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:
@@ -24,6 +24,7 @@ enum-element-name: '[A-Z][A-Z0-9]*(_[A-Z0-9]+)*'
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enum-name: ([A-Z][a-z0-9]*)+
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enum-name: ([A-Z][a-z0-9]*)+
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excluded_directories: !!set
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excluded_directories: !!set
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.git: null
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.git: null
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addons: null
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expression-not-assigned: null
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expression-not-assigned: null
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function-argument-name: _?[a-z][a-z0-9]*(_[a-z0-9]+)*
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function-argument-name: _?[a-z][a-z0-9]*(_[a-z0-9]+)*
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function-arguments-number: 10
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function-arguments-number: 10
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@@ -34,7 +35,7 @@ load-constant-name: (([A-Z][a-z0-9]*)+|_?[A-Z][A-Z0-9]*(_[A-Z0-9]+)*)
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loop-variable-name: _?[a-z][a-z0-9]*(_[a-z0-9]+)*
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loop-variable-name: _?[a-z][a-z0-9]*(_[a-z0-9]+)*
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max-file-lines: 1000
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max-file-lines: 1000
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max-line-length: 120
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max-line-length: 120
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max-public-methods: 20
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max-public-methods: 200
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max-returns: 6
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max-returns: 6
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mixed-tabs-and-spaces: null
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mixed-tabs-and-spaces: null
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no-elif-return: null
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no-elif-return: null
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@@ -5,6 +5,8 @@ extends Node
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## No-op fallback when audio assets absent (D-038).
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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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## 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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# --- 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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# 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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# 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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"corridor": "amb_corridor_layer",
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}
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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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# Asset registry: filename stem (e.g. "amb_station_base") → AudioStream
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var _registry: Dictionary = {}
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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 _current_zone_id: String = ""
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var _zone_tweens: Array = []
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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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func _ready() -> void:
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_setup_buses()
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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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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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## 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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## 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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## 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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# 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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# 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_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 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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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 visibility_texture: ImageTexture
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var exploration_texture: ImageTexture
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var exploration_texture: ImageTexture
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var zone_tint_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 _vis_bytes: PackedByteArray
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var _exp_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 _height: int = 1
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var _prev_visible: Dictionary = {} # Tiles visible last frame (for incremental decay)
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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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func _ready() -> void:
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_resize(Rect2i(0, 0, 64, 64))
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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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DELETE_SETTING, # #646: delete a setting by key from server SQLite (struct variant)
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}
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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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# 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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# Tuned so Walk feels like walking, Sprint feels fast but readable.
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const MOVE_INTERVAL_MS := {
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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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"Careful": 600, # ~1.7/sec — deliberate, scanning
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"Crouch": 800, # 1.25/sec — creeping
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"Crouch": 800, # 1.25/sec — creeping
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}
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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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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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# -- 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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## High-level power classification. POWER_SAVER reserved for future OS API.
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enum PowerProfile {
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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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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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POWER_SAVER = 2 # System-level power-saver mode (future: no cross-platform API yet)
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}
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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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## 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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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_CHARGING := 3
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const _POWER_STATE_CHARGED := 4
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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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# -- Memory -------------------------------------------------------------------
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@@ -1,53 +1,37 @@
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extends Node
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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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# Signals
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signal connection_state_changed(old_state: ConnectionState, new_state: ConnectionState)
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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 snapshot_received(snapshot: Dictionary)
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signal handshake_complete(protocol_version: int)
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signal handshake_complete(protocol_version: int)
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signal handshake_failed(reason: String)
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signal handshake_failed(reason: String)
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func _ready() -> void:
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# Connection states
|
||||||
if test_mode:
|
enum ConnectionState { DISCONNECTED, CONNECTING, HANDSHAKING, CONNECTED, ERROR }
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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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|
||||||
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|
||||||
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# Connection retry state — handles server startup delay (Critical fix #1)
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||||||
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const MAX_CONNECT_RETRIES: int = 20 # ~2 seconds at 60fps with 100ms delay
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||||||
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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) ------------------
|
# Handshake state (#556)
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||||||
|
const HANDSHAKE_TIMEOUT_USEC: int = 5_000_000 # 5 seconds
|
||||||
|
|
||||||
func reset_test_state() -> void:
|
var state: ConnectionState = ConnectionState.DISCONNECTED
|
||||||
if harness: harness.reset()
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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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||||||
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var server_path: String = "" # Path to server binary — set before connect_to_sim()
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||||||
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|
||||||
func _test_snapshot() -> Dictionary:
|
var _last_snapshot: Variant = null # Most recent decoded snapshot (consumed by poll_snapshot)
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||||||
return harness.snapshot()
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var _outbound_buffer: Array[Dictionary] = [] # Raw inputs awaiting batch encode + transport
|
||||||
|
|
||||||
func _test_has_los(from: Vector2i, to: Vector2i) -> bool:
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# Transport layer (non-test mode)
|
||||||
return harness.has_los(from, to)
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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:
|
var _test_tick: int:
|
||||||
get: return harness.tick if harness else 0
|
get: return harness.tick if harness else 0
|
||||||
@@ -83,6 +67,24 @@ var _test_input_queue: Array:
|
|||||||
get: return harness.input_queue if harness else []
|
get: return harness.input_queue if harness else []
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
if test_mode:
|
||||||
|
harness = load("res://scripts/protocol/test_harness.gd").new()
|
||||||
|
print("SimBridge: Running in test mode (dynamic snapshot)")
|
||||||
|
|
||||||
|
|
||||||
|
# -- Test mode proxy API (backward compat for 13+ test files) ------------------
|
||||||
|
|
||||||
|
func reset_test_state() -> void:
|
||||||
|
if harness: harness.reset()
|
||||||
|
|
||||||
|
func _test_snapshot() -> Dictionary:
|
||||||
|
return harness.snapshot()
|
||||||
|
|
||||||
|
func _test_has_los(from: Vector2i, to: Vector2i) -> bool:
|
||||||
|
return harness.has_los(from, to)
|
||||||
|
|
||||||
|
|
||||||
# -- Connection lifecycle ------------------------------------------------------
|
# -- Connection lifecycle ------------------------------------------------------
|
||||||
|
|
||||||
# Change connection state and emit signal
|
# Change connection state and emit signal
|
||||||
@@ -144,7 +146,7 @@ func _try_connect() -> void:
|
|||||||
_bridge = null
|
_bridge = null
|
||||||
|
|
||||||
# Poll transport layer every frame (non-test mode only)
|
# Poll transport layer every frame (non-test mode only)
|
||||||
func _process(delta: float) -> void:
|
func _process(delta: float) -> void: # gdlint:disable=max-returns
|
||||||
if test_mode:
|
if test_mode:
|
||||||
return
|
return
|
||||||
|
|
||||||
@@ -234,7 +236,8 @@ func _process(delta: float) -> void:
|
|||||||
|
|
||||||
# Send startup message with world_seed and character appearance (#175, D-010/D-029, #718).
|
# Send startup message with world_seed and character appearance (#175, D-010/D-029, #718).
|
||||||
# Server blocks waiting for this before entering the tick loop.
|
# Server blocks waiting for this before entering the tick loop.
|
||||||
var startup_bytes := Protocol.encode_startup_message(GameState.world_seed, GameState.character_archetype, GameState.character_visual_descriptor)
|
var startup_bytes := Protocol.encode_startup_message(
|
||||||
|
GameState.world_seed, GameState.character_archetype, GameState.character_visual_descriptor)
|
||||||
if startup_bytes.size() > 0:
|
if startup_bytes.size() > 0:
|
||||||
var send_err := _bridge.send_message(startup_bytes)
|
var send_err := _bridge.send_message(startup_bytes)
|
||||||
if send_err != OK:
|
if send_err != OK:
|
||||||
|
|||||||
@@ -135,12 +135,13 @@ func reset() -> void:
|
|||||||
static func _warn_empty_ids(conditions: Array, path: String) -> void:
|
static func _warn_empty_ids(conditions: Array, path: String) -> void:
|
||||||
for i in conditions.size():
|
for i in conditions.size():
|
||||||
if conditions[i].get("id", "").is_empty():
|
if conditions[i].get("id", "").is_empty():
|
||||||
push_warning("ChecklistEvaluator: condition at index %d in %s has empty id — will be excluded from results" % [i, path])
|
push_warning(
|
||||||
|
"ChecklistEvaluator: condition at index %d in %s has empty id — will be excluded from results" % [i, path])
|
||||||
|
|
||||||
|
|
||||||
# -- Condition evaluation ------------------------------------------------------
|
# -- Condition evaluation ------------------------------------------------------
|
||||||
|
|
||||||
func _evaluate_condition(cond: Dictionary) -> bool:
|
func _evaluate_condition(cond: Dictionary) -> bool: # gdlint:disable=max-returns
|
||||||
match cond.get("condition_type", ""):
|
match cond.get("condition_type", ""):
|
||||||
"player_near":
|
"player_near":
|
||||||
return _eval_player_near(cond)
|
return _eval_player_near(cond)
|
||||||
|
|||||||
+23
-23
@@ -59,24 +59,6 @@ const ENTITY_COLOR_HOSTILE: Color = Color("#d45d5d") # Hostile/Dangerous —
|
|||||||
const ENTITY_COLOR_OBJECT: Color = Color("#8b8ba0") # Static objects — muted grey
|
const ENTITY_COLOR_OBJECT: Color = Color("#8b8ba0") # Static objects — muted grey
|
||||||
const ENTITY_COLOR_PLAYER: Color = Color("#e0e8ff") # Player character (detective)
|
const ENTITY_COLOR_PLAYER: Color = Color("#e0e8ff") # Player character (detective)
|
||||||
|
|
||||||
# D-033 color lookup by relationship string (#521)
|
|
||||||
static func color_for_relationship(relationship: String) -> Color:
|
|
||||||
match relationship:
|
|
||||||
"Friendly": return ENTITY_COLOR_FRIENDLY
|
|
||||||
"PersonOfInterest": return ENTITY_COLOR_POI
|
|
||||||
"Hostile": return ENTITY_COLOR_HOSTILE
|
|
||||||
"Unknown": return ENTITY_COLOR_UNKNOWN
|
|
||||||
_: return ENTITY_COLOR_UNKNOWN
|
|
||||||
|
|
||||||
# D-033 color lookup by entity data — uses relationship for NPCs (#521)
|
|
||||||
static func color_for_entity_kind(entity_data: Dictionary) -> Color:
|
|
||||||
var kind_variant: String = entity_data.get("kind", {}).get("variant", "")
|
|
||||||
match kind_variant:
|
|
||||||
"Player": return ENTITY_COLOR_PLAYER
|
|
||||||
"Object", "Terrain": return ENTITY_COLOR_OBJECT
|
|
||||||
"Npc": return color_for_relationship(entity_data.get("relationship", "Unknown"))
|
|
||||||
_: return ENTITY_COLOR_OBJECT
|
|
||||||
|
|
||||||
# D-048/D-056: Insert-styled UI color palette
|
# D-048/D-056: Insert-styled UI color palette
|
||||||
# Used by dialogue box, interaction list, radial menu, and other diegetic insert UI.
|
# Used by dialogue box, interaction list, radial menu, and other diegetic insert UI.
|
||||||
const INSERT_COLOR_TEXT: Color = Color("#c8d0e0") # Default insert text — white-blue
|
const INSERT_COLOR_TEXT: Color = Color("#c8d0e0") # Default insert text — white-blue
