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:
+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()
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hide_dialogue()
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_end_player_conversation()
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dialogue_dismissed.emit()
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return
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# Responsive layout — clamps width to MAX_WIDTH_PX and height to 20% viewport.
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# -- Theme loading --
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func _load_theme() -> void:
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# Default NPC palette in case file not found
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_npc_colors = [
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Color("#4a9ebb"), Color("#6bc9a6"), Color("#e8c547"), Color("#d49e5d"),
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Color("#b586d4"), Color("#d45d5d"), Color("#5daa7d"), Color("#7daccc"),
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]
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if not FileAccess.file_exists(THEME_PATH):
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push_warning("DialogueBox: theme file not found: %s — using defaults" % THEME_PATH)
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return
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var file := FileAccess.open(THEME_PATH, FileAccess.READ)
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if file == null:
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return
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var text := file.get_as_text()
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file.close()
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var strings := UIStrings._parse_yaml(text)
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if strings.has("player_color"):
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_player_color = Color(strings["player_color"])
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if strings.has("arrow_color"):
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_arrow_color = Color(strings["arrow_color"])
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if strings.has("speech_color"):
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_speech_color = Color(strings["speech_color"])
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if strings.has("passive_opacity"):
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_passive_opacity = float(strings["passive_opacity"])
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if strings.has("entry_lifetime_seconds"):
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_entry_lifetime = float(strings["entry_lifetime_seconds"])
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if strings.has("entry_fade_seconds"):
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_entry_fade = float(strings["entry_fade_seconds"])
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# Load NPC colors from indexed keys (npc_colors.0 through npc_colors.7)
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var loaded_colors: Array[Color] = []
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for i in range(16): # support up to 16 palette entries
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var key := "npc_colors.%d" % i
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if strings.has(key):
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loaded_colors.append(Color(strings[key]))
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if loaded_colors.size() > 0:
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_npc_colors = loaded_colors
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# -- Responsive layout --
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func _update_layout() -> void:
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var vp := get_viewport_rect().size
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var max_h := vp.y * MAX_HEIGHT_RATIO
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@@ -74,26 +148,128 @@ func _update_layout() -> void:
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panel.offset_top = -max_h
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# Show dialogue with NPC speech and response options.
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# npc_name: who is speaking (displayed as prefix)
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# speech: the NPC's dialogue text
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# options: Array of {text, response_id, priority, confrontation} — sorted by priority, max 3 shown.
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# D-062: locked options are invisible (server filters before sending).
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# D-063: confrontation options render italic.
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# -- Log entry management --
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## Append a dialogue line to the log.
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## speaker/target: display names. text: the spoken line.
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## is_passive: true for overheard NPC-NPC (renders at reduced opacity).
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func append_line(speaker: String, target: String, text: String, is_passive: bool = false) -> void:
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_log_entries.append({
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"speaker": speaker,
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"target": target,
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"text": text,
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"is_passive": is_passive,
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"timestamp_msec": Time.get_ticks_msec(),
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})
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_rebuild_log()
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_ensure_visible()
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## Append an overheard conversation event (D-078).
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func append_conversation_event(event: Dictionary) -> void:
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var speaker: String = event.get("speaker_name", "?")
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var target: String = event.get("target_name", "?")
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var text: String = event.get("occluded_line", "")
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if text.is_empty():
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return
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var pair_key := "%s:%s" % [event.get("speaker_id", 0), event.get("target_id", 0)]
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_active_overheard[pair_key] = true
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append_line(speaker, target, text, true)
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## Handle conversation_ended — remove pair from active tracking.
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func on_conversation_ended(event: Dictionary) -> void:
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var pair_key := "%s:%s" % [event.get("speaker_id", 0), event.get("target_id", 0)]
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_active_overheard.erase(pair_key)
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# Also try the reverse pair
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var reverse_key := "%s:%s" % [event.get("target_id", 0), event.get("speaker_id", 0)]
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_active_overheard.erase(reverse_key)
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## Append the player's chosen response to the log.
