feat(ui): unified dialogue log with overheard NPC conversations (#535)
Refactors dialogue box into a scrolling conversation log. All dialogue (player-NPC and overheard NPC-NPC) flows chronologically, oldest at top. Player response options at the bottom during active conversations. - Entries expire after configurable timeout (equal for all message types) - Walk-away clears options but preserves log entries (fair information) - Per-character name colors from dialogue-theme.yaml (hash-indexed palette) - Overheard lines render at 90% opacity (D-078) - Protocol decode for conversation_events + conversation_ended - GameState fields for conversation_events, conversation_ended, dialogue_response - Mock Mira/Soren NPC-NPC conversation in test snapshot - Also wires #511 debug overlay into main.gd and main.tscn Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,47 @@
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# Dialogue Log Theme — The Settled Reach
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#
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# Ticket: #535 | Sprint: 14
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# Colors and timing for the unified dialogue log panel.
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# Loaded by dialogue_box.gd at runtime.
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# ============================================================
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# PLAYER COLOR
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# Fixed color for the player's name in dialogue log entries.
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# ============================================================
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player_color: "#e0e8ff"
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# ============================================================
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# NPC COLOR PALETTE
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# 8 distinct colors for NPC names. Indexed by hash(npc_name) % 8.
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# Must be readable on a dark semi-transparent panel background.
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# ============================================================
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npc_colors:
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0: "#4a9ebb" # teal
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1: "#6bc9a6" # green
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2: "#e8c547" # amber
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3: "#d49e5d" # warm orange
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4: "#b586d4" # lavender
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5: "#d45d5d" # muted red
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6: "#5daa7d" # forest
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7: "#7daccc" # sky blue
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# ============================================================
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# TEXT COLORS
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# Arrow separator and speech text color.
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# ============================================================
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arrow_color: "#8890a0"
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speech_color: "#c8d0e0"
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# ============================================================
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# PASSIVE (OVERHEARD) OPACITY
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# Base opacity multiplier for non-player-centric lines.
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# 1.0 = full opacity, 0.0 = invisible.
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# ============================================================
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passive_opacity: "0.9"
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# ============================================================
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# ENTRY TIMING
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# All entry types share the same lifetime and fade duration.
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# ============================================================
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entry_lifetime_seconds: "15.0"
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entry_fade_seconds: "3.0"
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+12
-1
@@ -1,4 +1,4 @@
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[gd_scene load_steps=22 format=3 uid="uid://bswrmh7w8dbgm"]
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[gd_scene load_steps=23 format=3 uid="uid://bswrmh7w8dbgm"]
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[ext_resource type="Script" path="res://scripts/main.gd" id="1_main"]
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[ext_resource type="Script" path="res://scripts/rendering/world_renderer.gd" id="2_world"]
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@@ -21,6 +21,7 @@
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[ext_resource type="PackedScene" path="res://ui/checklist_overlay.tscn" id="18_checklist"]
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[ext_resource type="PackedScene" path="res://ui/bug_report_dialog.tscn" id="19_bugreport"]
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[ext_resource type="PackedScene" path="res://ui/settings_dialog.tscn" id="21_settings"]
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[ext_resource type="Script" path="res://scripts/ui/debug_overlay.gd" id="22_debug"]
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[node name="Game" type="Node2D"]
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script = ExtResource("1_main")
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@@ -152,6 +153,16 @@ layer = 20
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; D-065: Inventory grid — 3x3, bottom-right, 40x40px, 1-9 hotkeys
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[node name="InventoryGrid" parent="UILayer" instance=ExtResource("12_inv")]
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; #511: F3 debug overlay — real-time game state, toggled by F3
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[node name="DebugOverlay" type="Control" parent="UILayer"]
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anchors_preset = 0
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offset_left = 16
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offset_top = 120
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offset_right = 400
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offset_bottom = 400
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mouse_filter = 2
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script = ExtResource("22_debug")
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; D-056: Cursor state machine — insert-styled geometric cursor, topmost in UILayer
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[node name="CursorRenderer" type="Node2D" parent="UILayer"]
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script = ExtResource("10_cursor")
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@@ -59,6 +59,11 @@ var rng_seed: 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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# v9 fields (#535, D-078): Overheard NPC-to-NPC conversations
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var conversation_events: Array = [] # [{speaker_id, target_id, speaker_name, target_name, occluded_line}]
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var conversation_ended: Array = [] # [{speaker_id, target_id}]
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var dialogue_response: Variant = null # {line_id, text, speaker_entity_id} — NPC follow-up after player choice
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# #126, D-018: Medium-range sound events for fog-edge directional indicators.
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# Format: [{x, y, event_type, range_category}] — server sends current medium events per tick.