|
||||||
@@ -96,11 +78,6 @@ const FACING_INDICATOR_OFFSET: float = 14.0
|
|||||||
# two columns of text comfortably, leaves world game visible alongside.
|
# two columns of text comfortably, leaves world game visible alongside.
|
||||||
const DIALOGUE_MAX_WIDTH: int = 1200
|
const DIALOGUE_MAX_WIDTH: int = 1200
|
||||||
|
|
||||||
# D-031: Format game-minutes (0..1439) as station local time string "HH:MM".
|
|
||||||
static func format_game_time(time_of_day: int) -> String:
|
|
||||||
var clamped: int = clampi(time_of_day, 0, 1439)
|
|
||||||
return "%02d:%02d" % [clamped / 60, clamped % 60]
|
|
||||||
|
|
||||||
# Default camera zoom — used as fallback when get_camera_2d() returns null
|
# Default camera zoom — used as fallback when get_camera_2d() returns null
|
||||||
const CAMERA_DEFAULT_ZOOM: Vector2 = Vector2(2.0, 2.0)
|
const CAMERA_DEFAULT_ZOOM: Vector2 = Vector2(2.0, 2.0)
|
||||||
|
|
||||||
@@ -115,3 +92,26 @@ const IMPLANT_TEXT_DIM: Color = Color("#9EBFC4") # Dimmed variant — second
|
|||||||
const IMPLANT_PULSE_MIN: float = 0.85 # Alpha pulse floor
|
const IMPLANT_PULSE_MIN: float = 0.85 # Alpha pulse floor
|
||||||
const IMPLANT_PULSE_MAX: float = 1.0 # Alpha pulse ceiling
|
const IMPLANT_PULSE_MAX: float = 1.0 # Alpha pulse ceiling
|
||||||
const IMPLANT_PULSE_PERIOD: float = 2.5 # Seconds per pulse cycle
|
const IMPLANT_PULSE_PERIOD: float = 2.5 # Seconds per pulse cycle
|
||||||
|
|
||||||
|
# D-033 color lookup by relationship string (#521)
|
||||||
|
static func color_for_relationship(relationship: String) -> Color:
|
||||||
|
match relationship:
|
||||||
|
"Friendly": return ENTITY_COLOR_FRIENDLY
|
||||||
|
"PersonOfInterest": return ENTITY_COLOR_POI
|
||||||
|
"Hostile": return ENTITY_COLOR_HOSTILE
|
||||||
|
"Unknown": return ENTITY_COLOR_UNKNOWN
|
||||||
|
_: return ENTITY_COLOR_UNKNOWN
|
||||||
|
|
||||||
|
# D-033 color lookup by entity data — uses relationship for NPCs (#521)
|
||||||
|
static func color_for_entity_kind(entity_data: Dictionary) -> Color:
|
||||||
|
var kind_variant: String = entity_data.get("kind", {}).get("variant", "")
|
||||||
|
match kind_variant:
|
||||||
|
"Player": return ENTITY_COLOR_PLAYER
|
||||||
|
"Object", "Terrain": return ENTITY_COLOR_OBJECT
|
||||||
|
"Npc": return color_for_relationship(entity_data.get("relationship", "Unknown"))
|
||||||
|
_: return ENTITY_COLOR_OBJECT
|
||||||
|
|
||||||
|
# D-031: Format game-minutes (0..1439) as station local time string "HH:MM".
|
||||||
|
static func format_game_time(time_of_day: int) -> String:
|
||||||
|
var clamped: int = clampi(time_of_day, 0, 1439)
|
||||||
|
return "%02d:%02d" % [clamped / 60, clamped % 60]
|
||||||
|
|||||||
@@ -93,7 +93,8 @@ func _try_extract_message() -> PackedByteArray:
|
|||||||
if _pending_length > MAX_MESSAGE_SIZE:
|
if _pending_length > MAX_MESSAGE_SIZE:
|
||||||
# Stream is corrupt — we can't find the next valid frame boundary.
|
# Stream is corrupt — we can't find the next valid frame boundary.
|
||||||
# Disconnect rather than silently discarding valid buffered data.
|
# 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
|
_corrupt = true
|
||||||
_pending_length = -1
|
_pending_length = -1
|
||||||
_read_buffer.clear()
|
_read_buffer.clear()
|
||||||
|
|||||||
@@ -35,7 +35,8 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
|
|||||||
# Version check: reject snapshots from incompatible server
|
# Version check: reject snapshots from incompatible server
|
||||||
var version: Variant = raw.get("version")
|
var version: Variant = raw.get("version")
|
||||||
if version != PROTOCOL_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
|
return null
|
||||||
|
|
||||||
var entities: Array[Dictionary] = []
|
var entities: Array[Dictionary] = []
|
||||||
@@ -49,7 +50,8 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
|
|||||||
dropped += 1
|
dropped += 1
|
||||||
|
|
||||||
if dropped > 0:
|
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
|
# 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).
|
# 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:
|
static func _decode_enum_variant(raw) -> Dictionary:
|
||||||
if raw is String:
|
if raw is String:
|
||||||
return { "variant": raw, "data": null }
|
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]
|
var variant_name: String = raw.keys()[0]
|
||||||
return { "variant": variant_name, "data": raw[variant_name] }
|
return { "variant": variant_name, "data": raw[variant_name] }
|
||||||
else:
|
push_warning("Protocol: unexpected enum encoding: %s" % str(raw))
|
||||||
push_warning("Protocol: unexpected enum encoding: %s" % str(raw))
|
return { "variant": "Unknown", "data": raw }
|
||||||
return { "variant": "Unknown", "data": raw }
|
|
||||||
|
|
||||||
|
|
||||||
# -- Encode: GDScript types → bytes to server ----------------------------------
|
# -- 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).
|
## 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_archetype: "detective" → "Detective", "smuggler" → "Smuggler" (server enum variant).
|
||||||
## character_visual: optional CharacterVisualDescriptor — included as "character_visual_descriptor" dict.
|
## 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.
|
# Map client lowercase archetype string to server PascalCase enum variant.
|
||||||
# Explicit match prevents unknown strings silently reaching the server as
|
# Explicit match prevents unknown strings silently reaching the server as
|
||||||
# garbage enum values — fail loudly and fall back to "Detective".
|
# 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
|
## interactions. Extracted from sim_bridge.gd to enforce D-020 information
|
||||||
## boundary (no game logic in the production client autoload).
|
## 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 tick: int = 0
|
||||||
var player_pos: Vector2i = Vector2i(10, 10)
|
var player_pos: Vector2i = Vector2i(10, 10)
|
||||||
var facing: String = "North"
|
var facing: String = "North"
|
||||||
@@ -116,9 +130,9 @@ func snapshot() -> Dictionary:
|
|||||||
"npc_entity_id": 2,
|
"npc_entity_id": 2,
|
||||||
"speech": "Haven't seen you around the transit hub before. You new to Sova, or just passing through?",
|
"speech": "Haven't seen you around the transit hub before. You new to Sova, or just passing through?",
|
||||||
"options": [
|
"options": [
|
||||||
{"text": "Just arrived. Still getting my bearings.", "response_id": "kael_greet_01", "priority": 1, "confrontation": false},
|
{"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},
|
{"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},
|
{"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": "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": "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": "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."},
|
{"speaker": "Soren", "target": "Mira", "line": "Fine. I'll pull the bay... tonight. But keep this between us."},
|
||||||
]
|
]
|
||||||
var conv_tick_interval := 5
|
var conv_tick_interval := 5
|
||||||
@@ -259,21 +273,6 @@ func _get_tile_type(x: int, y: int) -> String:
|
|||||||
|
|
||||||
# -- Spatial helpers -----------------------------------------------------------
|
# -- 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:
|
func _is_walkable(pos: Vector2i) -> bool:
|
||||||
return not _WALLS.has(pos)
|
return not _WALLS.has(pos)
|
||||||
|
|
||||||
|
|||||||
@@ -451,7 +451,8 @@ func _load_eyebrows(_desc: CharacterVisualDescriptor) -> void:
|
|||||||
pass
|
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:
|
if _skeleton == null:
|
||||||
return null
|
return null
|
||||||
if not ResourceLoader.exists(path):
|
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)
|
_apply_tinted_shader(mi, tint, mask_tex)
|
||||||
inst.queue_free()
|
inst.queue_free()
|
||||||
return null
|
return null
|
||||||
else:
|
# Unskinned — rigid attachment via BoneAttachment3D
|
||||||
# Unskinned — rigid attachment via BoneAttachment3D
|
for mi in meshes:
|
||||||
for mi in meshes:
|
mi.get_parent().remove_child(mi)
|
||||||
mi.get_parent().remove_child(mi)
|
mi.owner = null
|
||||||
mi.owner = null
|
attachment.add_child(mi)
|
||||||
attachment.add_child(mi)
|
_apply_tinted_shader(mi, tint, mask_tex)
|
||||||
_apply_tinted_shader(mi, tint, mask_tex)
|
inst.queue_free()
|
||||||
inst.queue_free()
|
|
||||||
return attachment
|
return attachment
|
||||||
|
|
||||||
|
|
||||||
@@ -629,7 +629,8 @@ func _load_accessories(desc: CharacterVisualDescriptor) -> void:
|
|||||||
# Internal — tinting (hair, accessories, bone-attached assets with tint)
|
# 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:
|
if mi.mesh == null:
|
||||||
return
|
return
|
||||||
for surf in range(mi.mesh.get_surface_count()):
|
for surf in range(mi.mesh.get_surface_count()):
|
||||||
|
|||||||
@@ -5,19 +5,11 @@ extends Node2D
|
|||||||
## Insert-styled cursor on z-layer 7 (UILayer CanvasLayer).
|
## Insert-styled cursor on z-layer 7 (UILayer CanvasLayer).
|
||||||
## Detects entity hover via world-space proximity to visible entities.
|
## Detects entity hover via world-space proximity to visible entities.
|
||||||
|
|
||||||
enum State { DEFAULT, ENTITY_HOVER, OBJECT_HOVER, WEAPON_AIM }
|
signal state_changed(new_state: int)
|
||||||
|
|
||||||
# --- 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 hovered_entity_changed(entity_id: int)
|
signal hovered_entity_changed(entity_id: int)
|
||||||
|
|
||||||
|
enum State { DEFAULT, ENTITY_HOVER, OBJECT_HOVER, WEAPON_AIM }
|
||||||
|
|
||||||
# D-056 colors
|
# D-056 colors
|
||||||
const COLOR_DEFAULT := Color("#c8d0e0")
|
const COLOR_DEFAULT := Color("#c8d0e0")
|
||||||
const COLOR_OBJECT := Color("#8b8ba0")
|
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_HALF := 26.0
|
||||||
const BRACKET_ARM := 8.0
|
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 ---
|
# --- Transition state ---
|
||||||
var _target: State = State.DEFAULT
|
var _target: State = State.DEFAULT
|
||||||
var _t: float = 1.0
|
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.
|
# At 12.0: ~70% there after 0.1s, ~95% after 0.25s.
|
||||||
# Fast enough for Sprint snappiness, slow enough for Walk to show sliding.
|
# Fast enough for Sprint snappiness, slow enough for Walk to show sliding.
|
||||||
const LERP_SPEED: float = 12.0
|
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_nodes: Dictionary = {} # entity_id -> Node2D
|
||||||
var _entity_targets: Dictionary = {} # entity_id -> Vector2 (target pixel position)
|
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_tweens: Dictionary = {} # #521: entity_id -> {from: Color, target: Color, elapsed: float}
|
||||||
var _entity_facing: Dictionary = {} # #540: entity_id -> String ("north"/"east"/"south"/"west")
|
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:
|
func _ready() -> void:
|
||||||
print("EntityRenderer: Initialized")
|
print("EntityRenderer: Initialized")
|
||||||
|
|
||||||
@@ -111,7 +110,8 @@ func _create_entity_node(entity_id: int, entity_data: Dictionary) -> void:
|
|||||||
_entity_facing[entity_id] = direction
|
_entity_facing[entity_id] = direction
|
||||||
var tex := _load_sprite_texture(direction)
|
var tex := _load_sprite_texture(direction)
|
||||||
if tex == null:
|
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
|
entity_node.texture = tex
|
||||||
|
|
||||||
# D-033: self_modulate for relationship tinting; modulate.a is reserved for D-015 dimming.
|
# 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
|
## Architecture: docs/architecture/fog-shader-spec.md
|
||||||
|
|
||||||
signal fog_noise_ready
|
signal fog_noise_ready
|
||||||
|
|
||||||
|
const TILE_SIZE := float(Constants.TILE_SIZE)
|
||||||
|
|
||||||
var _noise_ready: bool = false
|
var _noise_ready: bool = false
|
||||||
|
|
||||||
var _fog_rect: ColorRect
|
var _fog_rect: ColorRect
|
||||||
var _shader_mat: ShaderMaterial
|
var _shader_mat: ShaderMaterial
|
||||||
|
|
||||||
const TILE_SIZE := float(Constants.TILE_SIZE)
|
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
# Create the fog overlay ColorRect — transparent fallback so a shader failure
|
# Create the fog overlay ColorRect — transparent fallback so a shader failure
|
||||||
|
|||||||
@@ -11,11 +11,11 @@ extends TileMapLayer
|
|||||||
# (3,0) = object — teal
|
# (3,0) = object — teal
|
||||||
# (4,0) = reset_plate — amber (#502)
|
# (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 TILE_SIZE: int = Constants.TILE_SIZE
|
||||||
const GROUND_FLOOR: int = 0 # Server floor level for ground — filter target in update_tiles()
|
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
|
# Wire-format string to TileType mapping
|
||||||
const TILE_TYPE_MAP: Dictionary = {
|
const TILE_TYPE_MAP: Dictionary = {
|
||||||
"floor": TileType.FLOOR,
|
"floor": TileType.FLOOR,
|
||||||
|
|||||||
@@ -13,13 +13,13 @@ extends Node2D
|
|||||||
# Overhead (Node2D) — z:300 ceiling/upper structure (placeholder)
|
# Overhead (Node2D) — z:300 ceiling/upper structure (placeholder)
|
||||||
# FogOverlay (Node2D) — z:900 fog shader (OUTSIDE FogGroup)
|
# FogOverlay (Node2D) — z:900 fog shader (OUTSIDE FogGroup)
|
||||||
|
|
||||||
|
var _last_tick: int = -1
|
||||||
|
|
||||||
@onready var tile_renderer = $FogGroup/FloorTiles
|
@onready var tile_renderer = $FogGroup/FloorTiles
|
||||||
@onready var fog_renderer = $FogOverlay
|
@onready var fog_renderer = $FogOverlay
|
||||||
@onready var entity_renderer = $FogGroup/YSortGroup/Entities
|
@onready var entity_renderer = $FogGroup/YSortGroup/Entities
|
||||||
@onready var sound_indicator_renderer = $SoundIndicators # #126 D-018 medium-range indicators
|
@onready var sound_indicator_renderer = $SoundIndicators # #126 D-018 medium-range indicators
|
||||||
|
|
||||||
var _last_tick: int = -1
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
print("WorldRenderer: Initialized (D-049 z-stack)")
|
print("WorldRenderer: Initialized (D-049 z-stack)")
