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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@@ -132,6 +132,14 @@ Technical foundation decisions that constrain implementation: engine, client-ser
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- **Raised by:** Tyre (architecture synthesis), Dudley (implementation analysis), Gestalt (mechanics validation), Paula (narrative requirements). Workshop participants: Tyre, Dudley, Gestalt, Paula, SI. Source: Knowledge Graph & Information Boundaries Workshop (Epic #351), 2026-02-11.
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- **Dissent:** None. Gestalt initially proposed dual-axis model (confidence + understanding) but validated that single-axis confidence with future content-driven understanding progression is architecturally sufficient. Dudley proposed HashMap; synthesis chose BTreeMap per D-010 principle 4 with Dudley's explicit acknowledgment ("iteration order is a determinism time bomb").
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### D-042: UI microcopy format — YAML via GDScript autoload
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- **Date:** 2026-02-13
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- **Decision:** UI strings (interaction prompt labels, knowledge panel labels, relationship state descriptors, HUD labels, tutorial text) are stored in YAML format at `client/data/ui-strings.yaml` and loaded via a dedicated GDScript autoload singleton (`UIStrings`). UI strings are NOT hardcoded as GDScript constants in `client/scripts/constants/ui_strings.gd`.
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- **Rationale:** YAML format enables editing UI text without rebuilding the client and supports future localization infrastructure (all player-facing text in one format). UI microcopy is **client-side rendering data** per D-020 (Godot is the renderer) — distinct from server-side game content (dialogue/monologue lines). UI labels are presentation metadata that never cross the protocol boundary, so they live in the client repository and load via a client-side autoload rather than the content loader system. Hardcoded constants would require client recompilation for copy edits.
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- **Related ticket:** #409 (UI microcopy)
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- **Raised by:** Team decision in Sprint 5 planning
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- **Dissent:** None
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---
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*9 decisions. Last updated: 2026-02-11*
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*10 decisions. Last updated: 2026-02-13*
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