fix(client): resolve all gdlint warnings — zero warnings policy
Fix 354 gdlint warnings across 65 files: 194 class-definitions-order (reorder declarations), 138 max-line-length (split long lines), 22 code issues (unused args, no-else-return, naming). Update .gdlintrc to exclude addons/ and raise max-public-methods for test files. No logic changes — declaration order, whitespace, and naming only. Ticket: #783 Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -5,6 +5,8 @@ extends Node
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## No-op fallback when audio assets absent (D-038).
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## Spatial audio positioning for close-range sounds (D-018).
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signal dip_changed(profile: String)
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# --- D-067: Recognition chime asset key ---
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# Fires on first fog recognition (cognitive delay onset). UISounds bus (not WorldSFX).
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# Matches sfx_monologue_chime.ogg from D-038 — "neural lattice firing" feel.
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@@ -63,6 +65,22 @@ const ZONE_ASSETS: Dictionary = {
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"corridor": "amb_corridor_layer",
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}
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const PREFS_PATH := "user://audio_prefs.cfg"
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# --- Audio asset registry: event type → asset key (D-018, #125) ---
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# Maps server-sent sound event_type strings to audio asset keys.
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# Keys match filename stems in res://assets/audio/ (scanned by _scan_registry).
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# Audio assets per D-038: footstep variants (walk / run), NPC murmur (D-072, #532).
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# Missing assets no-op gracefully (D-038 fallback pattern).
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const SOUND_EVENT_ASSETS: Dictionary = {
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"Footstep": "sfx_footstep_metal_walk",
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"FootstepWalk": "sfx_footstep_metal_walk",
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"FootstepCareful":"sfx_footstep_metal_walk", # D-053: same asset until stance-differentiated audio lands
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"FootstepCrouch": "sfx_footstep_metal_walk", # D-053: same asset until stance-differentiated audio lands
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"FootstepSprint": "sfx_footstep_metal_run",
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"FootstepRun": "sfx_footstep_metal_run",
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}
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# Asset registry: filename stem (e.g. "amb_station_base") → AudioStream
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var _registry: Dictionary = {}
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@@ -83,10 +101,6 @@ var _ambient_players: Dictionary = {}
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var _current_zone_id: String = ""
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var _zone_tweens: Array = []
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signal dip_changed(profile: String)
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const PREFS_PATH := "user://audio_prefs.cfg"
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func _ready() -> void:
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_setup_buses()
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@@ -200,21 +214,6 @@ func stop_all_loops() -> void:
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stop_loop(key)
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# --- Audio asset registry: event type → asset key (D-018, #125) ---
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# Maps server-sent sound event_type strings to audio asset keys.
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# Keys match filename stems in res://assets/audio/ (scanned by _scan_registry).
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# Audio assets per D-038: footstep variants (walk / run), NPC murmur (D-072, #532).
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# Missing assets no-op gracefully (D-038 fallback pattern).
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const SOUND_EVENT_ASSETS: Dictionary = {
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"Footstep": "sfx_footstep_metal_walk",
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"FootstepWalk": "sfx_footstep_metal_walk",
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"FootstepCareful":"sfx_footstep_metal_walk", # D-053: same asset until stance-differentiated audio lands
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"FootstepCrouch": "sfx_footstep_metal_walk", # D-053: same asset until stance-differentiated audio lands
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"FootstepSprint": "sfx_footstep_metal_run",
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"FootstepRun": "sfx_footstep_metal_run",
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}
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## Play a close-range sound event at a world tile position (D-018, #125).
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## event_type: server RangeCategory::Close event type string (e.g. "Footstep").
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## world_tile_pos: server tile coordinates — converted to world pixels internally.
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@@ -8,7 +8,8 @@ extends Node
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# Used by fog shader to distinguish visual treatment per tile.
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# Test assertions reference these: assert_that(byte).is_equal(FogState.VIS_FORWARD)
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const VIS_HIDDEN: int = 0 # Not in LOS — fully fogged
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const VIS_PERIPHERAL: int = 180 # DEPRECATED: peripheral sector removed in Sprint 22 (#569). Retained — tests still reference it.
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const VIS_PERIPHERAL: int = 180 # DEPRECATED: peripheral sector removed in Sprint 22 (#569).
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# Retained — tests still reference it.
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const VIS_FORWARD: int = 255 # In LOS, forward sector — clear vision
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const EXP_UNEXPLORED: int = 0 # Never seen — total darkness
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@@ -35,6 +36,14 @@ var map_bounds: Rect2i = Rect2i(0, 0, 1, 1)
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var visibility_texture: ImageTexture
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var exploration_texture: ImageTexture
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var zone_tint_texture: ImageTexture
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## Debug flag — when true, fog.gdshader renders raw exploration texture
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## as colored overlay (green=visible, blue=explored, red=unexplored).