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func append_player_line(target_npc: String, text: String) -> void:
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append_line(PLAYER_NAME, target_npc, text, false)
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## Append an NPC follow-up line (from dialogue_response).
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func append_dialogue_response(npc_name: String, text: String) -> void:
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append_line(npc_name, PLAYER_NAME, text, false)
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# -- Active player conversation --
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## Show dialogue with NPC speech and response options.
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## npc_name: who is speaking. speech: the NPC's line. options: player choices.
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func show_dialogue(npc_name: String, speech: String, options: Array = []) -> void:
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_npc_name = npc_name
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_cancel_beat()
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_in_player_conversation = true
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# NPC speech — name prefix in bold
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if npc_name.is_empty():
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npc_speech.text = speech
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else:
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npc_speech.text = "[b]%s:[/b] %s" % [npc_name, speech]
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# Append NPC's line to the log
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if not speech.is_empty():
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append_line(npc_name, PLAYER_NAME, speech, false)
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# Clear old options
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# Clear old options and show new ones
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_clear_options()
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_show_options(options)
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# Sort by priority ascending, cap at MAX_OPTIONS (D-061: max 3 visible)
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# Show panel
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_ensure_visible()
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mouse_filter = Control.MOUSE_FILTER_STOP
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GameState.dialogue_active = true # D-064: block movement while in conversation
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# D-069: Dialogue dip
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AudioManager.apply_dip("dialogue")
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# D-061: auto-pause in single-player
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SimBridge.send_input({"action": InputMapper.Action.PAUSE, "timestamp_msec": Time.get_ticks_msec()})
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## End active player conversation — clears options but preserves log.
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func _end_player_conversation() -> void:
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_in_player_conversation = false
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_clear_options()
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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# D-069: Clear dialogue/confrontation dip
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AudioManager.clear_dip()
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# D-061: unpause
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SimBridge.send_input({"action": InputMapper.Action.UNPAUSE, "timestamp_msec": Time.get_ticks_msec()})
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GameState.dialogue_active = false
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## Hide the entire panel with fade.
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func hide_dialogue() -> void:
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if not _is_showing:
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return
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if _in_player_conversation:
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_end_player_conversation()
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_is_showing = false
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if _active_tween and _active_tween.is_valid():
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_active_tween.kill()
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_active_tween = create_tween()
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_active_tween.tween_property(panel, "modulate:a", 0.0, FADE_OUT)
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_active_tween.tween_callback(func():
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visible = false
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)
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func is_dialogue_active() -> bool:
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return _in_player_conversation or GameState.dialogue_active
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func has_active_entries() -> bool:
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return _log_entries.size() > 0 or _in_player_conversation
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# -- Options --
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func _show_options(options: Array) -> void:
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var sorted_opts: Array = options.duplicate()
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sorted_opts.sort_custom(func(a, b): return a.get("priority", 0) < b.get("priority", 0))
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var count := mini(sorted_opts.size(), MAX_OPTIONS)
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@@ -103,7 +279,6 @@ func show_dialogue(npc_name: String, speech: String, options: Array = []) -> voi
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var raw_text: String = opt.get("text", "")
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var is_confrontation: bool = opt.get("confrontation", false)
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# RichTextLabel for BBCode support (D-063: confrontation italic)
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var label := RichTextLabel.new()
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label.bbcode_enabled = true
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label.fit_content = true
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@@ -117,13 +292,11 @@ func show_dialogue(npc_name: String, speech: String, options: Array = []) -> voi
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else:
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label.text = raw_text
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# Click handling
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var idx := i
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label.gui_input.connect(func(event: InputEvent):
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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_on_option_pressed(idx)
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)
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# Hover color
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label.mouse_entered.connect(_make_hover_on(label))
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label.mouse_exited.connect(_make_hover_off(label))
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@@ -133,56 +306,6 @@ func show_dialogue(npc_name: String, speech: String, options: Array = []) -> voi
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_option_texts.append(raw_text)
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_option_is_confrontation.append(is_confrontation)
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# Show with fade
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visible = true
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mouse_filter = Control.MOUSE_FILTER_STOP
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_is_showing = true
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GameState.dialogue_active = true # D-064: block movement while dialogue visible/fading
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# D-069: Dialogue dip — reduce ambient noise to foreground conversation.
