feat(client): sprint 38 — free camera viewer, archetype strip, test fixes
- Add free camera mode (F4 toggle): WASD pan, scroll zoom, decoupled from player position (#898) - Strip archetype-driven code: remove character_archetype, lattice_profile, and lattice color palettes from client (#882) - Fix confrontation_monologue signal not firing in headless test mode (#867) - Revive fog state behavioral tests: EXP_EXPLORED persistence, grow-only bounds, texture-resize copy, BoundaryWall handling (#879) - Triage pre-existing test failures: fix examine_display dismiss timing, fog test position fragility, rendering snapshot assertions, time_display format (#871) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -41,11 +41,6 @@ var nearby_interactions: Array = [] # [{entity_id, entity_type, distance, verbs
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# v5 fields (#414)
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var current_monologue: Variant = null # {id, text, duration_seconds, priority, is_urgent} or null
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# #122 (D-032): Character lattice profile — selects monologue text colour palette.
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# "lattice_augmented" = detective, "lattice_baseline" = smuggler.
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# Server sends this field as part of the player's capability snapshot.
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var lattice_profile: String = "lattice_baseline"
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# v6 fields (#449, D-053, D-065)
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var player_stance: String = "Walk" # Sprint/Walk/Careful/Crouch
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var player_inventory: Array = [] # [{item_id, name, slot}]
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@@ -94,10 +89,8 @@ var debug_response: Variant = null
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# Format: user://saves/<game-id>/<filename>.sav or "" if no pending load.
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var pending_load_path: String = ""
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# #588: Character archetype chosen at character select screen.
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# "detective" or "smuggler". Set before game scene loads; sent in StartupMessage.
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# Default: "detective" — fallback for legacy saves without character.txt.
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var character_archetype: String = "detective"
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# #898: Free camera mode — camera decoupled from player, WASD pans camera directly.
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var free_camera_mode: bool = false
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# #705: Character visual descriptor — set by character_creation.gd on confirmation.
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# Passed to EntityRenderer for the player entity's CharacterVisual on game start.
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@@ -68,7 +68,7 @@ func _process(_delta: float) -> void:
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# D-054: Update facing angle from mouse position every frame
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_update_facing_from_mouse()
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if GameState.dialogue_active:
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if GameState.dialogue_active or GameState.free_camera_mode:
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return
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# D-054: Send facing octant to server when it changes (even without movement)
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@@ -55,12 +55,11 @@ func new_game() -> String:
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## Resume an existing game session by setting the active game-id.
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## Restores world_seed and character_archetype from the save directory.
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## Restores world_seed from the save directory.
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func resume_game(game_id: String) -> void:
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GameState.current_game_id = game_id
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var save_path := SAVES_DIR + game_id + "/"
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GameState.world_seed = _read_seed_file(save_path)
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GameState.character_archetype = _read_archetype_file(save_path)
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## List all game directories under user://saves/ sorted by last-modified (most recent first).
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@@ -171,29 +170,6 @@ func _read_seed_file(save_path: String) -> int:
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return file.get_64() & 0x7FFFFFFFFFFFFFFF
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## Write character_archetype to save directory. Called after new_game() creates the dir.
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func save_character_archetype(game_id: String, archetype: String) -> void:
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var save_path := SAVES_DIR + game_id + "/"
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var file := FileAccess.open(save_path + "character.txt", FileAccess.WRITE)
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if file == null:
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push_error(
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(
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"SessionManager: failed to write character.txt: %s"
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% error_string(FileAccess.get_open_error())
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)
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)
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return
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file.store_string(archetype)
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## Read character_archetype from save directory. Returns "detective" if missing (legacy saves).
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func _read_archetype_file(save_path: String) -> String:
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var file := FileAccess.open(save_path + "character.txt", FileAccess.READ)
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if file == null:
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return "detective"
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return file.get_as_text().strip_edges()
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func _find_newest_save(dir_path: String) -> String:
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var dir := DirAccess.open(dir_path)
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if dir == null:
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@@ -261,7 +261,6 @@ func _process(delta: float) -> void: # gdlint:disable=max-returns
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# Server blocks waiting for this before entering the tick loop.
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var startup_bytes := Protocol.encode_startup_message(
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GameState.world_seed,
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GameState.character_archetype,
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GameState.character_visual_descriptor
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)
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if startup_bytes.size() > 0:
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+41
-1
@@ -1,6 +1,11 @@
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extends Node2D
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const TELEPORT_DISTANCE_THRESHOLD: float = 5.0
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# #898: Free camera pan speed in pixels/second (unzoomed) and zoom step per scroll tick.
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const FREE_CAMERA_PAN_SPEED: float = 400.0
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const FREE_CAMERA_ZOOM_STEP: float = 0.1
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const FREE_CAMERA_ZOOM_MIN: float = 0.5
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const FREE_CAMERA_ZOOM_MAX: float = 8.0
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var economics_app = null # EconomicsApp — populated in _ready() via ImplantRegistry
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var atlas_app = null # AtlasApp — populated in _ready() via ImplantRegistry
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@@ -184,10 +189,31 @@ func _ready() -> void:
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atlas_app.economics_link_requested.connect(_on_atlas_economics_link)
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func _unhandled_input(event: InputEvent) -> void:
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# #898: Scroll wheel zoom in free camera mode.