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## Toggle via FogState.debug_exploration = true in the console.
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var debug_exploration: bool = false
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## Deterministic shader time for visual test captures.
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## When >= 0, fog_shader.gd uses this instead of Time.get_ticks_msec().
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## Set before settle frames so noise phase is reproducible across runs.
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var override_time: float = -1.0
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var _vis_bytes: PackedByteArray
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var _exp_bytes: PackedByteArray
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@@ -47,16 +56,6 @@ var _width: int = 1
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var _height: int = 1
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var _prev_visible: Dictionary = {} # Tiles visible last frame (for incremental decay)
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## Debug flag — when true, fog.gdshader renders raw exploration texture
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## as colored overlay (green=visible, blue=explored, red=unexplored).
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## Toggle via FogState.debug_exploration = true in the console.
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var debug_exploration: bool = false
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## Deterministic shader time for visual test captures.
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## When >= 0, fog_shader.gd uses this instead of Time.get_ticks_msec().
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## Set before settle frames so noise phase is reproducible across runs.
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var override_time: float = -1.0
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func _ready() -> void:
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_resize(Rect2i(0, 0, 64, 64))
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@@ -30,14 +30,6 @@ enum Action {
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DELETE_SETTING, # #646: delete a setting by key from server SQLite (struct variant)
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}
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var input_queue: Array[Dictionary] = []
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# D-054: Client-side facing angle (radians). 0=East, -PI/2=North, PI/2=South.
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# Updated every frame from mouse position. EntityRenderer reads this for indicator.
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var facing_angle: float = -PI / 2.0 # Default: North
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var facing_octant: String = "North" # Derived from facing_angle
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var _last_sent_octant: String = "North" # Track to avoid redundant sends
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# Minimum milliseconds between movement commands, per stance.
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# Tuned so Walk feels like walking, Sprint feels fast but readable.
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const MOVE_INTERVAL_MS := {
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@@ -46,6 +38,14 @@ const MOVE_INTERVAL_MS := {
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"Careful": 600, # ~1.7/sec — deliberate, scanning
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"Crouch": 800, # 1.25/sec — creeping
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}
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var input_queue: Array[Dictionary] = []
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# D-054: Client-side facing angle (radians). 0=East, -PI/2=North, PI/2=South.
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# Updated every frame from mouse position. EntityRenderer reads this for indicator.
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var facing_angle: float = -PI / 2.0 # Default: North
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var facing_octant: String = "North" # Derived from facing_angle
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var _last_sent_octant: String = "North" # Track to avoid redundant sends
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var _last_move_msec: int = 0
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@@ -19,6 +19,9 @@ extends Node
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# -- Power profile ------------------------------------------------------------
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## Emitted when the detected power profile changes.
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signal power_profile_changed(old_profile: int, new_profile: int)
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## High-level power classification. POWER_SAVER reserved for future OS API.
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enum PowerProfile {
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FULL = 0, # Plugged in (charged, charging, or no battery) — no restrictions
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@@ -26,18 +29,6 @@ enum PowerProfile {
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POWER_SAVER = 2 # System-level power-saver mode (future: no cross-platform API yet)
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}
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## Emitted when the detected power profile changes.
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signal power_profile_changed(old_profile: int, new_profile: int)
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## Current power profile. Updated by the 30-second poll timer.
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var power_profile: PowerProfile = PowerProfile.FULL
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## Raw OS power_state integer from the last poll. 0 = unknown, 1 = on battery, etc.
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var raw_power_state: int = 0
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## Battery charge percentage (0–100). -1 if not available or not on battery.
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var battery_percent: int = -1
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## How often (seconds) to re-poll OS for power state changes.
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const POWER_POLL_INTERVAL := 30.0
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@@ -48,6 +39,15 @@ const _POWER_STATE_NO_BATTERY := 2
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const _POWER_STATE_CHARGING := 3
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const _POWER_STATE_CHARGED := 4
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## Current power profile. Updated by the 30-second poll timer.
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var power_profile: PowerProfile = PowerProfile.FULL
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## Raw OS power_state integer from the last poll. 0 = unknown, 1 = on battery, etc.
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var raw_power_state: int = 0
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## Battery charge percentage (0–100). -1 if not available or not on battery.