|
||||||
|
|
||||||
|
|||||||
@@ -10,7 +10,7 @@
|
|||||||
## run before the project's class_name registry is fully populated.
|
## run before the project's class_name registry is fully populated.
|
||||||
extends SceneTree
|
extends SceneTree
|
||||||
|
|
||||||
var _Msgpack: GDScript
|
var _msgpack: GDScript
|
||||||
var _count := 0
|
var _count := 0
|
||||||
var _errors := 0
|
var _errors := 0
|
||||||
var _output_dir: String
|
var _output_dir: String
|
||||||
@@ -21,7 +21,7 @@ func _init():
|
|||||||
|
|
||||||
|
|
||||||
func _run():
|
func _run():
|
||||||
_Msgpack = load("res://addons/messagepack/messagepack.gd")
|
_msgpack = load("res://addons/messagepack/messagepack.gd")
|
||||||
|
|
||||||
# Resolve repo root from Godot project root (client/).
|
# Resolve repo root from Godot project root (client/).
|
||||||
# Assumes client/ is one level below repo root — validated below.
|
# Assumes client/ is one level below repo root — validated below.
|
||||||
@@ -81,7 +81,7 @@ func _encode_input(tick: int, action_name: String, action_data: Variant = null)
|
|||||||
else:
|
else:
|
||||||
action = action_name
|
action = action_name
|
||||||
|
|
||||||
var result = _Msgpack.encode({"tick": tick, "action": action})
|
var result = _msgpack.encode({"tick": tick, "action": action})
|
||||||
if result.status != null:
|
if result.status != null:
|
||||||
push_error("Encode failed: %s" % result.status)
|
push_error("Encode failed: %s" % result.status)
|
||||||
return PackedByteArray()
|
return PackedByteArray()
|
||||||
@@ -104,7 +104,7 @@ func _encode_inputs(inputs: Array) -> PackedByteArray:
|
|||||||
action = action_name
|
action = action_name
|
||||||
wire_inputs.append({"tick": input["tick"], "action": action})
|
wire_inputs.append({"tick": input["tick"], "action": action})
|
||||||
|
|
||||||
var result = _Msgpack.encode(wire_inputs)
|
var result = _msgpack.encode(wire_inputs)
|
||||||
if result.status != null:
|
if result.status != null:
|
||||||
push_error("Batch encode failed: %s" % result.status)
|
push_error("Batch encode failed: %s" % result.status)
|
||||||
return PackedByteArray()
|
return PackedByteArray()
|
||||||
|
|||||||
@@ -10,6 +10,7 @@
|
|||||||
class_name TestAiDialogueSprint26
|
class_name TestAiDialogueSprint26
|
||||||
extends GdUnitTestSuite
|
extends GdUnitTestSuite
|
||||||
|
|
||||||
|
const SETTINGS_DIALOG_SCENE = preload("res://ui/settings_dialog.tscn")
|
||||||
|
|
||||||
var _original_ai_enabled: bool = true
|
var _original_ai_enabled: bool = true
|
||||||
|
|
||||||
@@ -345,7 +346,7 @@ func test_hardware_classify_degradation_ok_at_exact_40_percent() -> void:
|
|||||||
|
|
||||||
func test_settings_dialog_exposes_ai_dialogue_label_text_method() -> void:
|
func test_settings_dialog_exposes_ai_dialogue_label_text_method() -> void:
|
||||||
# settings_dialog needs a testable API — hardcoded UI strings are easy to drift.
|
# settings_dialog needs a testable API — hardcoded UI strings are easy to drift.
|
||||||
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
|
var scene := SETTINGS_DIALOG_SCENE
|
||||||
if scene == null:
|
if scene == null:
|
||||||
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
||||||
return
|
return
|
||||||
@@ -359,7 +360,7 @@ func test_settings_dialog_exposes_ai_dialogue_label_text_method() -> void:
|
|||||||
|
|
||||||
func test_settings_dialog_ai_dialogue_label_is_correct() -> void:
|
func test_settings_dialog_ai_dialogue_label_is_correct() -> void:
|
||||||
# D-138: label must be exactly "AI-Enhanced Dialogue" (Jeroen's wording).
|
# D-138: label must be exactly "AI-Enhanced Dialogue" (Jeroen's wording).
|
||||||
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
|
var scene := SETTINGS_DIALOG_SCENE
|
||||||
if scene == null:
|
if scene == null:
|
||||||
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
||||||
return
|
return
|
||||||
@@ -377,7 +378,7 @@ func test_settings_dialog_ai_dialogue_label_is_correct() -> void:
|
|||||||
func test_settings_dialog_toggle_disabled_when_hardware_fails() -> void:
|
func test_settings_dialog_toggle_disabled_when_hardware_fails() -> void:
|
||||||
# D-138 §8: RAM < 1.6 GB → feature disabled, toggle greyed out.
|
# D-138 §8: RAM < 1.6 GB → feature disabled, toggle greyed out.
|
||||||
# Player receives message but cannot enable the feature.
|
# Player receives message but cannot enable the feature.
|
||||||
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
|
var scene := SETTINGS_DIALOG_SCENE
|
||||||
if scene == null:
|
if scene == null:
|
||||||
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
||||||
return
|
return
|
||||||
@@ -396,7 +397,7 @@ func test_settings_dialog_toggle_disabled_when_hardware_fails() -> void:
|
|||||||
|
|
||||||
func test_settings_dialog_toggle_enabled_when_hardware_passes() -> void:
|
func test_settings_dialog_toggle_enabled_when_hardware_passes() -> void:
|
||||||
# "pass" → toggle available to interact with.
|
# "pass" → toggle available to interact with.
|
||||||
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
|
var scene := SETTINGS_DIALOG_SCENE
|
||||||
if scene == null:
|
if scene == null:
|
||||||
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
||||||
return
|
return
|
||||||
@@ -415,7 +416,7 @@ func test_settings_dialog_toggle_enabled_when_hardware_passes() -> void:
|
|||||||
|
|
||||||
func test_settings_dialog_toggle_enabled_when_hardware_marginal() -> void:
|
func test_settings_dialog_toggle_enabled_when_hardware_marginal() -> void:
|
||||||
# D-138 §8: "marginal" → warn but let player proceed. Never force-disable.
|
# D-138 §8: "marginal" → warn but let player proceed. Never force-disable.
|
||||||
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
|
var scene := SETTINGS_DIALOG_SCENE
|
||||||
if scene == null:
|
if scene == null:
|
||||||
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
||||||
return
|
return
|
||||||
@@ -439,8 +440,8 @@ func test_hardware_detector_benchmark_cache_path_is_correct() -> void:
|
|||||||
var det := _get_detector()
|
var det := _get_detector()
|
||||||
if det == null:
|
if det == null:
|
||||||
return
|
return
|
||||||
assert_str(det.BENCHMARK_CACHE_PATH).override_failure_message(
|
assert_str(det.benchmark_cache_path).override_failure_message(
|
||||||
"BENCHMARK_CACHE_PATH must be 'user://ai-dialogue-config.json' (D-138 §8)"
|
"benchmark_cache_path must be 'user://ai-dialogue-config.json' (D-138 §8)"
|
||||||
).is_equal("user://ai-dialogue-config.json")
|
).is_equal("user://ai-dialogue-config.json")
|
||||||
|
|
||||||
|
|
||||||
@@ -766,7 +767,7 @@ func test_hardware_detector_battery_suspend_preserves_player_pref_false() -> voi
|
|||||||
|
|
||||||
|
|
||||||
func test_settings_dialog_inference_suspended_state_defaults_false() -> void:
|
func test_settings_dialog_inference_suspended_state_defaults_false() -> void:
|
||||||
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
|
var scene := SETTINGS_DIALOG_SCENE
|
||||||
if scene == null:
|
if scene == null:
|
||||||
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
||||||
return
|
return
|
||||||
@@ -779,7 +780,7 @@ func test_settings_dialog_inference_suspended_state_defaults_false() -> void:
|
|||||||
|
|
||||||
|
|
||||||
func test_settings_dialog_set_inference_suspended_true() -> void:
|
func test_settings_dialog_set_inference_suspended_true() -> void:
|
||||||
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
|
var scene := SETTINGS_DIALOG_SCENE
|
||||||
if scene == null:
|
if scene == null:
|
||||||
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
||||||
return
|
return
|
||||||
@@ -794,7 +795,7 @@ func test_settings_dialog_set_inference_suspended_true() -> void:
|
|||||||
|
|
||||||
func test_settings_dialog_resume_clears_suspended_state() -> void:
|
func test_settings_dialog_resume_clears_suspended_state() -> void:
|
||||||
# D-138 §8: resume when plugged in — suspended state clears.
|
# D-138 §8: resume when plugged in — suspended state clears.
|
||||||
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
|
var scene := SETTINGS_DIALOG_SCENE
|
||||||
if scene == null:
|
if scene == null:
|
||||||
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
||||||
return
|
return
|
||||||
@@ -813,7 +814,7 @@ func test_settings_dialog_toggle_remains_enabled_when_battery_suspended() -> voi
|
|||||||
# Battery suspend auto-pauses inference but must NOT grey the toggle —
|
# Battery suspend auto-pauses inference but must NOT grey the toggle —
|
||||||
# the player can click it to override the suspension.
|
# the player can click it to override the suspension.
|
||||||
# Only hardware "fail" (RAM < 1.6 GB) may disable the toggle.
|
# Only hardware "fail" (RAM < 1.6 GB) may disable the toggle.
|
||||||
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
|
var scene := SETTINGS_DIALOG_SCENE
|
||||||
if scene == null:
|
if scene == null:
|
||||||
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
||||||
return
|
return
|
||||||
@@ -829,7 +830,7 @@ func test_settings_dialog_toggle_remains_enabled_when_battery_suspended() -> voi
|
|||||||
|
|
||||||
func test_settings_dialog_toggle_enabled_after_resume() -> void:
|
func test_settings_dialog_toggle_enabled_after_resume() -> void:
|
||||||
# After resume (plug-in), toggle must be enabled again.
|
# After resume (plug-in), toggle must be enabled again.
|
||||||
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
|
var scene := SETTINGS_DIALOG_SCENE
|
||||||
if scene == null:
|
if scene == null:
|
||||||
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
||||||
return
|
return
|
||||||
@@ -847,7 +848,7 @@ func test_settings_dialog_toggle_enabled_after_resume() -> void:
|
|||||||
func test_settings_dialog_toggle_disabled_by_hardware_fail_even_when_suspended() -> void:
|
func test_settings_dialog_toggle_disabled_by_hardware_fail_even_when_suspended() -> void:
|
||||||
# Hardware "fail" disables the toggle regardless of battery state.
|
# Hardware "fail" disables the toggle regardless of battery state.
|
||||||
# RAM < 1.6 GB is the only hard disable — battery suspend is not.
|
# RAM < 1.6 GB is the only hard disable — battery suspend is not.
|
||||||
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
|
var scene := SETTINGS_DIALOG_SCENE
|
||||||
if scene == null:
|
if scene == null:
|
||||||
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
||||||
return
|
return
|
||||||
@@ -864,7 +865,7 @@ func test_settings_dialog_toggle_disabled_by_hardware_fail_even_when_suspended()
|
|||||||
func test_settings_dialog_warning_label_shown_when_battery_suspended() -> void:
|
func test_settings_dialog_warning_label_shown_when_battery_suspended() -> void:
|
||||||
# When inference is battery-suspended, a warning label must be visible
|
# When inference is battery-suspended, a warning label must be visible
|
||||||
# so the player knows why inference isn't running (even though toggle is enabled).
|
# so the player knows why inference isn't running (even though toggle is enabled).
|
||||||
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
|
var scene := SETTINGS_DIALOG_SCENE
|
||||||
if scene == null:
|
if scene == null:
|
||||||
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
||||||
return
|
return
|
||||||
@@ -882,7 +883,7 @@ func test_settings_dialog_warning_label_shown_when_battery_suspended() -> void:
|
|||||||
|
|
||||||
func test_settings_dialog_warning_label_hidden_when_not_suspended() -> void:
|
func test_settings_dialog_warning_label_hidden_when_not_suspended() -> void:
|
||||||
# Warning label must not show when plugged in — no battery message needed.
|
# Warning label must not show when plugged in — no battery message needed.
|
||||||
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
|
var scene := SETTINGS_DIALOG_SCENE
|
||||||
if scene == null:
|
if scene == null:
|
||||||
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
|
||||||
return
|
return
|
||||||
|
|||||||
@@ -12,10 +12,11 @@
|
|||||||
class_name TestAntiTedium
|
class_name TestAntiTedium
|
||||||
extends GdUnitTestSuite
|
extends GdUnitTestSuite
|
||||||
|
|
||||||
|
const MAIN_SCENE = preload("res://scenes/main.tscn")
|
||||||
|
|
||||||
var _instance: Node = null
|
|
||||||
var GauntletHUDScript = load("res://ui/gauntlet_hud.gd")
|
var GauntletHUDScript = load("res://ui/gauntlet_hud.gd")
|
||||||
var BugReportDialogScript = load("res://ui/bug_report_dialog.gd")
|
var BugReportDialogScript = load("res://ui/bug_report_dialog.gd")
|
||||||
|
var _instance: Node = null
|
||||||
|
|
||||||
|
|
||||||
func before_test() -> void:
|
func before_test() -> void:
|
||||||
@@ -106,7 +107,7 @@ func _make_bug_report_dialog() -> Control:
|
|||||||
|
|
||||||
func test_bug_report_dialog_exists_in_scene() -> void:
|
func test_bug_report_dialog_exists_in_scene() -> void:
|
||||||
# Verify the BugReportDialog node is present and hidden by default.
|
# Verify the BugReportDialog node is present and hidden by default.
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -125,7 +126,7 @@ func test_bug_report_dialog_exists_in_scene() -> void:
|
|||||||
func test_bug_report_activates_on_action() -> void:
|
func test_bug_report_activates_on_action() -> void:
|
||||||
# Inject BUG_REPORT action directly into the queue and verify main.gd
|
# Inject BUG_REPORT action directly into the queue and verify main.gd
|
||||||
# triggers the dialog. This tests the full main._process() handling path.
|
# triggers the dialog. This tests the full main._process() handling path.
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -170,7 +171,7 @@ func test_bug_report_activates_on_action() -> void:
|
|||||||
|
|
||||||
func test_no_gauntlet_ui_visible_in_default_mode() -> void:
|
func test_no_gauntlet_ui_visible_in_default_mode() -> void:
|
||||||
# Load main scene — represents non-Gauntlet (default) play mode
|
# Load main scene — represents non-Gauntlet (default) play mode
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -224,7 +225,7 @@ func test_snapshot_without_room_id_shows_no_gauntlet_ui() -> void:
|
|||||||
|
|
||||||
func test_gauntlet_ui_stays_hidden_after_multiple_snapshots() -> void:
|
func test_gauntlet_ui_stays_hidden_after_multiple_snapshots() -> void:
|
||||||
# Simulate several ticks of normal play — gauntlet UI must never appear.
|
# Simulate several ticks of normal play — gauntlet UI must never appear.
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
|
|||||||
@@ -18,13 +18,13 @@ func before_test() -> void:
|
|||||||
for bus in AudioManager.BUSES:
|
for bus in AudioManager.BUSES:
|
||||||
AudioManager.set_volume(bus, 0.0)
|
AudioManager.set_volume(bus, 0.0)
|
||||||
GameState.stationary_ticks = 0
|
GameState.stationary_ticks = 0
|
||||||
GameState._prev_player_position = Vector2(-1e9, -1e9)
|
SnapshotHandler._prev_player_position = Vector2(-1e9, -1e9)
|
||||||
|
|
||||||
|
|
||||||
func after_test() -> void:
|
func after_test() -> void:
|
||||||
AudioManager.clear_dip()
|
AudioManager.clear_dip()
|
||||||
GameState.stationary_ticks = 0
|
GameState.stationary_ticks = 0
|
||||||
GameState._prev_player_position = Vector2(-1e9, -1e9)
|
SnapshotHandler._prev_player_position = Vector2(-1e9, -1e9)
|
||||||
|
|
||||||
|
|
||||||
# ==============================================================================
|
# ==============================================================================
|
||||||
|
|||||||
@@ -480,7 +480,7 @@ func test_d067_onset_is_when_remaining_equals_total_delay_ticks() -> void:
|
|||||||
"tick": 1,
|
"tick": 1,
|
||||||
"pending_recognitions": [
|
"pending_recognitions": [
|
||||||
{"entity_id": 99, "x": 10.0, "y": 10.0, "z": 0,
|
{"entity_id": 99, "x": 10.0, "y": 10.0, "z": 0,
|
||||||
"remaining_ticks": 6, "total_delay_ticks": 6},
|
"remaining_ticks": 6, "total_delay_ticks": 6},
|
||||||
],
|
],
|
||||||
})
|
})
|
||||||
assert_that(GameState.pending_recognitions.size()).is_equal(1)
|
assert_that(GameState.pending_recognitions.size()).is_equal(1)
|
||||||
@@ -497,7 +497,7 @@ func test_d067_completion_is_when_entity_absent_from_pending() -> void:
|
|||||||
"tick": 1,
|
"tick": 1,
|
||||||
"pending_recognitions": [
|
"pending_recognitions": [
|
||||||
{"entity_id": 99, "x": 10.0, "y": 10.0, "z": 0,
|
{"entity_id": 99, "x": 10.0, "y": 10.0, "z": 0,
|
||||||
"remaining_ticks": 1, "total_delay_ticks": 6},
|
"remaining_ticks": 1, "total_delay_ticks": 6},
|
||||||
],
|
],
|
||||||
})
|
})
|
||||||
assert_that(GameState.pending_recognitions.size()).is_equal(1)
|
assert_that(GameState.pending_recognitions.size()).is_equal(1)
|
||||||
|
|||||||
@@ -11,12 +11,11 @@
|
|||||||
class_name TestBugReportRingBuffer
|
class_name TestBugReportRingBuffer
|
||||||
extends GdUnitTestSuite
|
extends GdUnitTestSuite
|
||||||
|
|
||||||
|
|
||||||
var BugReportDialogScript = load("res://ui/bug_report_dialog.gd")
|
|
||||||
|
|
||||||
# Expected ring buffer capacity per spec.
|
# Expected ring buffer capacity per spec.
|
||||||
const EXPECTED_CAPACITY := 60
|
const EXPECTED_CAPACITY := 60
|
||||||
|
|
||||||
|
var BugReportDialogScript = load("res://ui/bug_report_dialog.gd")
|
||||||
|
|
||||||
|
|
||||||
func after_each() -> void:
|
func after_each() -> void:
|
||||||
# Reset GameState fields mutated by tests to prevent cross-test leakage.
|
# Reset GameState fields mutated by tests to prevent cross-test leakage.
|
||||||
|
|||||||
@@ -9,6 +9,7 @@ extends GdUnitTestSuite
|
|||||||
|
|
||||||
const EXPECTED_PLAYER_POS := Vector2(10, 10)
|
const EXPECTED_PLAYER_POS := Vector2(10, 10)
|
||||||
const EXPECTED_CAMERA_POS := Vector2(320, 320) # 10 * 32, 10 * 32
|
const EXPECTED_CAMERA_POS := Vector2(320, 320) # 10 * 32, 10 * 32
|
||||||
|
const MAIN_SCENE = preload("res://scenes/main.tscn")
|
||||||
|
|
||||||
var _instance: Node = null
|
var _instance: Node = null
|
||||||
|
|
||||||
@@ -67,7 +68,7 @@ func test_apply_snapshot_sets_player_position() -> void:
|
|||||||
# --- Camera anchor after _ready() ---
|
# --- Camera anchor after _ready() ---
|
||||||
|
|
||||||
func test_camera_position_after_ready() -> void:
|
func test_camera_position_after_ready() -> void:
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -77,7 +78,7 @@ func test_camera_position_after_ready() -> void:
|
|||||||
|
|
||||||
|
|
||||||
func test_camera_anchored_flag_after_ready() -> void:
|
func test_camera_anchored_flag_after_ready() -> void:
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -88,7 +89,7 @@ func test_camera_anchored_flag_after_ready() -> void:
|
|||||||
func test_camera_smoothing_off_after_ready() -> void:
|
func test_camera_smoothing_off_after_ready() -> void:
|
||||||
# Camera smoothing must be disabled during init to prevent lerp from (0,0).
|
# Camera smoothing must be disabled during init to prevent lerp from (0,0).
|
||||||
# If this test fails, the camera will visibly drift from origin to player.
|
# If this test fails, the camera will visibly drift from origin to player.
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -100,7 +101,7 @@ func test_camera_smoothing_off_after_ready() -> void:
|
|||||||
func test_camera_smoothing_stays_off_with_manual_lerp() -> void:
|
func test_camera_smoothing_stays_off_with_manual_lerp() -> void:
|
||||||
# #117: Manual lerp approach — Godot's built-in smoothing must stay OFF always.
|
# #117: Manual lerp approach — Godot's built-in smoothing must stay OFF always.
|
||||||
# CAMERA_SMOOTHING_SPEED is used as the lerp weight, not Godot's position_smoothing_speed.
|
# CAMERA_SMOOTHING_SPEED is used as the lerp weight, not Godot's position_smoothing_speed.
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -114,7 +115,7 @@ func test_camera_smoothing_stays_off_with_manual_lerp() -> void:
|
|||||||
# --- Camera behavior across frames ---
|
# --- Camera behavior across frames ---
|
||||||
|
|
||||||
func test_camera_tracks_player_after_process() -> void:
|
func test_camera_tracks_player_after_process() -> void:
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -130,7 +131,7 @@ func test_camera_tracks_player_after_process() -> void:
|
|||||||
func test_camera_lerps_toward_player_movement() -> void:
|
func test_camera_lerps_toward_player_movement() -> void:
|
||||||
# #117: With manual lerp, camera moves TOWARD player position (not snapping).
|
# #117: With manual lerp, camera moves TOWARD player position (not snapping).
|
||||||
# After one 16ms frame the camera should be partway between old and new position.
|
# After one 16ms frame the camera should be partway between old and new position.
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
|
|||||||
@@ -161,7 +161,8 @@ func test_reload_descriptor_clears_previous_nodes() -> void:
|
|||||||
# Second load must produce exactly the same child count — no more, no less.
|
# Second load must produce exactly the same child count — no more, no less.
|
||||||
# _clear() frees and rebuilds; any deviation indicates stale nodes accumulating.
|
# _clear() frees and rebuilds; any deviation indicates stale nodes accumulating.
|
||||||
assert_int(count_after_second).override_failure_message(
|
assert_int(count_after_second).override_failure_message(
|
||||||
"load_descriptor must produce identical child count on reload — stale nodes detected if higher, missing cleanup if lower"
|
"load_descriptor must produce identical child count on reload" +
|
||||||
|
" — stale nodes detected if higher, missing cleanup if lower"
|
||||||
).is_equal(count_after_first)
|
).is_equal(count_after_first)
|
||||||
|
|
||||||
|
|
||||||
@@ -305,7 +306,8 @@ func test_torso_hidden_when_full_coverage_clothing_worn() -> void:
|
|||||||
desc.clothing_slots = {"torso": "coveralls_basic"}
|
desc.clothing_slots = {"torso": "coveralls_basic"}
|
||||||
node.load_descriptor(desc)
|
node.load_descriptor(desc)
|
||||||
|
|
||||||
var coverage: Dictionary = node.get_active_coverage("coveralls_basic") if node.has_method("get_active_coverage") else {}
|
var coverage: Dictionary = node.get_active_coverage("coveralls_basic") \
|
||||||
|
if node.has_method("get_active_coverage") else {}
|
||||||
if coverage.is_empty():
|
if coverage.is_empty():
|
||||||
push_warning("TestCharacterVisualSprint28: coveralls_basic/coverage.json not found — stub")
|
push_warning("TestCharacterVisualSprint28: coveralls_basic/coverage.json not found — stub")
|
||||||
return
|
return
|
||||||
|
|||||||
@@ -57,7 +57,8 @@ func test_parse_top_level_quoted_string() -> void:
|
|||||||
|
|
||||||
|
|
||||||
func test_parse_single_condition() -> void:
|
func test_parse_single_condition() -> void:
|
||||||
var yaml := "conditions:\n - id: test-1\n description: \"Test condition\"\n condition_type: player_near\n x: 10\n y: 20\n radius: 3.0"
|
var yaml := ("conditions:\n - id: test-1\n description: \"Test condition\"\n" +
|
||||||
|
" condition_type: player_near\n x: 10\n y: 20\n radius: 3.0")
|
||||||
var result: Dictionary = ChecklistEvaluatorScript.parse_checklist_yaml(yaml)
|
var result: Dictionary = ChecklistEvaluatorScript.parse_checklist_yaml(yaml)
|
||||||
assert_that(result.has("conditions")).is_true()
|
assert_that(result.has("conditions")).is_true()
|
||||||
var conditions: Array = result["conditions"]
|
var conditions: Array = result["conditions"]
|
||||||
@@ -70,7 +71,9 @@ func test_parse_single_condition() -> void:
|
|||||||
|
|
||||||
|
|
||||||
func test_parse_multiple_conditions() -> void:
|
func test_parse_multiple_conditions() -> void:
|
||||||
var yaml := "conditions:\n - id: cond-a\n condition_type: player_near\n x: 1\n y: 2\n radius: 1.0\n\n - id: cond-b\n condition_type: player_facing\n direction: East"
|
var yaml := ("conditions:\n - id: cond-a\n condition_type: player_near\n" +
|
||||||
|
" x: 1\n y: 2\n radius: 1.0\n\n" +
|
||||||
|
" - id: cond-b\n condition_type: player_facing\n direction: East")
|
||||||
var result: Dictionary = ChecklistEvaluatorScript.parse_checklist_yaml(yaml)
|
var result: Dictionary = ChecklistEvaluatorScript.parse_checklist_yaml(yaml)
|
||||||
var conditions: Array = result["conditions"]
|
var conditions: Array = result["conditions"]
|
||||||
assert_that(conditions.size()).is_equal(2)
|
assert_that(conditions.size()).is_equal(2)
|
||||||
@@ -80,7 +83,8 @@ func test_parse_multiple_conditions() -> void:
|
|||||||
|
|
||||||
|
|
||||||
func test_parse_comments_ignored() -> void:
|
func test_parse_comments_ignored() -> void:
|
||||||
var yaml := "# This is a comment\nroom_id: test\n# Another comment\nconditions:\n - id: c1\n condition_type: entity_present\n entity_id: 5"
|
var yaml := ("# This is a comment\nroom_id: test\n# Another comment\n" +
|
||||||
|
"conditions:\n - id: c1\n condition_type: entity_present\n entity_id: 5")
|
||||||
var result: Dictionary = ChecklistEvaluatorScript.parse_checklist_yaml(yaml)
|
var result: Dictionary = ChecklistEvaluatorScript.parse_checklist_yaml(yaml)
|
||||||
assert_that(result.get("room_id")).is_equal("test")
|
assert_that(result.get("room_id")).is_equal("test")
|
||||||
var conditions: Array = result["conditions"]
|
var conditions: Array = result["conditions"]
|
||||||
|
|||||||
@@ -352,7 +352,6 @@ func test_fog_overlay_z_layer() -> void:
|
|||||||
return
|
return
|
||||||
# This test needs the scene tree to be set up
|
# This test needs the scene tree to be set up
|
||||||
# Verify via scene file inspection rather than runtime
|
# Verify via scene file inspection rather than runtime
|
||||||
pass
|
|
||||||
|
|
||||||
|
|
||||||
# -- Noise animation cycles (D-059) -------------------------------------------
|
# -- Noise animation cycles (D-059) -------------------------------------------
|
||||||
|
|||||||
@@ -8,6 +8,8 @@
|
|||||||
class_name TestHubTeleport
|
class_name TestHubTeleport
|
||||||
extends GdUnitTestSuite
|
extends GdUnitTestSuite
|
||||||
|
|
||||||
|
const _THRESHOLD: float = 5.0 # Mirror of main.gd TELEPORT_DISTANCE_THRESHOLD
|
||||||
|
|
||||||
|
|
||||||
# -- Fixtures ------------------------------------------------------------------
|
# -- Fixtures ------------------------------------------------------------------
|
||||||
|
|
||||||
@@ -178,8 +180,6 @@ func test_test_mode_teleport_clears_dialogue() -> void:
|
|||||||
# Threshold constant lives on the main scene node (TELEPORT_DISTANCE_THRESHOLD = 5.0).
|
# Threshold constant lives on the main scene node (TELEPORT_DISTANCE_THRESHOLD = 5.0).
|
||||||
# These tests verify the distance math against that threshold.
|
# These tests verify the distance math against that threshold.
|
||||||
|
|
||||||
const _THRESHOLD: float = 5.0 # Mirror of main.gd TELEPORT_DISTANCE_THRESHOLD
|
|
||||||
|
|
||||||
func test_detect_teleport_large_jump() -> void:
|
func test_detect_teleport_large_jump() -> void:
|
||||||
# Position jump > threshold should be detected as teleport
|
# Position jump > threshold should be detected as teleport
|
||||||
var old_pos := Vector2(10.0, 10.0)
|
var old_pos := Vector2(10.0, 10.0)
|
||||||
|
|||||||
@@ -44,7 +44,7 @@ func _make_cursor_or_skip() -> Node:
|
|||||||
|
|
||||||
func _make_interaction_list() -> Node:
|
func _make_interaction_list() -> Node:
|
||||||
for path in ["res://ui/interaction_list.tscn", "res://ui/entity_interaction_list.tscn",
|
for path in ["res://ui/interaction_list.tscn", "res://ui/entity_interaction_list.tscn",
|
||||||
"res://scenes/interaction_list.tscn"]:
|
"res://scenes/interaction_list.tscn"]:
|
||||||
if ResourceLoader.exists(path):
|
if ResourceLoader.exists(path):
|
||||||
var scene = load(path)
|
var scene = load(path)
|
||||||
var node = scene.instantiate()
|
var node = scene.instantiate()
|
||||||
|
|||||||
@@ -12,7 +12,7 @@ extends GdUnitTestSuite
|
|||||||
|
|
||||||
func _interaction_list_exists() -> bool:
|
func _interaction_list_exists() -> bool:
|
||||||
for path in ["res://ui/interaction_list.tscn", "res://ui/entity_interaction_list.tscn",
|
for path in ["res://ui/interaction_list.tscn", "res://ui/entity_interaction_list.tscn",
|
||||||
"res://scenes/interaction_list.tscn"]:
|
"res://scenes/interaction_list.tscn"]:
|
||||||
if ResourceLoader.exists(path):
|
if ResourceLoader.exists(path):
|
||||||
return true
|
return true
|
||||||
return false
|
return false
|
||||||
@@ -20,7 +20,7 @@ func _interaction_list_exists() -> bool:
|
|||||||
|
|
||||||
func _make_interaction_list() -> Node:
|
func _make_interaction_list() -> Node:
|
||||||
for path in ["res://ui/interaction_list.tscn", "res://ui/entity_interaction_list.tscn",
|
for path in ["res://ui/interaction_list.tscn", "res://ui/entity_interaction_list.tscn",
|
||||||
"res://scenes/interaction_list.tscn"]:
|
"res://scenes/interaction_list.tscn"]:
|
||||||
if ResourceLoader.exists(path):
|
if ResourceLoader.exists(path):
|
||||||
var scene = load(path)
|
var scene = load(path)
|
||||||
var node = scene.instantiate()
|
var node = scene.instantiate()
|
||||||
|
|||||||
@@ -14,7 +14,7 @@ func test_protocol_decode_v4_with_nearby_interactions() -> void:
|
|||||||
"version": Protocol.PROTOCOL_VERSION,
|
"version": Protocol.PROTOCOL_VERSION,
|
||||||
"entities": [
|
"entities": [
|
||||||
{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": "Player",
|
{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": "Player",
|
||||||
"visibility": "Forward", "relationship": "Unknown", "observation": "Visible"},
|
"visibility": "Forward", "relationship": "Unknown", "observation": "Visible"},
|
||||||
],
|
],
|
||||||
"nearby_interactions": [{
|
"nearby_interactions": [{
|
||||||
"entity_id": 2,
|
"entity_id": 2,
|
||||||
@@ -93,7 +93,7 @@ func test_protocol_decode_v4_entity_relationship() -> void:
|
|||||||
"version": Protocol.PROTOCOL_VERSION,
|
"version": Protocol.PROTOCOL_VERSION,
|
||||||
"entities": [
|
"entities": [
|
||||||
{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": "Npc",
|
{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": "Npc",
|
||||||
"visibility": "Forward", "relationship": "Friendly", "observation": "Visible"},
|
"visibility": "Forward", "relationship": "Friendly", "observation": "Visible"},
|
||||||
],
|
],
|
||||||
}
|
}
|
||||||
var encoded = Messagepack.encode(raw)
|
var encoded = Messagepack.encode(raw)
|
||||||
|
|||||||
@@ -16,6 +16,7 @@ extends GdUnitTestSuite
|
|||||||
# ---------------------------------------------------------------------------
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
const MINIMAP_SCENE_PATH: String = "res://ui/minimap.tscn"
|
const MINIMAP_SCENE_PATH: String = "res://ui/minimap.tscn"
|
||||||
|
const MAIN_SCENE = preload("res://scenes/main.tscn")
|
||||||
|
|
||||||
func _make_minimap() -> Control:
|
func _make_minimap() -> Control:
|
||||||
if not ResourceLoader.exists(MINIMAP_SCENE_PATH):
|
if not ResourceLoader.exists(MINIMAP_SCENE_PATH):
|
||||||
@@ -199,7 +200,7 @@ func test_minimap_in_main_scene_on_insert_overlay() -> void:
|
|||||||
if not ResourceLoader.exists("res://scenes/main.tscn"):
|
if not ResourceLoader.exists("res://scenes/main.tscn"):
|
||||||
push_warning("TestMinimapSprint18: main.tscn not found — scene tree test skipped")
|
push_warning("TestMinimapSprint18: main.tscn not found — scene tree test skipped")
|
||||||
return
|
return
|
||||||
var scene: Node = load("res://scenes/main.tscn").instantiate()
|
var scene: Node = MAIN_SCENE.instantiate()
|
||||||
auto_free(scene)
|
auto_free(scene)
|
||||||
add_child(scene)
|
add_child(scene)
|
||||||
|
|
||||||
@@ -226,7 +227,7 @@ func test_insert_overlay_is_canvas_layer_10() -> void:
|
|||||||
if not ResourceLoader.exists("res://scenes/main.tscn"):
|
if not ResourceLoader.exists("res://scenes/main.tscn"):
|
||||||
push_warning("TestMinimapSprint18: main.tscn not found — canvas layer test skipped")
|
push_warning("TestMinimapSprint18: main.tscn not found — canvas layer test skipped")
|
||||||
return
|
return
|
||||||
var scene: Node = load("res://scenes/main.tscn").instantiate()
|
var scene: Node = MAIN_SCENE.instantiate()
|
||||||
auto_free(scene)
|
auto_free(scene)
|
||||||
add_child(scene)
|
add_child(scene)
|
||||||
|
|
||||||
|
|||||||
@@ -11,6 +11,8 @@ class_name TestP0Regressions
|
|||||||
extends GdUnitTestSuite
|
extends GdUnitTestSuite
|
||||||
|
|
||||||
|
|
||||||
|
const MAIN_SCENE = preload("res://scenes/main.tscn")
|
||||||
|
|
||||||
var _instance: Node = null
|
var _instance: Node = null
|
||||||
|
|
||||||
|
|
||||||
@@ -174,7 +176,7 @@ func test_monologue_carry_forward_preserves_newest() -> void:
|
|||||||
|
|
||||||
func test_camera_static_during_pause() -> void:
|
func test_camera_static_during_pause() -> void:
|
||||||
# 1. Instantiate main scene — camera anchors at test mode player position
|
# 1. Instantiate main scene — camera anchors at test mode player position
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -204,7 +206,7 @@ func test_camera_static_during_pause() -> void:
|
|||||||
|
|
||||||
func test_camera_anchored_after_pause_unpause() -> void:
|
func test_camera_anchored_after_pause_unpause() -> void:
|
||||||
# Verify camera stays properly anchored through a pause → unpause cycle.
|
# Verify camera stays properly anchored through a pause → unpause cycle.
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
|
|||||||
@@ -346,7 +346,7 @@ func test_full_v6_snapshot_decode() -> void:
|
|||||||
],
|
],
|
||||||
"entities": [
|
"entities": [
|
||||||
{"entity_id": 1, "x": 10.0, "y": 10.0, "z": 0, "kind": "Player",
|
{"entity_id": 1, "x": 10.0, "y": 10.0, "z": 0, "kind": "Player",
|
||||||
"visibility": "Forward", "relationship": "Unknown", "observation": "Visible"},
|
"visibility": "Forward", "relationship": "Unknown", "observation": "Visible"},
|
||||||
],
|
],
|
||||||
"visible_tiles": [
|
"visible_tiles": [
|
||||||
{"x": 10, "y": 10, "z": 0, "visibility": "Forward", "tile_kind": "Floor"},
|
{"x": 10, "y": 10, "z": 0, "visibility": "Forward", "tile_kind": "Floor"},
|
||||||
|
|||||||
@@ -339,7 +339,7 @@ func test_full_v7_snapshot_decode() -> void:
|
|||||||
"player_inventory": [{"item_id": 100, "name": "Access Token", "slot": 0}],
|
"player_inventory": [{"item_id": 100, "name": "Access Token", "slot": 0}],
|
||||||
"entities": [
|
"entities": [
|
||||||
{"entity_id": 1, "x": 10.0, "y": 10.0, "z": 0, "kind": "Player",
|
{"entity_id": 1, "x": 10.0, "y": 10.0, "z": 0, "kind": "Player",
|
||||||
"visibility": "Forward", "relationship": "Unknown", "observation": "Visible"},
|
"visibility": "Forward", "relationship": "Unknown", "observation": "Visible"},
|
||||||
],
|
],
|
||||||
"visible_tiles": [],
|
"visible_tiles": [],
|
||||||
"nearby_interactions": [],
|
"nearby_interactions": [],
|
||||||
|
|||||||
@@ -281,7 +281,8 @@ func test_entity_renderer_npc_uses_unknown_teal() -> void:
|
|||||||
|
|
||||||
func test_entity_renderer_object_uses_grey() -> void:
|
func test_entity_renderer_object_uses_grey() -> void:
|
||||||
var renderer := _make_entity_renderer()
|
var renderer := _make_entity_renderer()
|
||||||
var obj := [{"entity_id": 3, "x": 1.0, "y": 1.0, "z": 0, "kind": {"variant": "Object", "data": null}, "visibility": "Forward"}]
|
var obj := [{"entity_id": 3, "x": 1.0, "y": 1.0, "z": 0,
|
||||||
|
"kind": {"variant": "Object", "data": null}, "visibility": "Forward"}]
|
||||||
renderer.update_entities(obj)
|
renderer.update_entities(obj)
|
||||||
var node = renderer.entity_nodes[3] as Sprite2D
|
var node = renderer.entity_nodes[3] as Sprite2D
|
||||||
assert_that(node.self_modulate).is_equal(Constants.ENTITY_COLOR_OBJECT)
|
assert_that(node.self_modulate).is_equal(Constants.ENTITY_COLOR_OBJECT)
|
||||||
|
|||||||
@@ -4,6 +4,8 @@
|
|||||||
class_name TestSessionManagerSprint19
|
class_name TestSessionManagerSprint19
|
||||||
extends GdUnitTestSuite
|
extends GdUnitTestSuite
|
||||||
|
|
||||||
|
const MAIN_MENU_SCENE = preload("res://scenes/main_menu.tscn")
|
||||||
|
|
||||||
# Game IDs created during the current test — deleted in after_test().
|
# Game IDs created during the current test — deleted in after_test().
|
||||||
var _created_ids: Array = []
|
var _created_ids: Array = []
|
||||||
|
|
||||||
@@ -166,7 +168,7 @@ func test_main_menu_instantiates_without_crash() -> void:
|
|||||||
if not ResourceLoader.exists("res://scenes/main_menu.tscn"):
|
if not ResourceLoader.exists("res://scenes/main_menu.tscn"):
|
||||||
push_warning("TestSessionManagerSprint19: main_menu.tscn not found — skip")
|
push_warning("TestSessionManagerSprint19: main_menu.tscn not found — skip")
|
||||||
return
|
return
|
||||||
var scene: Node = load("res://scenes/main_menu.tscn").instantiate()
|
var scene: Node = MAIN_MENU_SCENE.instantiate()
|
||||||
auto_free(scene)
|
auto_free(scene)
|
||||||
add_child(scene)
|
add_child(scene)
|
||||||
assert_that(scene).is_not_null()
|
assert_that(scene).is_not_null()
|
||||||
@@ -175,7 +177,7 @@ func test_main_menu_instantiates_without_crash() -> void:
|
|||||||
func test_main_menu_has_new_game_button() -> void:
|
func test_main_menu_has_new_game_button() -> void:
|
||||||
if not ResourceLoader.exists("res://scenes/main_menu.tscn"):
|
if not ResourceLoader.exists("res://scenes/main_menu.tscn"):
|
||||||
return
|
return
|
||||||
var scene: Node = load("res://scenes/main_menu.tscn").instantiate()
|
var scene: Node = MAIN_MENU_SCENE.instantiate()
|
||||||
auto_free(scene)
|
auto_free(scene)
|
||||||
add_child(scene)
|
add_child(scene)
|
||||||
var btn := scene.get_node_or_null("VBox/NewGameBtn")
|
var btn := scene.get_node_or_null("VBox/NewGameBtn")
|
||||||
@@ -187,7 +189,7 @@ func test_main_menu_has_new_game_button() -> void:
|
|||||||
func test_main_menu_has_continue_button() -> void:
|
func test_main_menu_has_continue_button() -> void:
|
||||||
if not ResourceLoader.exists("res://scenes/main_menu.tscn"):
|
if not ResourceLoader.exists("res://scenes/main_menu.tscn"):
|
||||||
return
|
return
|
||||||
var scene: Node = load("res://scenes/main_menu.tscn").instantiate()
|
var scene: Node = MAIN_MENU_SCENE.instantiate()
|
||||||
auto_free(scene)
|
auto_free(scene)
|
||||||
add_child(scene)
|
add_child(scene)
|
||||||
var btn := scene.get_node_or_null("VBox/ContinueBtn")
|
var btn := scene.get_node_or_null("VBox/ContinueBtn")
|
||||||
|
|||||||
@@ -10,6 +10,8 @@
|
|||||||
class_name TestSignalSprint24
|
class_name TestSignalSprint24
|
||||||
extends GdUnitTestSuite
|
extends GdUnitTestSuite
|
||||||
|
|
||||||
|
const NEWS_TICKER_SCENE = preload("res://ui/news_ticker.tscn")
|
||||||
|
|
||||||
|
|
||||||
# -- #588: Character archetype field ------------------------------------------
|
# -- #588: Character archetype field ------------------------------------------
|
||||||
|
|
||||||
@@ -204,7 +206,7 @@ func test_protocol_decode_current_ticker_null_when_absent() -> void:
|
|||||||
|
|
||||||
func test_news_ticker_hidden_when_snapshot_has_no_ticker() -> void:
|
func test_news_ticker_hidden_when_snapshot_has_no_ticker() -> void:
|
||||||
# update_from_state() must hide ticker when current_ticker is null.
|
# update_from_state() must hide ticker when current_ticker is null.
|
||||||
var ticker_scene := load("res://ui/news_ticker.tscn") as PackedScene
|
var ticker_scene := NEWS_TICKER_SCENE
|
||||||
assert_that(ticker_scene).is_not_null()
|
assert_that(ticker_scene).is_not_null()
|
||||||
var ticker := ticker_scene.instantiate()
|
var ticker := ticker_scene.instantiate()
|
||||||
auto_free(ticker)
|
auto_free(ticker)
|
||||||
@@ -224,7 +226,7 @@ func test_news_ticker_hidden_when_snapshot_has_no_ticker() -> void:
|
|||||||
|
|
||||||
func test_news_ticker_visible_when_snapshot_has_ticker() -> void:
|
func test_news_ticker_visible_when_snapshot_has_ticker() -> void:
|
||||||
# update_from_state() must show ticker when current_ticker has text.
|
# update_from_state() must show ticker when current_ticker has text.
|
||||||
var ticker_scene := load("res://ui/news_ticker.tscn") as PackedScene
|
var ticker_scene := NEWS_TICKER_SCENE
|
||||||
assert_that(ticker_scene).is_not_null()
|
assert_that(ticker_scene).is_not_null()
|
||||||
var ticker := ticker_scene.instantiate()
|
var ticker := ticker_scene.instantiate()
|
||||||
auto_free(ticker)
|
auto_free(ticker)
|
||||||
@@ -244,7 +246,7 @@ func test_news_ticker_visible_when_snapshot_has_ticker() -> void:
|
|||||||
|
|
||||||
func test_news_ticker_hides_when_ticker_becomes_null() -> void:
|
func test_news_ticker_hides_when_ticker_becomes_null() -> void:
|
||||||
# Ticker shown then hidden: update_from_state() with null current_ticker hides it.
|
# Ticker shown then hidden: update_from_state() with null current_ticker hides it.
|
||||||
var ticker_scene := load("res://ui/news_ticker.tscn") as PackedScene
|
var ticker_scene := NEWS_TICKER_SCENE
|
||||||
assert_that(ticker_scene).is_not_null()
|
assert_that(ticker_scene).is_not_null()
|
||||||
var ticker := ticker_scene.instantiate()
|
var ticker := ticker_scene.instantiate()
|
||||||
auto_free(ticker)
|
auto_free(ticker)
|
||||||
|
|||||||
@@ -4,6 +4,8 @@
|
|||||||
class_name TestSmoothCameraSprint15
|
class_name TestSmoothCameraSprint15
|
||||||
extends GdUnitTestSuite
|
extends GdUnitTestSuite
|
||||||
|
|
||||||
|
const MAIN_SCENE = preload("res://scenes/main.tscn")
|
||||||
|
|
||||||
var _instance: Node = null
|
var _instance: Node = null
|
||||||
|
|
||||||
|
|
||||||
@@ -42,7 +44,7 @@ func test_camera_smoothing_speed_constant_reasonable() -> void:
|
|||||||
|
|
||||||
func test_godot_smoothing_disabled_at_ready() -> void:
|
func test_godot_smoothing_disabled_at_ready() -> void:
|
||||||
# #117: Godot's built-in Camera2D smoothing must be OFF (manual lerp replaces it).
|
# #117: Godot's built-in Camera2D smoothing must be OFF (manual lerp replaces it).
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -53,7 +55,7 @@ func test_godot_smoothing_disabled_at_ready() -> void:
|
|||||||
|
|
||||||
func test_godot_smoothing_stays_off_after_frames() -> void:
|
func test_godot_smoothing_stays_off_after_frames() -> void:
|
||||||
# #117: Smoothing must NOT be re-enabled at any point — manual lerp only.
|
# #117: Smoothing must NOT be re-enabled at any point — manual lerp only.
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -70,7 +72,7 @@ func test_godot_smoothing_stays_off_after_frames() -> void:
|
|||||||
func test_camera_lerps_not_snaps_on_player_move() -> void:
|
func test_camera_lerps_not_snaps_on_player_move() -> void:
|
||||||
# #117: When player moves, camera should lerp (not snap) to new position.
|
# #117: When player moves, camera should lerp (not snap) to new position.
|
||||||
# After 1 frame at ~60fps, camera should be partway there — not at target.
|
# After 1 frame at ~60fps, camera should be partway there — not at target.
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -90,7 +92,7 @@ func test_camera_lerps_not_snaps_on_player_move() -> void:
|
|||||||
func test_camera_converges_to_player_over_multiple_frames() -> void:
|
func test_camera_converges_to_player_over_multiple_frames() -> void:
|
||||||
# #117: After enough frames the camera should be within 1px of target.
|
# #117: After enough frames the camera should be within 1px of target.
|
||||||
# At LERP_SPEED=8: ~95% convergence in 0.25s, >99% in 0.5s.
|
# At LERP_SPEED=8: ~95% convergence in 0.25s, >99% in 0.5s.
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -111,7 +113,7 @@ func test_camera_converges_to_player_over_multiple_frames() -> void:
|
|||||||
|
|
||||||
func test_camera_stationary_player_no_drift() -> void:
|
func test_camera_stationary_player_no_drift() -> void:
|
||||||
# #117: When player is stationary, camera should not drift (lerp to same point).
|
# #117: When player is stationary, camera should not drift (lerp to same point).
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -133,7 +135,7 @@ func test_camera_stationary_player_no_drift() -> void:
|
|||||||
func test_teleport_snaps_camera_immediately() -> void:
|
func test_teleport_snaps_camera_immediately() -> void:
|
||||||
# #117: _teleport_in_progress causes camera to snap (not lerp) in the same frame.
|
# #117: _teleport_in_progress causes camera to snap (not lerp) in the same frame.
|
||||||
# Manually displace camera, set the flag, call _process — camera should snap to target.
|
# Manually displace camera, set the flag, call _process — camera should snap to target.
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -155,7 +157,7 @@ func test_teleport_snaps_camera_immediately() -> void:
|
|||||||
|
|
||||||
func test_teleport_flag_cleared_after_snap() -> void:
|
func test_teleport_flag_cleared_after_snap() -> void:
|
||||||
# #117: _teleport_in_progress must be false after the snap frame.
|
# #117: _teleport_in_progress must be false after the snap frame.
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -170,7 +172,7 @@ func test_teleport_flag_cleared_after_snap() -> void:
|
|||||||
func test_camera_resumes_lerp_after_teleport() -> void:
|
func test_camera_resumes_lerp_after_teleport() -> void:
|
||||||
# #117: Frame after teleport snap must resume lerp (not continue snapping).
|
# #117: Frame after teleport snap must resume lerp (not continue snapping).
|
||||||
# After teleport flag clears, any position delta produces lerp movement.
|
# After teleport flag clears, any position delta produces lerp movement.
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -200,7 +202,7 @@ func test_camera_resumes_lerp_after_teleport() -> void:
|
|||||||
|
|
||||||
func test_camera_no_rotation() -> void:
|
func test_camera_no_rotation() -> void:
|
||||||
# D-015: Camera must be fixed-north in v0.1 — no rotation regardless of facing.
|
# D-015: Camera must be fixed-north in v0.1 — no rotation regardless of facing.
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
|
|||||||
@@ -17,6 +17,8 @@
|
|||||||
class_name TestTimeDisplaySprint17
|
class_name TestTimeDisplaySprint17
|
||||||
extends GdUnitTestSuite
|
extends GdUnitTestSuite
|
||||||
|
|
||||||
|
const MAIN_SCENE = preload("res://scenes/main.tscn")
|
||||||
|
|
||||||
var _clock: Control = null
|
var _clock: Control = null
|
||||||
|
|
||||||
|
|
||||||
@@ -275,7 +277,7 @@ func test_sim_bridge_day_phase_is_valid() -> void:
|
|||||||
# -------------------------------------------------------------------------
|
# -------------------------------------------------------------------------
|
||||||
|
|
||||||
func test_insert_clock_exists_in_ui_layer() -> void:
|
func test_insert_clock_exists_in_ui_layer() -> void:
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
var instance = scene.instantiate()
|
var instance = scene.instantiate()
|
||||||
auto_free(instance)
|
auto_free(instance)
|
||||||
add_child(instance)
|
add_child(instance)
|
||||||
@@ -283,7 +285,7 @@ func test_insert_clock_exists_in_ui_layer() -> void:
|
|||||||
assert_that(instance.get_node_or_null("InsertOverlay/TimeDisplay")).is_not_null()
|
assert_that(instance.get_node_or_null("InsertOverlay/TimeDisplay")).is_not_null()
|
||||||
|
|
||||||
func test_insert_clock_time_str_updates_after_process() -> void:
|
func test_insert_clock_time_str_updates_after_process() -> void:
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
var instance = scene.instantiate()
|
var instance = scene.instantiate()
|
||||||
auto_free(instance)
|
auto_free(instance)
|
||||||
add_child(instance)
|
add_child(instance)
|
||||||
|
|||||||
@@ -4,6 +4,8 @@
|
|||||||
class_name TestUIFrameworkSprint15
|
class_name TestUIFrameworkSprint15
|
||||||
extends GdUnitTestSuite
|
extends GdUnitTestSuite
|
||||||
|
|
||||||
|
const MAIN_SCENE = preload("res://scenes/main.tscn")
|
||||||
|
|
||||||
var _instance: Node = null
|
var _instance: Node = null
|
||||||
|
|
||||||
|
|
||||||
@@ -41,7 +43,7 @@ func test_dialogue_max_width_set() -> void:
|
|||||||
func test_insert_overlay_is_canvas_layer_10() -> void:
|
func test_insert_overlay_is_canvas_layer_10() -> void:
|
||||||
# D-049: InsertOverlay = conceptual layer 6 (insert scope) = CanvasLayer 10.
|
# D-049: InsertOverlay = conceptual layer 6 (insert scope) = CanvasLayer 10.
|
||||||
# Constants.CANVAS_INSERT must match.
|
# Constants.CANVAS_INSERT must match.
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -53,7 +55,7 @@ func test_insert_overlay_is_canvas_layer_10() -> void:
|
|||||||
|
|
||||||
func test_ui_layer_is_canvas_layer_20() -> void:
|
func test_ui_layer_is_canvas_layer_20() -> void:
|
||||||
# D-049: UILayer = conceptual layer 7 (UI/monologue scope) = CanvasLayer 20.
|
# D-049: UILayer = conceptual layer 7 (UI/monologue scope) = CanvasLayer 20.
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -65,7 +67,7 @@ func test_ui_layer_is_canvas_layer_20() -> void:
|
|||||||
|
|
||||||
func test_modal_layer_is_canvas_layer_30() -> void:
|
func test_modal_layer_is_canvas_layer_30() -> void:
|
||||||
# D-049: ModalLayer = pause/inventory modal scope = CanvasLayer 30.
|
# D-049: ModalLayer = pause/inventory modal scope = CanvasLayer 30.
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -91,7 +93,7 @@ func test_modal_layer_above_ui_layer() -> void:
|
|||||||
|
|
||||||
func test_monologue_display_exists_in_ui_layer() -> void:
|
func test_monologue_display_exists_in_ui_layer() -> void:
|
||||||
# D-049 / #117 / #414: MonologueDisplay must be in UILayer (layer 7).
|
# D-049 / #117 / #414: MonologueDisplay must be in UILayer (layer 7).
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -101,7 +103,7 @@ func test_monologue_display_exists_in_ui_layer() -> void:
|
|||||||
|
|
||||||
func test_stance_indicator_exists_in_ui_layer() -> void:
|
func test_stance_indicator_exists_in_ui_layer() -> void:
|
||||||
# D-053: StanceIndicator must be in UILayer (layer 7), top-right, color-coded.
|
# D-053: StanceIndicator must be in UILayer (layer 7), top-right, color-coded.
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -112,7 +114,7 @@ func test_stance_indicator_exists_in_ui_layer() -> void:
|
|||||||
func test_minimap_placeholder_exists_in_ui_layer() -> void:
|
func test_minimap_placeholder_exists_in_ui_layer() -> void:
|
||||||
# D-013/D-049: Minimap is on InsertOverlay (z-layer 6), NOT UILayer.
|
# D-013/D-049: Minimap is on InsertOverlay (z-layer 6), NOT UILayer.
|
||||||
# Sprint 18 #151 (Stig): moved from UILayer to InsertOverlay per D-049 spec.
|
# Sprint 18 #151 (Stig): moved from UILayer to InsertOverlay per D-049 spec.
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -122,7 +124,7 @@ func test_minimap_placeholder_exists_in_ui_layer() -> void:
|
|||||||
|
|
||||||
func test_hud_exists_in_ui_layer() -> void:
|
func test_hud_exists_in_ui_layer() -> void:
|
||||||
# D-049: HUD must be in UILayer.
|
# D-049: HUD must be in UILayer.
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -132,7 +134,7 @@ func test_hud_exists_in_ui_layer() -> void:
|
|||||||
|
|
||||||
func test_interaction_list_exists_in_insert_overlay() -> void:
|
func test_interaction_list_exists_in_insert_overlay() -> void:
|
||||||
# D-057: InteractionList must be in InsertOverlay (z-layer 6).
|
# D-057: InteractionList must be in InsertOverlay (z-layer 6).
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -142,7 +144,7 @@ func test_interaction_list_exists_in_insert_overlay() -> void:
|
|||||||
|
|
||||||
func test_dialogue_box_exists_in_insert_overlay() -> void:
|
func test_dialogue_box_exists_in_insert_overlay() -> void:
|
||||||
# D-061: DialogueBox must be in InsertOverlay (z-layer 6).
|
# D-061: DialogueBox must be in InsertOverlay (z-layer 6).
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -152,7 +154,7 @@ func test_dialogue_box_exists_in_insert_overlay() -> void:
|
|||||||
|
|
||||||
func test_world_radial_exists_in_insert_overlay() -> void:
|
func test_world_radial_exists_in_insert_overlay() -> void:
|
||||||
# D-058: WorldRadial must be in InsertOverlay (z-layer 6).
|
# D-058: WorldRadial must be in InsertOverlay (z-layer 6).
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -162,7 +164,7 @@ func test_world_radial_exists_in_insert_overlay() -> void:
|
|||||||
|
|
||||||
func test_cursor_renderer_exists_in_ui_layer() -> void:
|
func test_cursor_renderer_exists_in_ui_layer() -> void:
|
||||||
# D-056: CursorRenderer must be in UILayer (topmost, z-layer 7).
|
# D-056: CursorRenderer must be in UILayer (topmost, z-layer 7).
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -182,7 +184,7 @@ func test_gamestate_insert_active_defaults_true() -> void:
|
|||||||
func test_insert_active_propagates_on_process() -> void:
|
func test_insert_active_propagates_on_process() -> void:
|
||||||
# OQ-07 (#522): After apply_snapshot with insert_active=false,
|
# OQ-07 (#522): After apply_snapshot with insert_active=false,
|
||||||
# the next _process() call must propagate the state to z-layer-6 nodes.
|
# the next _process() call must propagate the state to z-layer-6 nodes.
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -235,7 +237,7 @@ func test_follow_target_id_is_negative_one_by_default() -> void:
|
|||||||
func test_monologue_display_receives_first_tick_monologue() -> void:
|
func test_monologue_display_receives_first_tick_monologue() -> void:
|
||||||
# #414 / #74: MonologueDisplay must show monologue from tick 1 test snapshot.
|
# #414 / #74: MonologueDisplay must show monologue from tick 1 test snapshot.
|
||||||
# Verifies the wiring: GameState.current_monologue → main.gd → MonologueDisplay.
|
# Verifies the wiring: GameState.current_monologue → main.gd → MonologueDisplay.
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -254,7 +256,7 @@ func test_monologue_display_receives_first_tick_monologue() -> void:
|
|||||||
|
|
||||||
func test_fog_group_exists_in_world() -> void:
|
func test_fog_group_exists_in_world() -> void:
|
||||||
# Sprint 14 regression: fog rendering must still be present after sprint 15 changes.
|
# Sprint 14 regression: fog rendering must still be present after sprint 15 changes.
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -264,7 +266,7 @@ func test_fog_group_exists_in_world() -> void:
|
|||||||
|
|
||||||
func test_floor_tiles_in_fog_group() -> void:
|
func test_floor_tiles_in_fog_group() -> void:
|
||||||
# Sprint 14 regression: FloorTiles must be in FogGroup (D-049 z:0).
|
# Sprint 14 regression: FloorTiles must be in FogGroup (D-049 z:0).
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -274,7 +276,7 @@ func test_floor_tiles_in_fog_group() -> void:
|
|||||||
|
|
||||||
func test_entities_in_ysort_group() -> void:
|
func test_entities_in_ysort_group() -> void:
|
||||||
# Sprint 14 regression: Entities must be in YSortGroup for y-sort ordering (D-049 z:100).
|
# Sprint 14 regression: Entities must be in YSortGroup for y-sort ordering (D-049 z:100).
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
@@ -288,7 +290,7 @@ func test_entities_in_ysort_group() -> void:
|
|||||||
|
|
||||||
func test_tile_renderer_skips_nonzero_z() -> void:
|
func test_tile_renderer_skips_nonzero_z() -> void:
|
||||||
# #71: Tiles with z != 0 must be filtered out by update_tiles().
|
# #71: Tiles with z != 0 must be filtered out by update_tiles().
|
||||||
var scene := load("res://scenes/main.tscn")
|
var scene := MAIN_SCENE
|
||||||
_instance = scene.instantiate()
|
_instance = scene.instantiate()
|
||||||
auto_free(_instance)
|
auto_free(_instance)
|
||||||
add_child(_instance)
|
add_child(_instance)
|
||||||
|
|||||||
@@ -250,7 +250,8 @@ func test_dialogue_theme_format() -> void:
|
|||||||
|
|
||||||
func test_checklist_format() -> void:
|
func test_checklist_format() -> void:
|
||||||
## checklist.yaml: top-level kv + conditions array with typed values.
|
## checklist.yaml: top-level kv + conditions array with typed values.
|
||||||
var yaml := "room_id: inventory_warehouse\nconditions:\n - id: test-1\n condition_type: player_near\n x: 10\n y: 20\n radius: 3.0"
|
var yaml := ("room_id: inventory_warehouse\nconditions:\n - id: test-1\n" +
|
||||||
|
" condition_type: player_near\n x: 10\n y: 20\n radius: 3.0")
|
||||||
var result := YamlParser.parse(yaml)
|
var result := YamlParser.parse(yaml)
|
||||||
assert_that(result["room_id"]).is_equal("inventory_warehouse")
|
assert_that(result["room_id"]).is_equal("inventory_warehouse")
|
||||||
var cond: Dictionary = result["conditions"][0]
|
var cond: Dictionary = result["conditions"][0]
|
||||||
|
|||||||
@@ -31,7 +31,7 @@ func _init():
|
|||||||
_run.call_deferred()
|
_run.call_deferred()
|
||||||
|
|
||||||
|
|
||||||
func _run():
|
func _run(): # gdlint:disable=max-returns
|
||||||
# Parse CLI args (after -- separator)
|
# Parse CLI args (after -- separator)
|
||||||
_parse_args()
|
_parse_args()
|
||||||
|
|
||||||
|
|||||||
@@ -41,7 +41,6 @@ func apply_setup(scenario_name: String, tree_root: Node) -> bool:
|
|||||||
sim_bridge.harness.player_pos = Vector2i(10, 10)
|
sim_bridge.harness.player_pos = Vector2i(10, 10)
|
||||||
# Zone tint is written from visible_tiles with zone_id field.
|
# Zone tint is written from visible_tiles with zone_id field.
|
||||||
# We patch GameState.visible_tiles after the first snapshot in post_setup().
|
# We patch GameState.visible_tiles after the first snapshot in post_setup().
|
||||||
pass
|
|
||||||
|
|
||||||
"fog_debug":
|
"fog_debug":