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# Confrontation options REPLACE (not nest) this dip via apply_dip("confrontation")
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# in _start_confrontation_beat(). hide_dialogue()'s clear_dip() restores to base
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# volumes regardless of which profile was last active — intentional replacement semantics.
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AudioManager.apply_dip("dialogue")
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# D-061: auto-pause in single-player when dialogue opens
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SimBridge.send_input({"action": InputMapper.Action.PAUSE, "timestamp_msec": Time.get_ticks_msec()})
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if _active_tween and _active_tween.is_valid():
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_active_tween.kill()
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_active_tween = create_tween()
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_active_tween.tween_property(panel, "modulate:a", 1.0, FADE_IN)
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# Hide dialogue with fade (D-064: 300ms)
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func hide_dialogue() -> void:
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if not _is_showing:
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return
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_is_showing = false
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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# D-069: Clear dialogue/confrontation dip — restore bus volumes to player slider settings.
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# Safe to call even if confrontation beat already cleared the dip (no-op when empty).
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AudioManager.clear_dip()
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# D-061: unpause when dialogue closes
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SimBridge.send_input({"action": InputMapper.Action.UNPAUSE, "timestamp_msec": Time.get_ticks_msec()})
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if _active_tween and _active_tween.is_valid():
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_active_tween.kill()
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_active_tween = create_tween()
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_active_tween.tween_property(panel, "modulate:a", 0.0, FADE_OUT)
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_active_tween.tween_callback(func():
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visible = false
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_clear_options()
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GameState.dialogue_active = false # D-064: unblock movement after fade completes
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)
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func is_dialogue_active() -> bool:
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return _is_showing or GameState.dialogue_active
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func _on_option_pressed(index: int) -> void:
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if index >= _option_controls.size():
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@@ -191,46 +314,40 @@ func _on_option_pressed(index: int) -> void:
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var text: String = _option_texts[index] if index < _option_texts.size() else ""
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var is_confront: bool = _option_is_confrontation[index] if index < _option_is_confrontation.size() else false
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# Append player's chosen response to the log
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append_player_line(_npc_name, text)
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if is_confront:
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_start_confrontation_beat(rid, text)
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else:
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option_selected.emit(rid, text)
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hide_dialogue()
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_end_player_conversation()
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# D-063: Confrontation beat — delay before sending response.
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# 1. Dim dialogue to 70%, show monologue, dip audio
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# 2. Wait CONFRONTATION_BEAT_DURATION
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# 3. Emit option_selected, restore audio, hide dialogue
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# -- Confrontation beat (D-063) --
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func _start_confrontation_beat(response_id: String, text: String) -> void:
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# Disable option clicks during beat
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for ctrl in _option_controls:
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if is_instance_valid(ctrl):
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ctrl.mouse_filter = Control.MOUSE_FILTER_IGNORE
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# Dim dialogue box
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if _active_tween and _active_tween.is_valid():
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_active_tween.kill()
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_active_tween = create_tween()
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_active_tween.tween_property(panel, "modulate:a", CONFRONTATION_DIM_ALPHA, 0.2)
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# D-063: monologue beat — text from ui-strings.yaml (D-042)
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confrontation_monologue.emit(UIStrings.get_text(CONFRONTATION_MONOLOGUE_KEY), CONFRONTATION_BEAT_DURATION)
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# D-063: audio dip via AudioManager
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AudioManager.apply_dip("confrontation")
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# Delay, then complete
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_beat_tween = create_tween()
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_beat_tween.tween_interval(CONFRONTATION_BEAT_DURATION)
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_beat_tween.tween_callback(func():
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AudioManager.clear_dip()
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||||
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