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var medium_sound_events: Array = []
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@@ -169,6 +174,24 @@ func apply_snapshot(snapshot: Dictionary) -> void:
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else:
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pending_recognitions = []
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# v9: conversation_events (#535, D-078) — overheard NPC-to-NPC lines
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if snapshot.has("conversation_events") and snapshot.conversation_events is Array:
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conversation_events = snapshot.conversation_events
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else:
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conversation_events = []
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# v9: conversation_ended (#535, D-078) — pairs whose conversation ended
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if snapshot.has("conversation_ended") and snapshot.conversation_ended is Array:
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conversation_ended = snapshot.conversation_ended
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else:
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conversation_ended = []
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# v9: dialogue_response (#535, D-028) — NPC follow-up after player choice
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if snapshot.has("dialogue_response") and snapshot.dialogue_response is Dictionary:
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dialogue_response = snapshot.dialogue_response
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else:
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dialogue_response = null
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# v8: gauntlet mode (#496) — room_id and gauntlet_mode
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if snapshot.has("gauntlet_mode") and snapshot.gauntlet_mode == true:
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gauntlet_mode = true
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@@ -396,6 +396,37 @@ func _test_snapshot() -> Dictionary:
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"total_delay_ticks": total_delay,
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})
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# #535: Mock overheard NPC-NPC conversation (D-078)
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# Two NPCs (Mira and Soren) trade lines every 5 ticks starting at tick 3.
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# Conversation ends after 6 exchanges (~30 ticks).
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var conv_events: Array = []
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var conv_ended: Array = []
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var conv_start := 3
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var conv_lines := [
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{"speaker": "Mira", "target": "Soren", "line": "The cargo manifests don't add up. Three containers unaccounted for."},
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{"speaker": "Soren", "target": "Mira", "line": "Could be a logging error. Happens every... cycle."},
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{"speaker": "Mira", "target": "Soren", "line": "Not like this. Someone moved them after... check."},
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{"speaker": "Soren", "target": "Mira", "line": "You're reading too much into it. The docks are... these days."},
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{"speaker": "Mira", "target": "Soren", "line": "Then explain the weight discrepancy. Two hundred kilos... just gone."},
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{"speaker": "Soren", "target": "Mira", "line": "Fine. I'll pull the bay... tonight. But keep this between us."},
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]
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var conv_tick_interval := 5
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var conv_total_ticks := conv_lines.size() * conv_tick_interval
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if _test_tick >= conv_start and _test_tick < conv_start + conv_total_ticks:
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var conv_index := (_test_tick - conv_start) / conv_tick_interval
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var within_tick := (_test_tick - conv_start) % conv_tick_interval
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if within_tick == 0 and conv_index < conv_lines.size():
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var cl: Dictionary = conv_lines[conv_index]
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conv_events.append({
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"speaker_id": 10,
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"target_id": 11,
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"speaker_name": cl.speaker,
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"target_name": cl.target,
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"occluded_line": cl.line,
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})
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elif _test_tick == conv_start + conv_total_ticks:
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conv_ended.append({"speaker_id": 10, "target_id": 11})
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return {
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"tick": _test_tick,
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"version": Protocol.PROTOCOL_VERSION,
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@@ -417,6 +448,8 @@ func _test_snapshot() -> Dictionary:
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"current_dialogue": dialogue,
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"pending_recognitions": pending_recs,
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"gauntlet_mode": _test_gauntlet_mode,
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"conversation_events": conv_events,
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"conversation_ended": conv_ended,
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}
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# Generate a small test room: 8x6 room with walls, a door, and floor
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@@ -14,10 +14,12 @@ extends Node2D
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@onready var cursor_renderer = $UILayer/CursorRenderer # D-056: z-layer 7
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@onready var gauntlet_hud = $UILayer/GauntletHUD # #496: room timer + personal bests
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@onready var checklist_overlay = $UILayer/ChecklistOverlay # #503: auto-checklist progress
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@onready var debug_overlay = $UILayer/DebugOverlay # #511: F3 debug overlay
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@onready var bug_report_dialog = $ModalLayer/BugReportDialog # #495: F12 WRONG button
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@onready var settings_dialog = $ModalLayer/SettingsDialog # #528: audio settings (ESC/OPEN_MENU)
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var _last_dialogue_npc_id: int = -1 # D-064: NPC entity_id for WalkAway input
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var _last_dialogue_npc_name: String = "" # #535: NPC name for dialogue_response attribution
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var _camera_anchored: bool = false
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var _last_monologue_tick: int = -1 # Prevent re-consuming monologue when same tick polled twice
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var _last_dialogue_tick: int = -1
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@@ -130,6 +132,10 @@ func _process(_delta: float) -> void:
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if checklist_overlay and checklist_overlay.has_method("update_from_state"):
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checklist_overlay.update_from_state()
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# #511: Update debug overlay (F3 toggle, dev tool)
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if debug_overlay and debug_overlay.has_method("update_from_state"):
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debug_overlay.update_from_state()
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# D-018 #125: Play close-range sound events via positional 2D audio
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_play_close_sound_events()
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@@ -146,6 +152,11 @@ func _process(_delta: float) -> void:
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# D-061: Show dialogue if server sent one this tick (#434)
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_consume_dialogue()
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# #535: Consume overheard conversation events and responses
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_consume_conversation_events()
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_consume_conversation_ended()
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_consume_dialogue_response()
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# Track camera to player position every frame (D-015: locked, no panning)
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if _camera_anchored:
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camera.global_position = GameState.player_position * Constants.TILE_SIZE
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@@ -316,6 +327,7 @@ func _consume_dialogue() -> void:
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_last_dialogue_tick = GameState.current_tick
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var dlg: Dictionary = GameState.current_dialogue
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_last_dialogue_npc_id = dlg.get("npc_entity_id", -1)
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_last_dialogue_npc_name = dlg.get("npc_name", "")
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dialogue_box.show_dialogue(
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dlg.get("npc_name", ""),
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dlg.get("speech", ""),
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@@ -324,6 +336,34 @@ func _consume_dialogue() -> void:
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GameState.current_dialogue = null
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# #535: Consume overheard NPC-NPC conversation events (D-078).