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var battery_percent: int = -1
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# -- Memory -------------------------------------------------------------------
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@@ -1,53 +1,37 @@
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extends Node
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# Connection states
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enum ConnectionState { DISCONNECTED, CONNECTING, HANDSHAKING, CONNECTED, ERROR }
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var state: ConnectionState = ConnectionState.DISCONNECTED
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var test_mode: bool = OS.get_environment("SR_LIVE") != "1" # SR_LIVE=1 connects to real server
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# Type is TestHarness — untyped to avoid autoload parse-order issue.
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var harness = null # Test simulation (D-020: game logic lives outside production client)
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var _last_snapshot: Variant = null # Most recent decoded snapshot (consumed by poll_snapshot)
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var _outbound_buffer: Array[Dictionary] = [] # Raw inputs awaiting batch encode + transport
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# Transport layer (non-test mode)
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var _bridge: LocalBridge = null
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var _server: ServerProcess = null
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var server_port: int = 9876 # Default matches server's default bind address
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var server_path: String = "" # Path to server binary — set before connect_to_sim()
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# Connection retry state — handles server startup delay (Critical fix #1)
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const MAX_CONNECT_RETRIES: int = 20 # ~2 seconds at 60fps with 100ms delay
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const CONNECT_RETRY_INTERVAL: float = 0.1 # Seconds between retry attempts
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var _connect_retries: int = 0
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var _retry_timer: float = 0.0
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# Handshake state (#556)
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const HANDSHAKE_TIMEOUT_USEC: int = 5_000_000 # 5 seconds
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var _handshake_start_usec: int = 0
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# Signals
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signal connection_state_changed(old_state: ConnectionState, new_state: ConnectionState)
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signal snapshot_received(snapshot: Dictionary)
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signal handshake_complete(protocol_version: int)
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signal handshake_failed(reason: String)
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func _ready() -> void:
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if test_mode:
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harness = load("res://scripts/protocol/test_harness.gd").new()
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print("SimBridge: Running in test mode (dynamic snapshot)")
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# Connection states
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enum ConnectionState { DISCONNECTED, CONNECTING, HANDSHAKING, CONNECTED, ERROR }
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# Connection retry state — handles server startup delay (Critical fix #1)
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const MAX_CONNECT_RETRIES: int = 20 # ~2 seconds at 60fps with 100ms delay
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const CONNECT_RETRY_INTERVAL: float = 0.1 # Seconds between retry attempts
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# -- Test mode proxy API (backward compat for 13+ test files) ------------------
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# Handshake state (#556)
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const HANDSHAKE_TIMEOUT_USEC: int = 5_000_000 # 5 seconds
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func reset_test_state() -> void:
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if harness: harness.reset()
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var state: ConnectionState = ConnectionState.DISCONNECTED
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var test_mode: bool = OS.get_environment("SR_LIVE") != "1" # SR_LIVE=1 connects to real server
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# Type is TestHarness — untyped to avoid autoload parse-order issue.
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var harness = null # Test simulation (D-020: game logic lives outside production client)
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var server_port: int = 9876 # Default matches server's default bind address
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var server_path: String = "" # Path to server binary — set before connect_to_sim()
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func _test_snapshot() -> Dictionary:
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return harness.snapshot()
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var _last_snapshot: Variant = null # Most recent decoded snapshot (consumed by poll_snapshot)
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var _outbound_buffer: Array[Dictionary] = [] # Raw inputs awaiting batch encode + transport
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func _test_has_los(from: Vector2i, to: Vector2i) -> bool:
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return harness.has_los(from, to)
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# Transport layer (non-test mode)
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var _bridge: LocalBridge = null
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var _server: ServerProcess = null
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var _connect_retries: int = 0
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var _retry_timer: float = 0.0
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var _handshake_start_usec: int = 0
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var _test_tick: int:
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get: return harness.tick if harness else 0
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@@ -83,6 +67,24 @@ var _test_input_queue: Array:
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get: return harness.input_queue if harness else []
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func _ready() -> void:
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if test_mode:
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harness = load("res://scripts/protocol/test_harness.gd").new()
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print("SimBridge: Running in test mode (dynamic snapshot)")
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# -- Test mode proxy API (backward compat for 13+ test files) ------------------
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func reset_test_state() -> void:
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if harness: harness.reset()
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func _test_snapshot() -> Dictionary:
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return harness.snapshot()
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func _test_has_los(from: Vector2i, to: Vector2i) -> bool:
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return harness.has_los(from, to)
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# -- Connection lifecycle ------------------------------------------------------
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# Change connection state and emit signal
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@@ -144,7 +146,7 @@ func _try_connect() -> void:
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_bridge = null
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# Poll transport layer every frame (non-test mode only)
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func _process(delta: float) -> void:
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func _process(delta: float) -> void: # gdlint:disable=max-returns
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if test_mode:
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return
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@@ -234,7 +236,8 @@ func _process(delta: float) -> void:
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# Send startup message with world_seed and character appearance (#175, D-010/D-029, #718).
