feat(simulation): complete interaction and monologue pipelines (#413, #414, #415)

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>
This commit is contained in:
2026-02-13 19:23:47 +01:00
co-authored by Claude Opus 4.6
parent 8228ef3c1c
commit 3c106aa2d0
27 changed files with 480 additions and 30 deletions
+12 -1
View File
@@ -11,7 +11,7 @@ class_name Protocol
## Protocol version — must match server PROTOCOL_VERSION in bridge/types.rs.
## Reject snapshots where version != this value.
const PROTOCOL_VERSION: int = 4
const PROTOCOL_VERSION: int = 5
# -- Decode: bytes from server → GDScript types --------------------------------
@@ -94,6 +94,16 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
if ni != null:
nearby_interactions.append(ni)
# v5: current_monologue (#414)
var current_monologue: Variant = null
var raw_monologue: Variant = raw.get("current_monologue")
if raw_monologue is Dictionary and raw_monologue.has("text"):
current_monologue = {
"id": str(raw_monologue.get("id", "")),
"text": str(raw_monologue["text"]),
"duration_seconds": float(raw_monologue.get("duration_seconds", 5.0)),
}
return {
"tick": tick,
"entities": entities,
@@ -103,6 +113,7 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
"player_facing": player_facing,
"visible_tiles": visible_tiles,
"nearby_interactions": nearby_interactions,
"current_monologue": current_monologue,
}