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# Each event carries pre-occluded text — render verbatim in the dialogue log.
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func _consume_conversation_events() -> void:
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if not dialogue_box:
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return
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for event in GameState.conversation_events:
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dialogue_box.append_conversation_event(event)
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GameState.conversation_events = []
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# #535: Handle conversation_ended events — notify dialogue box to stop tracking pairs.
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func _consume_conversation_ended() -> void:
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if not dialogue_box:
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return
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for event in GameState.conversation_ended:
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dialogue_box.on_conversation_ended(event)
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GameState.conversation_ended = []
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# #535: Consume dialogue_response — NPC follow-up line after player picks an option.
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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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GameState.dialogue_response = null
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# D-061: Handle dialogue option selection → send to server
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func _on_dialogue_option_selected(response_id: String, text: String) -> void:
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SimBridge.send_input({
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@@ -180,6 +180,32 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
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"speaker_entity_id": int(raw_dr.get("speaker_entity_id", -1)),
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}
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# v9: conversation_events (#535, D-078) — overheard NPC-to-NPC dialogue lines.
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# Each event carries pre-occluded text plus speaker/target attribution.
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var conversation_events: Array = []
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var raw_conv_events: Variant = raw.get("conversation_events")
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if raw_conv_events is Array:
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for raw_ce in raw_conv_events:
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if raw_ce is Dictionary and raw_ce.has("occluded_line"):
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conversation_events.append({
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"speaker_id": int(raw_ce.get("speaker_id", 0)),
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"target_id": int(raw_ce.get("target_id", 0)),
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"speaker_name": str(raw_ce.get("speaker_name", "")),
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"target_name": str(raw_ce.get("target_name", "")),
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"occluded_line": str(raw_ce["occluded_line"]),
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})
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# v9: conversation_ended (#535, D-078) — pairs whose conversation ended this tick.
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var conversation_ended: Array = []
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var raw_conv_ended: Variant = raw.get("conversation_ended")
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if raw_conv_ended is Array:
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for raw_end in raw_conv_ended:
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if raw_end is Dictionary:
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conversation_ended.append({
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"speaker_id": int(raw_end.get("speaker_id", 0)),
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"target_id": int(raw_end.get("target_id", 0)),
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})
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return {
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"tick": tick,
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"entities": entities,
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@@ -195,6 +221,8 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
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"current_dialogue": current_dialogue,
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"dialogue_response": dialogue_response,
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"pending_recognitions": pending_recognitions,
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"conversation_events": conversation_events,
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"conversation_ended": conversation_ended,
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}
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+308
-92
@@ -1,28 +1,49 @@
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extends Control
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# Dialogue box — D-061: bottom screen, max 20% height, no portraits.
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# #535: Unified conversation log — player dialogue and overheard NPC-NPC conversations
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# flow chronologically. Oldest at top, scrolls up. Options at bottom.
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#
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# InsertOverlay (CanvasLayer 10, z-layer 6) — diegetic, insert-styled.
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# NPC speech top, player response options below, left-aligned.
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# Max 3 visible options. No close button — walk-away (WASD) or option select only.
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# Auto-pause in single-player when dialogue is open (D-061).
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# D-063: Confrontation options render italic, trigger monologue beat before send.
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# D-064: Walk-away via WASD dismisses active conversation (log entries persist).
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# D-078: Overheard NPC-NPC lines shown at reduced opacity, no response options.
