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>
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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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