refactor(client): decompose main.gd and game_state.gd god objects
Extract SnapshotHandler (static snapshot parsing), SnapshotConsumers (non-dialogue consumers + audio handlers), and DialogueCoordinator (dialogue consumers + signal handlers) as class_name scripts. main.gd: 28KB → 13KB. game_state.gd: 20KB → 8.5KB. Autoload parse-order safety maintained via load() inline pattern. Ticket: #775 Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -19,7 +19,8 @@ var player_position: Vector2 = Vector2.ZERO
|
||||
var visible_entities: Array = []
|
||||
var visible_tiles: Array = []
|
||||
var visible_positions: Dictionary = {} # Vector2i -> true, for fast fog lookups (normal LOS tiles)
|
||||
var boundary_positions: Dictionary = {} # Vector2i -> true, BoundaryWall margin tiles (#585) — visible in fog but not explored
|
||||
var boundary_positions: Dictionary = {} # Vector2i -> true, BoundaryWall margin tiles (#585)
|
||||
# — visible in fog but not explored
|
||||
|
||||
# v2 fields (D-015, D-031)
|
||||
var game_time: Dictionary = {} # {day, time_of_day, day_phase, tick_rate} or empty
|
||||
@@ -50,7 +51,8 @@ var player_stance: String = "Walk" # Sprint/Walk/Careful/Crouch
|
||||
var player_inventory: Array = [] # [{item_id, name, slot}]
|
||||
|
||||
# v7 fields (#435, D-061/D-062)
|
||||
var current_dialogue: Variant = null # {npc_name, npc_entity_id, speech, options: [{text, response_id, priority}]} or null
|
||||
var current_dialogue: Variant = null # {npc_name, npc_entity_id, speech, options: [{text, response_id, priority}]}
|
||||
# or null
|
||||
|
||||
# D-064: true while dialogue box is visible or fading out (300ms).
|
||||
# InputMapper suppresses movement when this is true.
|
||||
@@ -152,8 +154,7 @@ var close_sound_events: Array = []
|
||||
# Fallback: client-side accumulation (deprecated, remove when server populates field).
|
||||
# ListeningFocus boost activates at 30+ ticks (main.gd manages the dip).
|
||||
var stationary_ticks: int = 0
|
||||
# DEPRECATED: Only used by client-side accumulation fallback. Remove with fallback.
|
||||
var _prev_player_position: Vector2 = Vector2(-1e9, -1e9) # sentinel: no previous position
|
||||
# DEPRECATED: _prev_player_position moved to SnapshotHandler (client-side accumulation fallback).
|
||||
|
||||
# D-073 (#529): Server-authoritative zone_id from the player's current tile.
|
||||
# D-020: Read directly from snapshot "zone_id" field.
|
||||
@@ -162,276 +163,7 @@ var _prev_player_position: Vector2 = Vector2(-1e9, -1e9) # sentinel: no previou
|
||||
var current_zone_id: String = ""
|
||||
|
||||
func apply_snapshot(snapshot: Dictionary) -> void:
|
||||
current_snapshot = snapshot
|
||||
|
||||
if snapshot.has("tick"):
|
||||
current_tick = snapshot.tick
|
||||
|
||||
if snapshot.has("entities"):
|
||||
visible_entities = snapshot.entities
|
||||
# Derive player position from the entity with kind.variant == "Player"
|
||||
var found_player := false
|
||||
for entity in visible_entities:
|
||||
if entity.has("kind") and entity.kind is Dictionary and entity.kind.get("variant") == "Player":
|
||||
player_position = Vector2(entity.x, entity.y)
|
||||
if entity.has("entity_id"):
|
||||
player_entity_id = entity.entity_id
|
||||
found_player = true
|
||||
break
|
||||
if not found_player and visible_entities.size() > 0:
|
||||
push_warning("GameState: no Player entity found in %d entities" % [
|
||||
visible_entities.size()])
|
||||
|
||||
# D-020/D-071 (#530): Server-authoritative stationary_ticks for ListeningFocus boost.
|
||||
# Prefer server-sent value; fall back to client-side accumulation until server populates.
|
||||
if snapshot.has("stationary_ticks") and snapshot.stationary_ticks is int:
|
||||
# D-020: direct field assignment from server-authoritative snapshot.
|
||||
stationary_ticks = snapshot.stationary_ticks
|
||||
else:
|
||||
# DEPRECATED fallback — client-side accumulation. Remove when server sends
|
||||
# "stationary_ticks" in ObserverSnapshot (D-020 violation: derives behavior-
|
||||
# driving state on the client). Server tracks this in ListeningFocus component.
|
||||
if player_position == _prev_player_position:
|
||||
stationary_ticks += 1
|
||||
else:
|
||||
stationary_ticks = 0
|
||||
_prev_player_position = player_position
|
||||
|
||||
# Tiles for rendering: test mode sends "tiles", live server sends tile data in "visible_tiles"
|
||||
if snapshot.has("tiles"):
|
||||
visible_tiles = snapshot.tiles
|
||||
elif snapshot.has("visible_tiles") and snapshot.visible_tiles is Array and snapshot.visible_tiles.size() > 0:
|
||||
# Live server: visible_tiles now includes type from tile_kind field
|
||||
var has_type := false
|
||||
if snapshot.visible_tiles.size() > 0 and snapshot.visible_tiles[0] is Dictionary:
|
||||
has_type = snapshot.visible_tiles[0].has("type")
|
||||
if has_type:
|
||||
visible_tiles = snapshot.visible_tiles
|
||||
|
||||
if snapshot.has("visible_positions"):
|
||||
visible_positions.clear()
|
||||
for pos in snapshot.visible_positions:
|
||||
visible_positions[Vector2i(pos.x, pos.y)] = true
|
||||
|
||||
# v2: game_time (D-031)
|
||||
if snapshot.has("game_time") and snapshot.game_time is Dictionary:
|
||||
game_time = snapshot.game_time
|
||||
|
||||
# v2: player_facing (D-015)
|
||||
if snapshot.has("player_facing") and snapshot.player_facing is String:
|
||||
player_facing = snapshot.player_facing
|
||||
|
||||
# v4: nearby_interactions (#404/#405)
|
||||
if snapshot.has("nearby_interactions") and snapshot.nearby_interactions is Array:
|
||||
nearby_interactions = snapshot.nearby_interactions
|
||||
else:
|
||||
nearby_interactions = []
|
||||
|
||||
# v5: current_monologue (#414)
|
||||
if snapshot.has("current_monologue") and snapshot.current_monologue is Dictionary:
|
||||
current_monologue = snapshot.current_monologue
|
||||
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
|
||||
|
||||
# v6: player_inventory (#449, D-065)
|
||||
if snapshot.has("player_inventory") and snapshot.player_inventory is Array:
|
||||
player_inventory = snapshot.player_inventory
|
||||
else:
|
||||
player_inventory = []
|
||||
|
||||
# v7: current_dialogue (#434, D-061)
|
||||
if snapshot.has("current_dialogue") and snapshot.current_dialogue is Dictionary:
|
||||
current_dialogue = snapshot.current_dialogue
|
||||
else:
|
||||
current_dialogue = null
|
||||
|
||||
# v7: pending_recognitions (#431, D-059/D-060)
|
||||
if snapshot.has("pending_recognitions") and snapshot.pending_recognitions is Array:
|
||||
pending_recognitions = snapshot.pending_recognitions
|
||||
else:
|
||||
pending_recognitions = []
|
||||
|
||||
# v9: conversation_events (#535, D-078) — overheard NPC-to-NPC lines
|
||||
if snapshot.has("conversation_events") and snapshot.conversation_events is Array:
|
||||
conversation_events = snapshot.conversation_events
|
||||
else:
|
||||
conversation_events = []
|
||||
|
||||
# v9: conversation_ended (#535, D-078) — pairs whose conversation ended
|
||||
if snapshot.has("conversation_ended") and snapshot.conversation_ended is Array:
|
||||
conversation_ended = snapshot.conversation_ended
|
||||
else:
|
||||
conversation_ended = []
|
||||
|
||||
# v8: dialogue_response (#305, D-028) — NPC follow-up after player choice
|
||||
if snapshot.has("dialogue_response") and snapshot.dialogue_response is Dictionary:
|
||||
dialogue_response = snapshot.dialogue_response
|
||||
else:
|
||||
dialogue_response = null
|
||||
|
||||
# v8: gauntlet mode (#496) — room_id and gauntlet_mode
|
||||
if snapshot.has("gauntlet_mode") and snapshot.gauntlet_mode == true:
|
||||
gauntlet_mode = true
|
||||
else:
|
||||
gauntlet_mode = false
|
||||
if snapshot.has("room_id") and snapshot.room_id is String:
|
||||
room_id = snapshot.room_id
|
||||
else:
|
||||
room_id = null
|
||||
|
||||
# OQ-07 (#522): insert_active — defaults true (v0.1 always has insert).
|
||||
# Server may send false for characters without an insert in future sprints.
|
||||
if snapshot.has("insert_active") and snapshot.insert_active is bool:
|
||||
insert_active = snapshot.insert_active
|
||||
else:
|
||||
insert_active = true
|
||||
|
||||
# #507: rng_seed — server sends current RNG seed for replay determinism.
|
||||
# Field: "rng_seed" (u64 as integer). Null if server does not include it.
|
||||
if snapshot.has("rng_seed"):
|
||||
rng_seed = snapshot.rng_seed
|
||||
else:
|
||||
rng_seed = null
|
||||
|
||||
# D-018: Sound events from server — partition by range_category.
|
||||
# #126: Medium → fog-edge directional indicators.
|
||||
# #125: Close → positional 2D audio via AudioManager.
|
||||
if snapshot.has("sound_events") and snapshot.sound_events is Array:
|
||||
medium_sound_events = []
|
||||
close_sound_events = []
|
||||
for se in snapshot.sound_events:
|
||||
if not se is Dictionary:
|
||||
continue
|
||||
var rc: String = se.get("range_category", "")
|
||||
if rc == "Medium":
|
||||
medium_sound_events.append(se)
|
||||
elif rc == "Close":
|
||||
close_sound_events.append(se)
|
||||
else:
|
||||
medium_sound_events = []
|
||||
close_sound_events = []
|
||||
|
||||
# v10: discovered_pois (#151, D-013) — server sends POIs discovered by the player.
|
||||
# Accepts "discovered_pois" or "poi_list" key — both map to the same client field.
|
||||
# Only update if the field is present — absence means "no change since last tick".
|
||||
if snapshot.has("discovered_pois") and snapshot.discovered_pois is Array:
|
||||
discovered_pois = snapshot.discovered_pois
|
||||
elif snapshot.has("poi_list") and snapshot.poi_list is Array:
|
||||
discovered_pois = snapshot.poi_list
|
||||
|
||||
# v14: examine_result (#174, #242) — character-filtered observation from Examine verb.
|
||||
if snapshot.has("examine_result") and snapshot.examine_result is Dictionary:
|
||||
current_examine_result = snapshot.examine_result
|
||||
else:
|
||||
current_examine_result = null
|
||||
|
||||
# v15: save_result (#554, D-085) — one-shot save/load confirmation from server.
|
||||
if snapshot.has("save_result") and snapshot.save_result is Dictionary:
|
||||
save_result = snapshot.save_result
|
||||
else:
|
||||
save_result = null
|
||||
|
||||
# v18: debug_response (#580) — debug console command result.
|
||||
if snapshot.has("debug_response") and snapshot.debug_response is Dictionary:
|
||||
debug_response = snapshot.debug_response
|
||||
else:
|
||||
debug_response = null
|
||||
|
||||
# v20: settings_response (#627, D-138) — one-shot settings ack/dump from server.
|
||||
# "full" kind → iterate settings array and hydrate matching fields.
|
||||
if snapshot.has("settings_response") and snapshot.settings_response is Dictionary:
|
||||
settings_response = snapshot.settings_response
|
||||
var sr: Dictionary = snapshot.settings_response
|
||||
if sr.get("kind") == "full":
|
||||
var sr_settings: Variant = sr.get("settings")
|
||||
if sr_settings is Array:
|
||||
for entry in sr_settings:
|
||||
if not entry is Dictionary:
|
||||
continue
|
||||
if entry.get("key") == "ai_dialogue.enabled":
|
||||
var val: Variant = entry.get("value")
|
||||
if val != null:
|
||||
ai_enhanced_dialogue_enabled = _extract_bool_setting("ai_dialogue.enabled", val)
|
||||
else:
|
||||
settings_response = null
|
||||
|
||||
# #718: character_visual_descriptor — restored from server snapshot on save/load.
|
||||
# Server persists the descriptor and includes it in ObserverSnapshot after load.
|
||||
# Only update when field is present (null means no change).
|
||||
if snapshot.has("character_visual_descriptor") and snapshot.character_visual_descriptor is Dictionary:
|
||||
# load() returns a cached script — safe to call per-tick once the resource is in cache.
|
||||
# Cannot use CharacterVisualDescriptor directly: autoloads compile before global class_names
|
||||
# are registered, causing a parse-time "not declared" error.
|
||||
var CVD := load("res://scripts/rendering/character_visual_descriptor.gd")
|
||||
if CVD != null:
|
||||
var restored = CVD.from_dict(snapshot.character_visual_descriptor)
|
||||
if restored != null:
|
||||
character_visual_descriptor = restored
|
||||
|
||||
# v14: player_knowledge (#264, D-041) — partial KG dump for journal panel.
|
||||
# Only update when field is present (null means no change, server sends when KG changes).
|
||||
if snapshot.has("player_knowledge") and snapshot.player_knowledge is Dictionary:
|
||||
player_knowledge = snapshot.player_knowledge
|
||||
|
||||
# D-020/D-073 (#529): Server-authoritative zone_id for zone ambient crossfade.
|
||||
# Prefer server-sent top-level value; fall back to client-side tile lookup until
|
||||
# server populates top-level "zone_id" in ObserverSnapshot.
|
||||
if snapshot.has("zone_id") and snapshot.zone_id is String:
|
||||
# D-020: direct field assignment from server-authoritative snapshot.
|
||||
current_zone_id = snapshot.zone_id
|
||||
else:
|
||||
# DEPRECATED fallback — client-side tile lookup. Remove when server sends
|
||||
# top-level "zone_id" in ObserverSnapshot (D-020 violation: derives zone
|
||||
# identity on the client via tile iteration). Server sends zone_id per
|
||||
# VisibleTile but not as a top-level snapshot field.
|
||||
var _tile_by_coord: Dictionary = {}
|
||||
for vtile in visible_tiles:
|
||||
if vtile is Dictionary and vtile.has("x") and vtile.has("y"):
|
||||
_tile_by_coord[Vector2i(vtile.x, vtile.y)] = vtile
|
||||
var player_pos_key := Vector2i(int(player_position.x), int(player_position.y))
|
||||
var player_tile = _tile_by_coord.get(player_pos_key, null)
|
||||
current_zone_id = player_tile.get("zone_id", "") if player_tile else ""
|
||||
|
||||
# v2: visible_tiles with visibility sectors
|
||||
# Derives visible_positions when not explicitly provided (real server mode).
|
||||
# #585: BoundaryWall tiles go to boundary_positions — rendered in fog but not marked explored.
|
||||
if snapshot.has("visible_tiles") and snapshot.visible_tiles is Array and snapshot.visible_tiles.size() > 0:
|
||||
visibility_sectors.clear()
|
||||
var has_explicit_positions := snapshot.has("visible_positions")
|
||||
if not has_explicit_positions:
|
||||
visible_positions.clear()
|
||||
boundary_positions.clear()
|
||||
for vtile in snapshot.visible_tiles:
|
||||
if not vtile is Dictionary or not vtile.has("x") or not vtile.has("y"):
|
||||
continue
|
||||
var pos := Vector2i(vtile.x, vtile.y)
|
||||
var vis_sector: String = vtile.get("visibility", "")
|
||||
if vtile.has("visibility"):
|
||||
visibility_sectors[pos] = vis_sector
|
||||
# #585: BoundaryWall tiles are margin tiles visible through fog but not persistently
|
||||
# explored — they don't update the player's exploration memory when they leave LOS.
|
||||
if vis_sector == "BoundaryWall":
|
||||
boundary_positions[pos] = true
|
||||
elif not has_explicit_positions:
|
||||
visible_positions[pos] = true
|
||||
|
||||
|
||||
# -- Helpers ------------------------------------------------------------------
|
||||
|
||||
## Extract a bool from a tagged-union {"Bool": true} or plain bool value.
|
||||
## Handles both serde encoding styles; emits push_warning on unrecognised format.
|
||||
static func _extract_bool_setting(key: String, val: Variant) -> bool:
|
||||
if val is bool:
|
||||
return val
|
||||
if val is Dictionary and val.has("Bool"):
|
||||
return bool(val["Bool"])
|
||||
push_warning("GameState: unexpected type for setting '%s': %s" % [key, str(val)])
|
||||
return false
|
||||
# Autoload parse-order: class_name types are not registered when autoloads compile.
|
||||
# load() returns the cached resource after the first call — essentially free per-tick.
|
||||
var SH := load("res://scripts/snapshot_handler.gd")
|
||||
SH.apply(snapshot)
|
||||
|
||||
Reference in New Issue
Block a user