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signal option_selected(response_id: String, text: String)
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signal dialogue_dismissed # Walk-away or conversation end
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signal confrontation_monologue(text: String, duration: float) # D-063: beat monologue
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@onready var panel: PanelContainer = $PanelContainer
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@onready var npc_speech: RichTextLabel = $PanelContainer/MarginContainer/VBoxContainer/NpcSpeech
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@onready var dialogue_log: RichTextLabel = $PanelContainer/MarginContainer/VBoxContainer/DialogueLog
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@onready var options_container: VBoxContainer = $PanelContainer/MarginContainer/VBoxContainer/OptionsContainer
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# -- Log state --
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var _log_entries: Array[Dictionary] = [] # {speaker, target, text, is_passive, timestamp_msec}
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var _active_overheard: Dictionary = {} # "speaker_id:target_id" -> true
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var _in_player_conversation: bool = false
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# -- Option state --
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var _option_controls: Array[Control] = []
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var _option_response_ids: Array[String] = []
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var _option_texts: Array[String] = []
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var _option_is_confrontation: Array[bool] = []
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var _npc_name: String = ""
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# -- UI state --
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var _is_showing: bool = false
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var _active_tween: Tween = null
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var _beat_tween: Tween = null # D-063: confrontation beat delay
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var _option_controls: Array[Control] = []
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var _option_response_ids: Array[String] = [] # response_id per option, same index
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var _option_texts: Array[String] = [] # raw display text per option
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var _option_is_confrontation: Array[bool] = [] # confrontation flag per option
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var _npc_name: String = ""
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# -- Theme (loaded from data/dialogue-theme.yaml) --
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var _player_color: Color = Color("#e0e8ff")
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var _npc_colors: Array[Color] = []
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var _arrow_color: Color = Color("#8890a0")
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var _speech_color: Color = Color("#c8d0e0")
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var _passive_opacity: float = 0.9
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var _entry_lifetime: float = 15.0
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var _entry_fade: float = 3.0
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const THEME_PATH: String = "res://data/dialogue-theme.yaml"
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const FADE_IN: float = 0.2
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const FADE_OUT: float = 0.3 # D-064: 300ms fade on walk-away
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@@ -32,6 +53,7 @@ const MAX_WIDTH_PX: float = Constants.DIALOGUE_MAX_WIDTH # D-076: 640px (OQ-29)
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const CONFRONTATION_BEAT_DURATION: float = 1.5 # D-063: pause before sending
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const CONFRONTATION_DIM_ALPHA: float = 0.7 # D-063: dialogue box dims during beat
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const CONFRONTATION_MONOLOGUE_KEY: String = "dialogue.confrontation_beat"
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const PLAYER_NAME: String = "You"
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# D-064: movement actions that trigger walk-away
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const _WALK_AWAY_ACTIONS: Array[StringName] = [
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@@ -45,26 +67,78 @@ func _ready() -> void:
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visible = false
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_is_showing = false
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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_load_theme()
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_update_layout()
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get_viewport().size_changed.connect(_update_layout)
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func _process(_delta: float) -> void:
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_expire_entries()
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func _unhandled_input(event: InputEvent) -> void:
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if not _is_showing:
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return
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if not _in_player_conversation:
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return
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# D-064: WASD during dialogue → walk-away, 300ms fade
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# D-064: WASD during active player dialogue → walk-away
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if event is InputEventKey and event.pressed:
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for action in _WALK_AWAY_ACTIONS:
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if event.is_action_pressed(action):
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get_viewport().set_input_as_handled()
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_cancel_beat()
|
||||
hide_dialogue()
|
||||
_end_player_conversation()
|
||||
dialogue_dismissed.emit()
|
||||
return
|
||||
|
||||
|
||||
# Responsive layout — clamps width to MAX_WIDTH_PX and height to 20% viewport.
|
||||
# -- Theme loading --
|
||||
|
||||
func _load_theme() -> void:
|
||||
# Default NPC palette in case file not found
|
||||
_npc_colors = [
|
||||
Color("#4a9ebb"), Color("#6bc9a6"), Color("#e8c547"), Color("#d49e5d"),
|
||||
Color("#b586d4"), Color("#d45d5d"), Color("#5daa7d"), Color("#7daccc"),
|
||||
]
|
||||
|
||||
if not FileAccess.file_exists(THEME_PATH):
|
||||
push_warning("DialogueBox: theme file not found: %s — using defaults" % THEME_PATH)
|
||||
return
|
||||
|
||||
var file := FileAccess.open(THEME_PATH, FileAccess.READ)
|
||||
if file == null:
|
||||
return
|
||||
var text := file.get_as_text()
|
||||
file.close()
|
||||
|
||||
var strings := UIStrings._parse_yaml(text)
|
||||
|
||||
if strings.has("player_color"):
|
||||
_player_color = Color(strings["player_color"])
|
||||
if strings.has("arrow_color"):
|
||||
_arrow_color = Color(strings["arrow_color"])
|
||||
if strings.has("speech_color"):
|
||||
_speech_color = Color(strings["speech_color"])
|
||||
if strings.has("passive_opacity"):
|
||||
_passive_opacity = float(strings["passive_opacity"])
|
||||
if strings.has("entry_lifetime_seconds"):
|
||||
_entry_lifetime = float(strings["entry_lifetime_seconds"])
|
||||
if strings.has("entry_fade_seconds"):
|
||||
_entry_fade = float(strings["entry_fade_seconds"])
|
||||
|
||||
# Load NPC colors from indexed keys (npc_colors.0 through npc_colors.7)
|
||||
var loaded_colors: Array[Color] = []
|
||||
for i in range(16): # support up to 16 palette entries
|
||||
var key := "npc_colors.%d" % i
|
||||
if strings.has(key):
|
||||
loaded_colors.append(Color(strings[key]))
|
||||
if loaded_colors.size() > 0:
|
||||
_npc_colors = loaded_colors
|
||||
|
||||
|
||||
# -- Responsive layout --
|
||||
|
||||
func _update_layout() -> void:
|
||||
var vp := get_viewport_rect().size
|
||||
var max_h := vp.y * MAX_HEIGHT_RATIO
|
||||
@@ -74,26 +148,128 @@ func _update_layout() -> void:
|
||||
panel.offset_top = -max_h
|
||||
|
||||
|
||||
# Show dialogue with NPC speech and response options.
|
||||
# npc_name: who is speaking (displayed as prefix)
|
||||
# speech: the NPC's dialogue text
|
||||
# options: Array of {text, response_id, priority, confrontation} — sorted by priority, max 3 shown.
|
||||
# D-062: locked options are invisible (server filters before sending).
|
||||
# D-063: confrontation options render italic.
|
||||
# -- Log entry management --
|
||||
|
||||
## Append a dialogue line to the log.
|
||||
## speaker/target: display names. text: the spoken line.
|
||||
## is_passive: true for overheard NPC-NPC (renders at reduced opacity).
|
||||
func append_line(speaker: String, target: String, text: String, is_passive: bool = false) -> void:
|
||||
_log_entries.append({
|
||||
"speaker": speaker,
|
||||
"target": target,
|
||||
"text": text,
|
||||
"is_passive": is_passive,
|
||||
"timestamp_msec": Time.get_ticks_msec(),
|
||||
})
|
||||
_rebuild_log()
|
||||
_ensure_visible()
|
||||
|
||||
|
||||
## Append an overheard conversation event (D-078).
|
||||
func append_conversation_event(event: Dictionary) -> void:
|
||||
var speaker: String = event.get("speaker_name", "?")
|
||||
var target: String = event.get("target_name", "?")
|
||||
var text: String = event.get("occluded_line", "")
|
||||
if text.is_empty():
|
||||
return
|
||||
var pair_key := "%s:%s" % [event.get("speaker_id", 0), event.get("target_id", 0)]
|
||||
_active_overheard[pair_key] = true
|
||||
append_line(speaker, target, text, true)
|
||||
|
||||
|
||||
## Handle conversation_ended — remove pair from active tracking.
|
||||
func on_conversation_ended(event: Dictionary) -> void:
|
||||
var pair_key := "%s:%s" % [event.get("speaker_id", 0), event.get("target_id", 0)]
|
||||
_active_overheard.erase(pair_key)
|
||||
# Also try the reverse pair
|
||||
var reverse_key := "%s:%s" % [event.get("target_id", 0), event.get("speaker_id", 0)]
|
||||
_active_overheard.erase(reverse_key)
|
||||
|
||||
|
||||
## Append the player's chosen response to the log.
|
||||
func append_player_line(target_npc: String, text: String) -> void:
|
||||
append_line(PLAYER_NAME, target_npc, text, false)
|
||||
|
||||
|
||||
## Append an NPC follow-up line (from dialogue_response).
|
||||
func append_dialogue_response(npc_name: String, text: String) -> void:
|
||||
append_line(npc_name, PLAYER_NAME, text, false)
|
||||
|
||||
|
||||
# -- Active player conversation --
|
||||
|
||||
## Show dialogue with NPC speech and response options.
|
||||
## npc_name: who is speaking. speech: the NPC's line. options: player choices.
|
||||
func show_dialogue(npc_name: String, speech: String, options: Array = []) -> void:
|
||||
_npc_name = npc_name
|
||||
_cancel_beat()
|
||||
_in_player_conversation = true
|
||||
|
||||
# NPC speech — name prefix in bold
|
||||
if npc_name.is_empty():
|
||||
npc_speech.text = speech
|
||||
else:
|
||||
npc_speech.text = "[b]%s:[/b] %s" % [npc_name, speech]
|
||||
# Append NPC's line to the log
|
||||
if not speech.is_empty():
|
||||
append_line(npc_name, PLAYER_NAME, speech, false)
|
||||
|
||||
# Clear old options
|
||||
# Clear old options and show new ones
|
||||
_clear_options()
|
||||
_show_options(options)
|
||||
|
||||
# Sort by priority ascending, cap at MAX_OPTIONS (D-061: max 3 visible)
|
||||
# Show panel
|
||||
_ensure_visible()
|
||||
mouse_filter = Control.MOUSE_FILTER_STOP
|
||||
GameState.dialogue_active = true # D-064: block movement while in conversation
|
||||
|
||||
# D-069: Dialogue dip
|
||||
AudioManager.apply_dip("dialogue")
|
||||
|
||||
# D-061: auto-pause in single-player
|
||||
SimBridge.send_input({"action": InputMapper.Action.PAUSE, "timestamp_msec": Time.get_ticks_msec()})
