Three fixes to make the gameplay loop functional end-to-end: - Add Interactable component to NPC spawn so E-prompt detection works - Build monologue trigger system (enter_location + time_idle) with MonologueBuffer/MonologueState components, wire through ObserverSnapshot as current_monologue field, decode on client and display via HUD - Change PlayerAction::Interact from unit to struct variant carrying optional target_entity_id and verb fields Bumps protocol version from 4 to 5. Regenerates MessagePack fixtures. All 200 tests pass (170 unit + 30 integration). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -22,6 +22,9 @@ var player_entity_id: int = 1
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# v4 fields (#404/#405)
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var nearby_interactions: Array = [] # [{entity_id, entity_type, distance, verbs: [{kind, label, priority, available}]}]
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# v5 fields (#414)
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var current_monologue: Variant = null # {id, text, duration_seconds} or null
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func apply_snapshot(snapshot: Dictionary) -> void:
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current_snapshot = snapshot
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@@ -73,6 +76,12 @@ func apply_snapshot(snapshot: Dictionary) -> void:
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else:
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nearby_interactions = []
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# v5: current_monologue (#414)
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if snapshot.has("current_monologue") and snapshot.current_monologue is Dictionary:
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current_monologue = snapshot.current_monologue
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else:
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current_monologue = null
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# v2: visible_tiles with visibility sectors
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# Derives visible_positions when not explicitly provided (real server mode)
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if snapshot.has("visible_tiles") and snapshot.visible_tiles is Array and snapshot.visible_tiles.size() > 0:
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@@ -309,6 +309,15 @@ func _test_snapshot() -> Dictionary:
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],
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})
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# v5: monologue on first tick (#414)
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var monologue: Variant = null
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if _test_tick == 1:
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monologue = {
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"id": "test_enter_001",
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"text": "Sova Transit District. Population twelve thousand and change.",
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"duration_seconds": 5.0,
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}
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return {
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"tick": _test_tick,
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"version": Protocol.PROTOCOL_VERSION,
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@@ -324,6 +333,7 @@ func _test_snapshot() -> Dictionary:
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"visible_tiles": _test_visible_tiles(),
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"visible_positions": _test_visible_positions(),
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"nearby_interactions": nearby,
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"current_monologue": monologue,
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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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@@ -22,6 +22,12 @@ func _process(_delta: float) -> void:
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if world_renderer and world_renderer.has_method("update_from_state"):
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world_renderer.update_from_state()
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# Show monologue if server sent one this tick (#414)
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if GameState.current_monologue != null and monologue_display:
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var mono: Dictionary = GameState.current_monologue
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monologue_display.show_monologue(mono.get("text", ""), mono.get("duration_seconds", 5.0))
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GameState.current_monologue = null # Consume — don't re-show next frame
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# Track camera to player position every frame (D-015: locked, no panning)
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# Camera2D smoothing handles interpolation — we just set the target
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camera.global_position = GameState.player_position * Constants.TILE_SIZE
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@@ -31,9 +37,15 @@ func _process(_delta: float) -> void:
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for input in inputs:
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if input.action == InputMapper.Action.INTERACT:
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var target_id: int = interaction_prompt.get_interaction_target()
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# Always send struct form for Interact (#415) — server expects named fields
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if target_id >= 0:
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input["action_data"] = {
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"target_entity_id": target_id,
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"verb": interaction_prompt.get_selected_verb(),
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}
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else:
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input["action_data"] = {
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"target_entity_id": null,
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"verb": null,
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}
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SimBridge.send_input(input)
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@@ -11,7 +11,7 @@ class_name Protocol
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## Protocol version — must match server PROTOCOL_VERSION in bridge/types.rs.
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## Reject snapshots where version != this value.
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const PROTOCOL_VERSION: int = 4
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const PROTOCOL_VERSION: int = 5
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# -- Decode: bytes from server → GDScript types --------------------------------
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@@ -94,6 +94,16 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
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if ni != null:
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nearby_interactions.append(ni)
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# v5: current_monologue (#414)
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var current_monologue: Variant = null
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var raw_monologue: Variant = raw.get("current_monologue")
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if raw_monologue is Dictionary and raw_monologue.has("text"):
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current_monologue = {
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"id": str(raw_monologue.get("id", "")),
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"text": str(raw_monologue["text"]),
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"duration_seconds": float(raw_monologue.get("duration_seconds", 5.0)),
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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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@@ -103,6 +113,7 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
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"player_facing": player_facing,
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"visible_tiles": visible_tiles,
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"nearby_interactions": nearby_interactions,
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"current_monologue": current_monologue,
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}
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