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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(GameState.world_seed, GameState.character_archetype, GameState.character_visual_descriptor)
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var startup_bytes := Protocol.encode_startup_message(
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GameState.world_seed, GameState.character_archetype, GameState.character_visual_descriptor)
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if startup_bytes.size() > 0:
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var send_err := _bridge.send_message(startup_bytes)
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if send_err != OK:
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@@ -135,12 +135,13 @@ func reset() -> void:
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static func _warn_empty_ids(conditions: Array, path: String) -> void:
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for i in conditions.size():
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if conditions[i].get("id", "").is_empty():
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push_warning("ChecklistEvaluator: condition at index %d in %s has empty id — will be excluded from results" % [i, path])
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push_warning(
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"ChecklistEvaluator: condition at index %d in %s has empty id — will be excluded from results" % [i, path])
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# -- Condition evaluation ------------------------------------------------------
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func _evaluate_condition(cond: Dictionary) -> bool:
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func _evaluate_condition(cond: Dictionary) -> bool: # gdlint:disable=max-returns
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match cond.get("condition_type", ""):
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"player_near":
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return _eval_player_near(cond)
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+23
-23
@@ -59,24 +59,6 @@ const ENTITY_COLOR_HOSTILE: Color = Color("#d45d5d") # Hostile/Dangerous —
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const ENTITY_COLOR_OBJECT: Color = Color("#8b8ba0") # Static objects — muted grey
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const ENTITY_COLOR_PLAYER: Color = Color("#e0e8ff") # Player character (detective)
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# D-033 color lookup by relationship string (#521)
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static func color_for_relationship(relationship: String) -> Color:
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match relationship:
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"Friendly": return ENTITY_COLOR_FRIENDLY
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"PersonOfInterest": return ENTITY_COLOR_POI
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"Hostile": return ENTITY_COLOR_HOSTILE
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"Unknown": return ENTITY_COLOR_UNKNOWN
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_: return ENTITY_COLOR_UNKNOWN
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# D-033 color lookup by entity data — uses relationship for NPCs (#521)
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static func color_for_entity_kind(entity_data: Dictionary) -> Color:
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var kind_variant: String = entity_data.get("kind", {}).get("variant", "")
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match kind_variant:
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"Player": return ENTITY_COLOR_PLAYER
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"Object", "Terrain": return ENTITY_COLOR_OBJECT
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"Npc": return color_for_relationship(entity_data.get("relationship", "Unknown"))
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_: return ENTITY_COLOR_OBJECT
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# D-048/D-056: Insert-styled UI color palette
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# Used by dialogue box, interaction list, radial menu, and other diegetic insert UI.
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const INSERT_COLOR_TEXT: Color = Color("#c8d0e0") # Default insert text — white-blue
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@@ -96,11 +78,6 @@ const FACING_INDICATOR_OFFSET: float = 14.0
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# two columns of text comfortably, leaves world game visible alongside.
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const DIALOGUE_MAX_WIDTH: int = 1200
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# D-031: Format game-minutes (0..1439) as station local time string "HH:MM".
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static func format_game_time(time_of_day: int) -> String:
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var clamped: int = clampi(time_of_day, 0, 1439)
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return "%02d:%02d" % [clamped / 60, clamped % 60]
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# Default camera zoom — used as fallback when get_camera_2d() returns null
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const CAMERA_DEFAULT_ZOOM: Vector2 = Vector2(2.0, 2.0)
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@@ -115,3 +92,26 @@ const IMPLANT_TEXT_DIM: Color = Color("#9EBFC4") # Dimmed variant — second
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const IMPLANT_PULSE_MIN: float = 0.85 # Alpha pulse floor
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const IMPLANT_PULSE_MAX: float = 1.0 # Alpha pulse ceiling
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const IMPLANT_PULSE_PERIOD: float = 2.5 # Seconds per pulse cycle
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# D-033 color lookup by relationship string (#521)
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static func color_for_relationship(relationship: String) -> Color:
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match relationship:
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"Friendly": return ENTITY_COLOR_FRIENDLY
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"PersonOfInterest": return ENTITY_COLOR_POI
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"Hostile": return ENTITY_COLOR_HOSTILE
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"Unknown": return ENTITY_COLOR_UNKNOWN
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_: return ENTITY_COLOR_UNKNOWN
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# D-033 color lookup by entity data — uses relationship for NPCs (#521)
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static func color_for_entity_kind(entity_data: Dictionary) -> Color:
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var kind_variant: String = entity_data.get("kind", {}).get("variant", "")
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match kind_variant:
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"Player": return ENTITY_COLOR_PLAYER
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"Object", "Terrain": return ENTITY_COLOR_OBJECT
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"Npc": return color_for_relationship(entity_data.get("relationship", "Unknown"))
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_: return ENTITY_COLOR_OBJECT
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# D-031: Format game-minutes (0..1439) as station local time string "HH:MM".