|
||||
|
||||
|
||||
## End active player conversation — clears options but preserves log.
|
||||
func _end_player_conversation() -> void:
|
||||
_in_player_conversation = false
|
||||
_clear_options()
|
||||
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
|
||||
# D-069: Clear dialogue/confrontation dip
|
||||
AudioManager.clear_dip()
|
||||
|
||||
# D-061: unpause
|
||||
SimBridge.send_input({"action": InputMapper.Action.UNPAUSE, "timestamp_msec": Time.get_ticks_msec()})
|
||||
|
||||
GameState.dialogue_active = false
|
||||
|
||||
|
||||
## Hide the entire panel with fade.
|
||||
func hide_dialogue() -> void:
|
||||
if not _is_showing:
|
||||
return
|
||||
|
||||
if _in_player_conversation:
|
||||
_end_player_conversation()
|
||||
|
||||
_is_showing = false
|
||||
|
||||
if _active_tween and _active_tween.is_valid():
|
||||
_active_tween.kill()
|
||||
_active_tween = create_tween()
|
||||
_active_tween.tween_property(panel, "modulate:a", 0.0, FADE_OUT)
|
||||
_active_tween.tween_callback(func():
|
||||
visible = false
|
||||
)
|
||||
|
||||
|
||||
func is_dialogue_active() -> bool:
|
||||
return _in_player_conversation or GameState.dialogue_active
|
||||
|
||||
|
||||
func has_active_entries() -> bool:
|
||||
return _log_entries.size() > 0 or _in_player_conversation
|
||||
|
||||
|
||||
# -- Options --
|
||||
|
||||
func _show_options(options: Array) -> void:
|
||||
var sorted_opts: Array = options.duplicate()
|
||||
sorted_opts.sort_custom(func(a, b): return a.get("priority", 0) < b.get("priority", 0))
|
||||
var count := mini(sorted_opts.size(), MAX_OPTIONS)
|
||||
@@ -103,7 +279,6 @@ func show_dialogue(npc_name: String, speech: String, options: Array = []) -> voi
|
||||
var raw_text: String = opt.get("text", "")
|
||||
var is_confrontation: bool = opt.get("confrontation", false)
|
||||
|
||||
# RichTextLabel for BBCode support (D-063: confrontation italic)
|
||||
var label := RichTextLabel.new()
|
||||
label.bbcode_enabled = true
|
||||
label.fit_content = true
|
||||
@@ -117,13 +292,11 @@ func show_dialogue(npc_name: String, speech: String, options: Array = []) -> voi
|
||||
else:
|
||||
label.text = raw_text
|
||||
|
||||
# Click handling
|
||||
var idx := i
|
||||
label.gui_input.connect(func(event: InputEvent):
|
||||
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
|
||||
_on_option_pressed(idx)
|
||||
)
|
||||
# Hover color
|
||||
label.mouse_entered.connect(_make_hover_on(label))
|
||||
label.mouse_exited.connect(_make_hover_off(label))
|
||||
|
||||
@@ -133,56 +306,6 @@ func show_dialogue(npc_name: String, speech: String, options: Array = []) -> voi
|
||||
_option_texts.append(raw_text)
|
||||
_option_is_confrontation.append(is_confrontation)
|
||||
|
||||
# Show with fade
|
||||
visible = true
|
||||
mouse_filter = Control.MOUSE_FILTER_STOP
|
||||
_is_showing = true
|
||||
GameState.dialogue_active = true # D-064: block movement while dialogue visible/fading
|
||||
|
||||
# D-069: Dialogue dip — reduce ambient noise to foreground conversation.
|
||||
# Confrontation options REPLACE (not nest) this dip via apply_dip("confrontation")
|
||||
# in _start_confrontation_beat(). hide_dialogue()'s clear_dip() restores to base
|
||||
# volumes regardless of which profile was last active — intentional replacement semantics.
|
||||
AudioManager.apply_dip("dialogue")
|
||||
|
||||
# D-061: auto-pause in single-player when dialogue opens
|
||||
SimBridge.send_input({"action": InputMapper.Action.PAUSE, "timestamp_msec": Time.get_ticks_msec()})
|
||||
|
||||
if _active_tween and _active_tween.is_valid():
|
||||
_active_tween.kill()
|
||||
_active_tween = create_tween()
|
||||
_active_tween.tween_property(panel, "modulate:a", 1.0, FADE_IN)
|
||||
|
||||
|
||||
# Hide dialogue with fade (D-064: 300ms)
|
||||
func hide_dialogue() -> void:
|
||||
if not _is_showing:
|
||||
return
|
||||
|
||||
_is_showing = false
|
||||
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
|
||||
# D-069: Clear dialogue/confrontation dip — restore bus volumes to player slider settings.
|
||||
# Safe to call even if confrontation beat already cleared the dip (no-op when empty).
|
||||
AudioManager.clear_dip()
|
||||
|
||||
# D-061: unpause when dialogue closes
|
||||
SimBridge.send_input({"action": InputMapper.Action.UNPAUSE, "timestamp_msec": Time.get_ticks_msec()})
|
||||
|
||||
if _active_tween and _active_tween.is_valid():
|
||||
_active_tween.kill()
|
||||
_active_tween = create_tween()
|
||||
_active_tween.tween_property(panel, "modulate:a", 0.0, FADE_OUT)
|
||||
_active_tween.tween_callback(func():
|
||||
visible = false
|
||||
_clear_options()
|
||||
GameState.dialogue_active = false # D-064: unblock movement after fade completes
|
||||
)
|
||||
|
||||
|
||||
func is_dialogue_active() -> bool:
|
||||
return _is_showing or GameState.dialogue_active
|
||||
|
||||
|
||||
func _on_option_pressed(index: int) -> void:
|
||||
if index >= _option_controls.size():
|
||||
@@ -191,46 +314,40 @@ func _on_option_pressed(index: int) -> void:
|
||||
var text: String = _option_texts[index] if index < _option_texts.size() else ""
|
||||
var is_confront: bool = _option_is_confrontation[index] if index < _option_is_confrontation.size() else false
|
||||
|
||||
# Append player's chosen response to the log
|
||||
append_player_line(_npc_name, text)
|
||||
|
||||
if is_confront:
|
||||
_start_confrontation_beat(rid, text)
|
||||
else:
|
||||
option_selected.emit(rid, text)
|
||||
hide_dialogue()
|
||||
_end_player_conversation()
|
||||
|
||||
|
||||
# D-063: Confrontation beat — delay before sending response.
|
||||
# 1. Dim dialogue to 70%, show monologue, dip audio
|
||||
# 2. Wait CONFRONTATION_BEAT_DURATION
|
||||
# 3. Emit option_selected, restore audio, hide dialogue
|
||||
# -- Confrontation beat (D-063) --
|
||||
|
||||
func _start_confrontation_beat(response_id: String, text: String) -> void:
|
||||
# Disable option clicks during beat
|
||||
for ctrl in _option_controls:
|
||||
if is_instance_valid(ctrl):
|
||||
ctrl.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
|
||||
# Dim dialogue box
|
||||
if _active_tween and _active_tween.is_valid():
|
||||
_active_tween.kill()
|
||||
_active_tween = create_tween()
|
||||
_active_tween.tween_property(panel, "modulate:a", CONFRONTATION_DIM_ALPHA, 0.2)
|
||||
|
||||
# D-063: monologue beat — text from ui-strings.yaml (D-042)
|
||||
confrontation_monologue.emit(UIStrings.get_text(CONFRONTATION_MONOLOGUE_KEY), CONFRONTATION_BEAT_DURATION)
|
||||
|
||||
# D-063: audio dip via AudioManager
|
||||
AudioManager.apply_dip("confrontation")
|
||||
|
||||
# Delay, then complete
|
||||
_beat_tween = create_tween()
|
||||
_beat_tween.tween_interval(CONFRONTATION_BEAT_DURATION)
|
||||
_beat_tween.tween_callback(func():
|
||||
AudioManager.clear_dip()
|
||||
option_selected.emit(response_id, text)
|
||||
hide_dialogue()
|
||||
_end_player_conversation()
|
||||
)
|
||||
|
||||
|
||||
# Cancel an in-flight confrontation beat (e.g. player walks away mid-beat).
|
||||
func _cancel_beat() -> void:
|
||||
if _beat_tween and _beat_tween.is_valid():
|
||||
_beat_tween.kill()
|
||||
@@ -238,6 +355,105 @@ func _cancel_beat() -> void:
|
||||
AudioManager.clear_dip()
|
||||
|
||||
|
||||
# -- Log rendering --
|
||||
|
||||
## Rebuild the dialogue log BBCode from all non-expired entries.
|
||||
func _rebuild_log() -> void:
|
||||
if not dialogue_log:
|
||||
return
|
||||
var now := Time.get_ticks_msec()
|
||||
var bbcode := ""
|
||||
for entry in _log_entries:
|
||||
var age_sec: float = (now - entry.timestamp_msec) / 1000.0
|
||||
var alpha: float = 1.0
|
||||
if age_sec > _entry_lifetime:
|
||||
alpha = clampf(1.0 - (age_sec - _entry_lifetime) / _entry_fade, 0.0, 1.0)
|
||||
if entry.is_passive:
|
||||
alpha *= _passive_opacity
|
||||
if alpha <= 0.0:
|
||||
continue
|
||||
var line := _format_entry(entry, alpha)
|
||||
if not bbcode.is_empty():
|
||||
bbcode += "\n"