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if GameState.free_camera_mode and event is InputEventMouseButton:
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var mb := event as InputEventMouseButton
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if mb.pressed:
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var zoom := camera.zoom
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if mb.button_index == MOUSE_BUTTON_WHEEL_UP:
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zoom += Vector2(FREE_CAMERA_ZOOM_STEP, FREE_CAMERA_ZOOM_STEP)
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elif mb.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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zoom -= Vector2(FREE_CAMERA_ZOOM_STEP, FREE_CAMERA_ZOOM_STEP)
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camera.zoom = zoom.clamp(
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Vector2(FREE_CAMERA_ZOOM_MIN, FREE_CAMERA_ZOOM_MIN),
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Vector2(FREE_CAMERA_ZOOM_MAX, FREE_CAMERA_ZOOM_MAX)
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)
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get_viewport().set_input_as_handled()
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func _unhandled_key_input(event: InputEvent) -> void:
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if not (event is InputEventKey) or not event.is_pressed() or event.is_echo():
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return
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var key_event := event as InputEventKey
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# #898: F4 toggles free camera mode.
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if key_event.physical_keycode == KEY_F4:
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GameState.free_camera_mode = not GameState.free_camera_mode
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return
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# Registry-driven toggle: each manifest declares its own default_key.
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for manifest: ImplantAppManifest in ImplantRegistry.get_manifests():
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if manifest.app_path.is_empty():
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@@ -239,9 +265,23 @@ func _process(delta: float) -> void:
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# #559: Dispatch snapshot to registered handlers (router pattern).
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_router.dispatch(snapshot)
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# #898: Free camera WASD pan — runs in place of player tracking.
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if GameState.free_camera_mode:
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var pan := Vector2.ZERO
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if Input.is_action_pressed("move_north"):
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pan.y -= 1.0
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if Input.is_action_pressed("move_south"):
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pan.y += 1.0
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if Input.is_action_pressed("move_east"):
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pan.x += 1.0
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if Input.is_action_pressed("move_west"):
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pan.x -= 1.0
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if pan != Vector2.ZERO:
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var speed := FREE_CAMERA_PAN_SPEED / camera.zoom.x
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camera.global_position += pan.normalized() * speed * delta
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# Track camera to player (D-015: locked, fixed-north).
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# #117: Manual exponential smoothing.
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if _camera_anchored:
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elif _camera_anchored:
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var target := GameState.player_position * Constants.TILE_SIZE
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if _teleport_in_progress:
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camera.global_position = target
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@@ -613,34 +613,15 @@ static func _decode_enum_variant(raw) -> Dictionary:
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# -- Encode: GDScript types → bytes to server ----------------------------------
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## Encode a StartupMessage to MessagePack bytes (#175, #588, #718).
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## Encode a StartupMessage to MessagePack bytes (#175, #718).
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## Sent by the client immediately after handshake validation.
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## Server reads this to initialize SimRng (D-010, D-029) and select monologue pool (D-032).
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## character_archetype: "detective" → "Detective", "smuggler" → "Smuggler" (server enum variant).
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## Server reads this to initialize SimRng (D-010, D-029).
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## character_visual: optional CharacterVisualDescriptor — included as "character_visual_descriptor" dict.
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static func encode_startup_message(
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world_seed: int, character_archetype: String = "detective", character_visual: Variant = null
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world_seed: int, character_visual: Variant = null
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) -> PackedByteArray:
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# Map client lowercase archetype string to server PascalCase enum variant.
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# Explicit match prevents unknown strings silently reaching the server as
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# garbage enum values — fail loudly and fall back to "Detective".
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var archetype_variant: String
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match character_archetype:
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"detective":
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archetype_variant = "Detective"
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"smuggler":
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archetype_variant = "Smuggler"
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_:
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push_error(
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(
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"Protocol: unknown character_archetype '%s' — defaulting to 'Detective'"
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% character_archetype
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)
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)
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archetype_variant = "Detective"
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var msg := {
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"world_seed": world_seed,
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"character_archetype": archetype_variant,
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}
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if character_visual != null and character_visual.has_method("to_dict"):
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msg["character_visual_descriptor"] = character_visual.to_dict()
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@@ -88,10 +88,6 @@ static func apply(snapshot: Dictionary) -> void:
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else:
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GameState.current_monologue = null
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# #122: lattice_profile
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if snapshot.has("lattice_profile") and snapshot.lattice_profile is String:
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GameState.lattice_profile = snapshot.lattice_profile
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# v6: player_stance (#449, D-053)
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if snapshot.has("player_stance") and snapshot.player_stance is String:
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GameState.player_stance = snapshot.player_stance
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