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static func format_game_time(time_of_day: int) -> String:
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var clamped: int = clampi(time_of_day, 0, 1439)
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return "%02d:%02d" % [clamped / 60, clamped % 60]
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@@ -93,7 +93,8 @@ func _try_extract_message() -> PackedByteArray:
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if _pending_length > MAX_MESSAGE_SIZE:
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||||
# Stream is corrupt — we can't find the next valid frame boundary.
|
||||
# Disconnect rather than silently discarding valid buffered data.
|
||||
push_error("LocalBridge: incoming message too large: %d bytes (max %d) — disconnecting" % [_pending_length, MAX_MESSAGE_SIZE])
|
||||
push_error(
|
||||
"LocalBridge: incoming message too large: %d bytes (max %d) — disconnecting" % [_pending_length, MAX_MESSAGE_SIZE])
|
||||
_corrupt = true
|
||||
_pending_length = -1
|
||||
_read_buffer.clear()
|
||||
|
||||
@@ -35,7 +35,8 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
|
||||
# Version check: reject snapshots from incompatible server
|
||||
var version: Variant = raw.get("version")
|
||||
if version != PROTOCOL_VERSION:
|
||||
push_error("Protocol: version mismatch (got %s, expected %s). Server and client are out of sync." % [version, PROTOCOL_VERSION])
|
||||
push_error(
|
||||
"Protocol: version mismatch (got %s, expected %s). Server and client are out of sync." % [version, PROTOCOL_VERSION])
|
||||
return null
|
||||
|
||||
var entities: Array[Dictionary] = []
|
||||
@@ -49,7 +50,8 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
|
||||
dropped += 1
|
||||
|
||||
if dropped > 0:
|
||||
push_error("Protocol: %d/%d entities failed to decode (D-010 information boundary violation)" % [dropped, raw_entities.size()])
|
||||
push_error(
|
||||
"Protocol: %d/%d entities failed to decode (D-010 information boundary violation)" % [dropped, raw_entities.size()])
|
||||
|
||||
# GDScript int is signed 64-bit. Rust tick is u64 but will not exceed 2^63
|
||||
# in any realistic scenario (would require ~29 billion years at 10 ticks/game-minute per D-031).
|
||||
@@ -484,12 +486,11 @@ static func _decode_verb_option(raw) -> Variant:
|
||||
static func _decode_enum_variant(raw) -> Dictionary:
|
||||
if raw is String:
|
||||
return { "variant": raw, "data": null }
|
||||
elif raw is Dictionary and raw.size() == 1:
|
||||
if raw is Dictionary and raw.size() == 1:
|
||||
var variant_name: String = raw.keys()[0]
|
||||
return { "variant": variant_name, "data": raw[variant_name] }
|
||||
else:
|
||||
push_warning("Protocol: unexpected enum encoding: %s" % str(raw))
|
||||
return { "variant": "Unknown", "data": raw }
|
||||
push_warning("Protocol: unexpected enum encoding: %s" % str(raw))
|
||||
return { "variant": "Unknown", "data": raw }
|
||||
|
||||
|
||||
# -- Encode: GDScript types → bytes to server ----------------------------------
|
||||
@@ -499,7 +500,8 @@ static func _decode_enum_variant(raw) -> Dictionary:
|
||||
## Server reads this to initialize SimRng (D-010, D-029) and select monologue pool (D-032).
|
||||
## character_archetype: "detective" → "Detective", "smuggler" → "Smuggler" (server enum variant).
|
||||
## character_visual: optional CharacterVisualDescriptor — included as "character_visual_descriptor" dict.
|
||||
static func encode_startup_message(world_seed: int, character_archetype: String = "detective", character_visual: Variant = null) -> PackedByteArray:
|
||||
static func encode_startup_message(
|
||||
world_seed: int, character_archetype: String = "detective", character_visual: Variant = null) -> PackedByteArray:
|
||||
# Map client lowercase archetype string to server PascalCase enum variant.
|
||||
# Explicit match prevents unknown strings silently reaching the server as
|
||||
# garbage enum values — fail loudly and fall back to "Detective".
|
||||
|
||||
@@ -5,6 +5,20 @@ extends RefCounted
|
||||
## interactions. Extracted from sim_bridge.gd to enforce D-020 information
|
||||
## boundary (no game logic in the production client autoload).
|
||||
|
||||
const _WALLS: Array = [
|
||||
# Room walls (8x8 room from (7,7) to (14,14))
|
||||
Vector2i(7,7), Vector2i(8,7), Vector2i(9,7), Vector2i(10,7),
|
||||
Vector2i(11,7), Vector2i(12,7), Vector2i(13,7), Vector2i(14,7),
|
||||
Vector2i(7,14), Vector2i(8,14), Vector2i(9,14), Vector2i(10,14),
|
||||
Vector2i(11,14), Vector2i(12,14), Vector2i(13,14), Vector2i(14,14),
|
||||
Vector2i(7,8), Vector2i(7,9), Vector2i(7,10), Vector2i(7,11),
|
||||
Vector2i(7,12), Vector2i(7,13),
|
||||
Vector2i(14,8), Vector2i(14,9), Vector2i(14,10), Vector2i(14,11),
|
||||
Vector2i(14,12), Vector2i(14,13),
|
||||
# Interior wall blocking NPC
|
||||
Vector2i(12, 10),
|
||||
]
|
||||
|
||||
var tick: int = 0
|
||||
var player_pos: Vector2i = Vector2i(10, 10)
|
||||
var facing: String = "North"
|
||||
@@ -116,9 +130,9 @@ func snapshot() -> Dictionary:
|
||||
"npc_entity_id": 2,
|
||||
"speech": "Haven't seen you around the transit hub before. You new to Sova, or just passing through?",
|
||||
"options": [
|
||||
{"text": "Just arrived. Still getting my bearings.", "response_id": "kael_greet_01", "priority": 1, "confrontation": false},
|
||||
{"text": "Passing through. Know where I can find work?", "response_id": "kael_greet_02", "priority": 2, "confrontation": false},
|
||||
{"text": "I saw you near the cargo bay last night.", "response_id": "kael_confront_01", "priority": 3, "confrontation": true},
|
||||
{"text": "Just arrived. Still getting my bearings.", "response_id": "kael_greet_01", "priority": 1, "confrontation": false}, # gdlint:ignore = max-line-length
|
||||
{"text": "Passing through. Know where I can find work?", "response_id": "kael_greet_02", "priority": 2, "confrontation": false}, # gdlint:ignore = max-line-length
|
||||
{"text": "I saw you near the cargo bay last night.", "response_id": "kael_confront_01", "priority": 3, "confrontation": true}, # gdlint:ignore = max-line-length
|
||||
],
|
||||
}
|
||||
|
||||
@@ -146,7 +160,7 @@ func snapshot() -> Dictionary:
|
||||
{"speaker": "Soren", "target": "Mira", "line": "Could be a logging error. Happens every... cycle."},
|
||||
{"speaker": "Mira", "target": "Soren", "line": "Not like this. Someone moved them after... check."},
|
||||
{"speaker": "Soren", "target": "Mira", "line": "You're reading too much into it. The docks are... these days."},
|
||||
{"speaker": "Mira", "target": "Soren", "line": "Then explain the weight discrepancy. Two hundred kilos... just gone."},
|
||||
{"speaker": "Mira", "target": "Soren", "line": "Then explain the weight discrepancy. Two hundred kilos... just gone."}, # gdlint:ignore = max-line-length
|
||||
{"speaker": "Soren", "target": "Mira", "line": "Fine. I'll pull the bay... tonight. But keep this between us."},
|
||||
]
|
||||
var conv_tick_interval := 5
|
||||
@@ -259,21 +273,6 @@ func _get_tile_type(x: int, y: int) -> String:
|
||||
|
||||
# -- Spatial helpers -----------------------------------------------------------
|
||||
|
||||
const _WALLS: Array = [
|
||||
# Room walls (8x8 room from (7,7) to (14,14))
|
||||
Vector2i(7,7), Vector2i(8,7), Vector2i(9,7), Vector2i(10,7),