|
||||
bbcode += line
|
||||
dialogue_log.text = bbcode
|
||||
|
||||
|
||||
## Format a single log entry as BBCode.
|
||||
func _format_entry(entry: Dictionary, alpha: float) -> String:
|
||||
var speaker_color := _color_for_name(entry.speaker)
|
||||
var target_color := _color_for_name(entry.target)
|
||||
|
||||
# Apply alpha to all colors in this line
|
||||
var sc := _color_with_alpha(speaker_color, alpha)
|
||||
var tc := _color_with_alpha(target_color, alpha)
|
||||
var ac := _color_with_alpha(_arrow_color, alpha)
|
||||
var txc := _color_with_alpha(_speech_color, alpha)
|
||||
|
||||
return "[color=%s][b]%s[/b][/color][color=%s] \u2192 [/color][color=%s][b]%s[/b][/color][color=%s]: %s[/color]" % [
|
||||
sc, entry.speaker, ac, tc, entry.target, txc, entry.text
|
||||
]
|
||||
|
||||
|
||||
## Get a stable color for a character name.
|
||||
func _color_for_name(char_name: String) -> Color:
|
||||
if char_name == PLAYER_NAME:
|
||||
return _player_color
|
||||
if _npc_colors.is_empty():
|
||||
return _speech_color
|
||||
var idx := char_name.hash() % _npc_colors.size()
|
||||
# hash() can return negative in GDScript — use abs
|
||||
if idx < 0:
|
||||
idx = -idx
|
||||
return _npc_colors[idx]
|
||||
|
||||
|
||||
## Convert a Color to a hex string with alpha baked in.
|
||||
static func _color_with_alpha(base: Color, alpha: float) -> String:
|
||||
return Color(base.r, base.g, base.b, base.a * alpha).to_html(true)
|
||||
|
||||
|
||||
# -- Entry expiry --
|
||||
|
||||
## Remove fully expired entries. Hide panel if nothing remains.
|
||||
func _expire_entries() -> void:
|
||||
if _log_entries.is_empty():
|
||||
return
|
||||
var now := Time.get_ticks_msec()
|
||||
var total_lifetime_msec: int = int((_entry_lifetime + _entry_fade) * 1000.0)
|
||||
var had_entries := _log_entries.size() > 0
|
||||
|
||||
# Remove expired entries from the front (oldest first)
|
||||
while _log_entries.size() > 0:
|
||||
var age: int = now - _log_entries[0].timestamp_msec
|
||||
if age < total_lifetime_msec:
|
||||
break
|
||||
_log_entries.remove_at(0)
|
||||
|
||||
# Rebuild if entries were removed
|
||||
if had_entries and _log_entries.size() == 0:
|
||||
_rebuild_log()
|
||||
if not _in_player_conversation:
|
||||
hide_dialogue()
|
||||
elif had_entries:
|
||||
# Rebuild to update fading entries
|
||||
_rebuild_log()
|
||||
|
||||
|
||||
# -- Visibility --
|
||||
|
||||
## Ensure panel is visible (fade in if needed).
|
||||
func _ensure_visible() -> void:
|
||||
if _is_showing:
|
||||
return
|
||||
visible = true
|
||||
_is_showing = true
|
||||
if _active_tween and _active_tween.is_valid():
|
||||
_active_tween.kill()
|
||||
_active_tween = create_tween()
|
||||
_active_tween.tween_property(panel, "modulate:a", 1.0, FADE_IN)
|
||||
|
||||
|
||||
func _clear_options() -> void:
|
||||
for ctrl in _option_controls:
|
||||
if is_instance_valid(ctrl):
|
||||
@@ -248,7 +464,7 @@ func _clear_options() -> void:
|
||||
_option_is_confrontation.clear()
|
||||
|
||||
|
||||
# Hover callbacks — closures that capture the label reference.
|
||||
# Hover callbacks
|
||||
static func _make_hover_on(label: RichTextLabel) -> Callable:
|
||||
return func():
|
||||
label.add_theme_color_override("default_color", Constants.INSERT_COLOR_HOVER)
|
||||
|
||||
@@ -37,12 +37,14 @@ theme_override_constants/margin_bottom = 14
|
||||
layout_mode = 2
|
||||
theme_override_constants/separation = 10
|
||||
|
||||
[node name="NpcSpeech" type="RichTextLabel" parent="PanelContainer/MarginContainer/VBoxContainer"]
|
||||
[node name="DialogueLog" type="RichTextLabel" parent="PanelContainer/MarginContainer/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
bbcode_enabled = true
|
||||
text = ""
|
||||
fit_content = true
|
||||
scroll_active = false
|
||||
fit_content = false
|
||||
scroll_active = true
|
||||
scroll_following = true
|
||||
|
||||
[node name="OptionsContainer" type="VBoxContainer" parent="PanelContainer/MarginContainer/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
Reference in New Issue
Block a user