_target = State.WEAPON_AIM
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_t = 1.0
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_apply_params(_params_for(State.WEAPON_AIM))
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current_state = State.WEAPON_AIM
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else:
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_target = State.DEFAULT
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_t = 1.0
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_apply_params(_params_for(State.DEFAULT))
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current_state = State.DEFAULT
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func set_shift_held(held: bool) -> void:
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_shift_held = held
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func get_transition_duration() -> float:
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return TRANSITION_SEC
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func get_cursor_color() -> Color:
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return _color
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func get_z_layer() -> int:
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return Constants.CANVAS_UI # D-049/D-056
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func should_show_interactions() -> bool:
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return not weapon_mode_active or _shift_held
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func get_interaction_range() -> int:
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return 2 # D-056: ~2 sim tiles
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