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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