|
||||
Vector2i(11,7), Vector2i(12,7), Vector2i(13,7), Vector2i(14,7),
|
||||
Vector2i(7,14), Vector2i(8,14), Vector2i(9,14), Vector2i(10,14),
|
||||
Vector2i(11,14), Vector2i(12,14), Vector2i(13,14), Vector2i(14,14),
|
||||
Vector2i(7,8), Vector2i(7,9), Vector2i(7,10), Vector2i(7,11),
|
||||
Vector2i(7,12), Vector2i(7,13),
|
||||
Vector2i(14,8), Vector2i(14,9), Vector2i(14,10), Vector2i(14,11),
|
||||
Vector2i(14,12), Vector2i(14,13),
|
||||
# Interior wall blocking NPC
|
||||
Vector2i(12, 10),
|
||||
]
|
||||
|
||||
|
||||
func _is_walkable(pos: Vector2i) -> bool:
|
||||
return not _WALLS.has(pos)
|
||||
|
||||
|
||||
@@ -451,7 +451,8 @@ func _load_eyebrows(_desc: CharacterVisualDescriptor) -> void:
|
||||
pass
|
||||
|
||||
|
||||
func _attach_to_bone(path: String, bone_name: String, tint: Color = Color.WHITE, render_priority: int = 0) -> BoneAttachment3D:
|
||||
func _attach_to_bone(
|
||||
path: String, bone_name: String, tint: Color = Color.WHITE, _render_priority: int = 0) -> BoneAttachment3D:
|
||||
if _skeleton == null:
|
||||
return null
|
||||
if not ResourceLoader.exists(path):
|
||||
@@ -502,14 +503,13 @@ func _attach_to_bone(path: String, bone_name: String, tint: Color = Color.WHITE,
|
||||
_apply_tinted_shader(mi, tint, mask_tex)
|
||||
inst.queue_free()
|
||||
return null
|
||||
else:
|
||||
# Unskinned — rigid attachment via BoneAttachment3D
|
||||
for mi in meshes:
|
||||
mi.get_parent().remove_child(mi)
|
||||
mi.owner = null
|
||||
attachment.add_child(mi)
|
||||
_apply_tinted_shader(mi, tint, mask_tex)
|
||||
inst.queue_free()
|
||||
# Unskinned — rigid attachment via BoneAttachment3D
|
||||
for mi in meshes:
|
||||
mi.get_parent().remove_child(mi)
|
||||
mi.owner = null
|
||||
attachment.add_child(mi)
|
||||
_apply_tinted_shader(mi, tint, mask_tex)
|
||||
inst.queue_free()
|
||||
return attachment
|
||||
|
||||
|
||||
@@ -629,7 +629,8 @@ func _load_accessories(desc: CharacterVisualDescriptor) -> void:
|
||||
# Internal — tinting (hair, accessories, bone-attached assets with tint)
|
||||
# =============================================================================
|
||||
|
||||
func _apply_tinted_shader(mi: MeshInstance3D, tint: Color, mask_tex: Texture2D = null, render_priority: int = 0) -> void:
|
||||
func _apply_tinted_shader(
|
||||
mi: MeshInstance3D, tint: Color, mask_tex: Texture2D = null, _render_priority: int = 0) -> void:
|
||||
if mi.mesh == null:
|
||||
return
|
||||
for surf in range(mi.mesh.get_surface_count()):
|
||||
|
||||
@@ -5,19 +5,11 @@ extends Node2D
|
||||
## Insert-styled cursor on z-layer 7 (UILayer CanvasLayer).
|
||||
## Detects entity hover via world-space proximity to visible entities.
|
||||
|
||||
enum State { DEFAULT, ENTITY_HOVER, OBJECT_HOVER, WEAPON_AIM }
|
||||
|
||||
# --- Public ---
|
||||
var current_state: State = State.DEFAULT
|
||||
var hovered_entity_id: int = -1
|
||||
var weapon_mode_active: bool = false
|
||||
# OQ-07 (#522): when false, verb labels are suppressed (should_show_interactions → false).
|
||||
# Cursor shape transitions still fire — the character's body still orients to targets.
|
||||
var insert_active: bool = true
|
||||
|
||||
signal state_changed(new_state: State)
|
||||
signal state_changed(new_state: int)
|
||||
signal hovered_entity_changed(entity_id: int)
|
||||
|
||||
enum State { DEFAULT, ENTITY_HOVER, OBJECT_HOVER, WEAPON_AIM }
|
||||
|
||||
# D-056 colors
|
||||
const COLOR_DEFAULT := Color("#c8d0e0")
|
||||
const COLOR_OBJECT := Color("#8b8ba0")
|
||||
@@ -31,6 +23,14 @@ const HOVER_RADIUS_PX := 16.0 # World pixels — ~half a tile
|
||||
const BRACKET_HALF := 26.0
|
||||
const BRACKET_ARM := 8.0
|
||||
|
||||
# --- Public ---
|
||||
var current_state: State = State.DEFAULT
|
||||
var hovered_entity_id: int = -1
|
||||
var weapon_mode_active: bool = false
|
||||
# OQ-07 (#522): when false, verb labels are suppressed (should_show_interactions → false).
|
||||
# Cursor shape transitions still fire — the character's body still orients to targets.
|
||||
var insert_active: bool = true
|
||||
|
||||
# --- Transition state ---
|
||||
var _target: State = State.DEFAULT
|
||||
var _t: float = 1.0
|
||||
|
||||
@@ -25,6 +25,8 @@ const ENTITY_OFFSET_Y: float = TILE_SIZE - ENTITY_HEIGHT # feet-anchored for co
|
||||
# At 12.0: ~70% there after 0.1s, ~95% after 0.25s.
|
||||
# Fast enough for Sprint snappiness, slow enough for Walk to show sliding.
|
||||
const LERP_SPEED: float = 12.0
|
||||
# #521: Color transition duration in seconds (D-033: "0.5s fade")
|
||||
const COLOR_FADE_DURATION: float = 0.5
|
||||
|
||||
var entity_nodes: Dictionary = {} # entity_id -> Node2D
|
||||
var _entity_targets: Dictionary = {} # entity_id -> Vector2 (target pixel position)
|
||||
@@ -32,9 +34,6 @@ var _entity_relationships: Dictionary = {} # #521: entity_id -> String (last re
|
||||
var _entity_tweens: Dictionary = {} # #521: entity_id -> {from: Color, target: Color, elapsed: float}
|
||||
var _entity_facing: Dictionary = {} # #540: entity_id -> String ("north"/"east"/"south"/"west")
|
||||
|
||||
# #521: Color transition duration in seconds (D-033: "0.5s fade")
|
||||
const COLOR_FADE_DURATION: float = 0.5
|
||||
|
||||
func _ready() -> void:
|
||||
print("EntityRenderer: Initialized")
|
||||
|
||||
@@ -111,7 +110,8 @@ func _create_entity_node(entity_id: int, entity_data: Dictionary) -> void:
|
||||
_entity_facing[entity_id] = direction
|
||||
var tex := _load_sprite_texture(direction)
|
||||
if tex == null:
|
||||
push_error("EntityRenderer: no texture for entity %d direction '%s' — entity will be invisible" % [entity_id, direction])
|
||||
push_error(
|
||||
"EntityRenderer: no texture for entity %d direction '%s' — entity will be invisible" % [entity_id, direction])
|
||||
entity_node.texture = tex
|
||||
|
||||
# D-033: self_modulate for relationship tinting; modulate.a is reserved for D-015 dimming.
|
||||
|
||||
@@ -5,13 +5,14 @@ extends Node2D
|
||||
## Architecture: docs/architecture/fog-shader-spec.md
|
||||
|
||||
signal fog_noise_ready
|
||||
|
||||
const TILE_SIZE := float(Constants.TILE_SIZE)
|
||||
|
||||
var _noise_ready: bool = false
|
||||
|
||||
var _fog_rect: ColorRect
|
||||
var _shader_mat: ShaderMaterial
|
||||
|
||||
const TILE_SIZE := float(Constants.TILE_SIZE)
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
# Create the fog overlay ColorRect — transparent fallback so a shader failure
|
||||
|
||||
@@ -11,11 +11,11 @@ extends TileMapLayer
|
||||
# (3,0) = object — teal
|
||||
# (4,0) = reset_plate — amber (#502)
|
||||
|
||||
enum TileType { FLOOR = 0, WALL = 1, DOOR = 2, OBJECT = 3, RESET_PLATE = 4 }
|
||||
|
||||
const TILE_SIZE: int = Constants.TILE_SIZE
|
||||
const GROUND_FLOOR: int = 0 # Server floor level for ground — filter target in update_tiles()
|
||||
|
||||
enum TileType { FLOOR = 0, WALL = 1, DOOR = 2, OBJECT = 3, RESET_PLATE = 4 }
|
||||
|
||||
# Wire-format string to TileType mapping
|
||||
const TILE_TYPE_MAP: Dictionary = {
|
||||
"floor": TileType.FLOOR,
|
||||
|
||||
@@ -13,13 +13,13 @@ extends Node2D
|
||||
# Overhead (Node2D) — z:300 ceiling/upper structure (placeholder)
|
||||
# FogOverlay (Node2D) — z:900 fog shader (OUTSIDE FogGroup)
|
||||
|
||||
var _last_tick: int = -1
|
||||
|
||||
@onready var tile_renderer = $FogGroup/FloorTiles
|
||||
@onready var fog_renderer = $FogOverlay
|
||||
@onready var entity_renderer = $FogGroup/YSortGroup/Entities
|
||||
@onready var sound_indicator_renderer = $SoundIndicators # #126 D-018 medium-range indicators
|
||||
|
||||
var _last_tick: int = -1
|
||||
|
||||
func _ready() -> void:
|
||||
print("WorldRenderer: Initialized (D-049 z-stack)")
|
||||
|
||||
|
||||
Reference in New Issue
Block a user