|
||||||
# Raw exploration overlay (green/blue/red).
|
# Raw exploration overlay (green/blue/red).
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
# gdlint:disable=max-file-lines
|
||||||
class_name CharacterCreation
|
class_name CharacterCreation
|
||||||
extends Control
|
extends Control
|
||||||
## #705: Character creation screen.
|
## #705: Character creation screen.
|
||||||
@@ -105,18 +106,14 @@ const PALETTE_COLORS: Array[Array] = [
|
|||||||
const PALETTE_COLS := 9
|
const PALETTE_COLS := 9
|
||||||
const RECENT_SLOTS := 9
|
const RECENT_SLOTS := 9
|
||||||
|
|
||||||
# --- @onready references to .tscn nodes ---
|
const CAM_ZOOM_MIN: float = 0.25 # closest zoom (face detail)
|
||||||
@onready var _viewport: SubViewport = $Layout/PreviewPanel/SubViewportContainer/SubViewport
|
const CAM_ZOOM_MAX: float = 3.0 # farthest zoom (crowd level)
|
||||||
@onready var _char_anchor: Node3D = $Layout/PreviewPanel/SubViewportContainer/SubViewport/CharacterVisualAnchor
|
const CAM_ZOOM_STEP: float = 0.12
|
||||||
@onready var _preview_camera: Camera3D = $Layout/PreviewPanel/SubViewportContainer/SubViewport/PreviewCamera
|
|
||||||
@onready var _rotate_left_btn: Button = $Layout/PreviewPanel/PreviewOverlay/RotateButtons/RotateLeftBtn
|
const MANIFEST_PATH := "res://assets/characters/manifest.json"
|
||||||
@onready var _rotate_right_btn: Button = $Layout/PreviewPanel/PreviewOverlay/RotateButtons/RotateRightBtn
|
|
||||||
@onready var _cam_angle_btn: Button = $Layout/PreviewPanel/PreviewOverlay/CamAngleBtn
|
const SCREENSHOT_DIR := "user://screenshots/"
|
||||||
var _tab_container: TabContainer = null # resolved in _ready() — @onready path fails when instantiated as child
|
const CARDINAL_NAMES: Array[String] = ["south", "east", "north", "west"]
|
||||||
@onready var _footer_back: Button = $Footer/BackBtn
|
|
||||||
@onready var _footer_randomize: Button = $Footer/RandomizeBtn
|
|
||||||
@onready var _footer_start: Button = $Footer/StartBtn
|
|
||||||
@onready var _modal_root: Control = $ColorPickerModal
|
|
||||||
|
|
||||||
# --- Descriptor and preview state ---
|
# --- Descriptor and preview state ---
|
||||||
var _descriptor: CharacterVisualDescriptor
|
var _descriptor: CharacterVisualDescriptor
|
||||||
@@ -125,9 +122,6 @@ var _facing_idx: int = 0 # index into CARDINAL_DIRS (0 = south, default face
|
|||||||
var _cam_pitch_idx: int = 0 # 0=frontal(-5°), 1=dramatic(-30°), 2=overhead(-80°)
|
var _cam_pitch_idx: int = 0 # 0=frontal(-5°), 1=dramatic(-30°), 2=overhead(-80°)
|
||||||
var _cam_zoom: float = 1.0 # 1.0 = default distance, <1.0 = zoomed in
|
var _cam_zoom: float = 1.0 # 1.0 = default distance, <1.0 = zoomed in
|
||||||
var _cam_zoom_offset: Vector3 = Vector3.ZERO # camera offset toward cursor when zoomed
|
var _cam_zoom_offset: Vector3 = Vector3.ZERO # camera offset toward cursor when zoomed
|
||||||
const CAM_ZOOM_MIN: float = 0.25 # closest zoom (face detail)
|
|
||||||
const CAM_ZOOM_MAX: float = 3.0 # farthest zoom (crowd level)
|
|
||||||
const CAM_ZOOM_STEP: float = 0.12
|
|
||||||
|
|
||||||
# --- Tab active slot state ---
|
# --- Tab active slot state ---
|
||||||
var _active_clothing_slot: String = "torso"
|
var _active_clothing_slot: String = "torso"
|
||||||
@@ -197,7 +191,31 @@ var _tab_grids: Array[GridContainer] = [null, null, null, null, null]
|
|||||||
# --- Asset manifest (loaded once, replaces filesystem scanning) ---
|
# --- Asset manifest (loaded once, replaces filesystem scanning) ---
|
||||||
var _manifest: Dictionary = {}
|
var _manifest: Dictionary = {}
|
||||||
|
|
||||||
const MANIFEST_PATH := "res://assets/characters/manifest.json"
|
# --- Debug tab state ---
|
||||||
|
var _debug_toggles: Dictionary = {} # seg_name -> CheckButton
|
||||||
|
|
||||||
|
# --- Screenshot / automated testing state ---
|
||||||
|
var _screenshot_delay_frames: int = 5 # wait N frames for scene to render
|
||||||
|
var _screenshot_pending: bool = false
|
||||||
|
var _screenshot_frame_count: int = 0
|
||||||
|
var _quit_after_screenshot: bool = false
|
||||||
|
var _screenshot_cardinals: bool = false
|
||||||
|
var _screenshot_cardinal_idx: int = 0
|
||||||
|
|
||||||
|
# resolved in _ready() — @onready path fails when instantiated as child
|
||||||
|
var _tab_container: TabContainer = null
|
||||||
|
|
||||||
|
# --- @onready references to .tscn nodes ---
|
||||||
|
@onready var _viewport: SubViewport = $Layout/PreviewPanel/SubViewportContainer/SubViewport
|
||||||
|
@onready var _char_anchor: Node3D = $Layout/PreviewPanel/SubViewportContainer/SubViewport/CharacterVisualAnchor
|
||||||
|
@onready var _preview_camera: Camera3D = $Layout/PreviewPanel/SubViewportContainer/SubViewport/PreviewCamera
|
||||||
|
@onready var _rotate_left_btn: Button = $Layout/PreviewPanel/PreviewOverlay/RotateButtons/RotateLeftBtn
|
||||||
|
@onready var _rotate_right_btn: Button = $Layout/PreviewPanel/PreviewOverlay/RotateButtons/RotateRightBtn
|
||||||
|
@onready var _cam_angle_btn: Button = $Layout/PreviewPanel/PreviewOverlay/CamAngleBtn
|
||||||
|
@onready var _footer_back: Button = $Footer/BackBtn
|
||||||
|
@onready var _footer_randomize: Button = $Footer/RandomizeBtn
|
||||||
|
@onready var _footer_start: Button = $Footer/StartBtn
|
||||||
|
@onready var _modal_root: Control = $ColorPickerModal
|
||||||
|
|
||||||
|
|
||||||
# =============================================================================
|
# =============================================================================
|
||||||
@@ -341,7 +359,8 @@ func _cam_zoom_toward_cursor(_screen_pos: Vector2, zoom_delta: float) -> void:
|
|||||||
if _char_visual and _char_visual._skeleton:
|
if _char_visual and _char_visual._skeleton:
|
||||||
var head_idx := _char_visual._skeleton.find_bone("Head")
|
var head_idx := _char_visual._skeleton.find_bone("Head")
|
||||||
if head_idx >= 0:
|
if head_idx >= 0:
|
||||||
var head_pos := _char_visual._skeleton.global_transform * _char_visual._skeleton.get_bone_global_pose(head_idx).origin
|
var head_pos := _char_visual._skeleton.global_transform \
|
||||||
|
* _char_visual._skeleton.get_bone_global_pose(head_idx).origin
|
||||||
# Blend from body center toward head as zoom increases
|
# Blend from body center toward head as zoom increases
|
||||||
var blend := 1.0 - _cam_zoom # 0 at default, 0.75 at max zoom
|
var blend := 1.0 - _cam_zoom # 0 at default, 0.75 at max zoom
|
||||||
_cam_zoom_offset.y = (head_pos.y - CAM_TARGET_HEIGHT) * blend
|
_cam_zoom_offset.y = (head_pos.y - CAM_TARGET_HEIGHT) * blend
|
||||||
@@ -1084,15 +1103,6 @@ func _update_accessory_item_btns() -> void:
|
|||||||
# Screenshot & automated testing
|
# Screenshot & automated testing
|
||||||
# =============================================================================
|
# =============================================================================
|
||||||
|
|
||||||
const SCREENSHOT_DIR := "user://screenshots/"
|
|
||||||
var _screenshot_delay_frames: int = 5 # wait N frames for scene to render
|
|
||||||
var _screenshot_pending: bool = false
|
|
||||||
var _screenshot_frame_count: int = 0
|
|
||||||
var _quit_after_screenshot: bool = false
|
|
||||||
var _screenshot_cardinals: bool = false
|
|
||||||
var _screenshot_cardinal_idx: int = 0
|
|
||||||
const CARDINAL_NAMES: Array[String] = ["south", "east", "north", "west"]
|
|
||||||
|
|
||||||
func _schedule_screenshot() -> void:
|
func _schedule_screenshot() -> void:
|
||||||
_screenshot_pending = true
|
_screenshot_pending = true
|
||||||
_screenshot_frame_count = 0
|
_screenshot_frame_count = 0
|
||||||
@@ -1131,8 +1141,7 @@ func _take_screenshot(suffix: String = "") -> void:
|
|||||||
# More directions to capture
|
# More directions to capture
|
||||||
_schedule_screenshot()
|
_schedule_screenshot()
|
||||||
return
|
return
|
||||||
else:
|
_screenshot_cardinals = false
|
||||||
_screenshot_cardinals = false
|
|
||||||
|
|
||||||
if _quit_after_screenshot:
|
if _quit_after_screenshot:
|
||||||
get_tree().quit()
|
get_tree().quit()
|
||||||
@@ -1203,8 +1212,6 @@ func _load_test_config() -> void:
|
|||||||
# Debug tab — segment visibility toggles
|
# Debug tab — segment visibility toggles
|
||||||
# =============================================================================
|
# =============================================================================
|
||||||
|
|
||||||
var _debug_toggles: Dictionary = {} # seg_name -> CheckButton
|
|
||||||
|
|
||||||
func _build_debug_tab(tab: Control) -> void:
|
func _build_debug_tab(tab: Control) -> void:
|
||||||
var vbox := _make_tab_vbox(tab)
|
var vbox := _make_tab_vbox(tab)
|
||||||
|
|
||||||
@@ -1501,7 +1508,7 @@ func _input(event: InputEvent) -> void:
|
|||||||
_cam_zoom_toward_cursor(mb.position, -CAM_ZOOM_STEP)
|
_cam_zoom_toward_cursor(mb.position, -CAM_ZOOM_STEP)
|
||||||
get_viewport().set_input_as_handled()
|
get_viewport().set_input_as_handled()
|
||||||
return
|
return
|
||||||
elif mb.button_index == MOUSE_BUTTON_WHEEL_DOWN:
|
if mb.button_index == MOUSE_BUTTON_WHEEL_DOWN:
|
||||||
_cam_zoom_toward_cursor(mb.position, CAM_ZOOM_STEP)
|
_cam_zoom_toward_cursor(mb.position, CAM_ZOOM_STEP)
|
||||||
get_viewport().set_input_as_handled()
|
get_viewport().set_input_as_handled()
|
||||||
return
|
return
|
||||||
@@ -1873,7 +1880,7 @@ func _get_accessory_ids_for_slot(slot: String) -> Array:
|
|||||||
"wrist_l", "wrist_r": return all_ids.filter(func(id: String) -> bool: return id.begins_with("wrist"))
|
"wrist_l", "wrist_r": return all_ids.filter(func(id: String) -> bool: return id.begins_with("wrist"))
|
||||||
"earring_l", "earring_r": return all_ids.filter(func(id: String) -> bool: return id.begins_with("earring"))
|
"earring_l", "earring_r": return all_ids.filter(func(id: String) -> bool: return id.begins_with("earring"))
|
||||||
"necklace": return all_ids.filter(func(id: String) -> bool: return id.begins_with("necklace"))
|
"necklace": return all_ids.filter(func(id: String) -> bool: return id.begins_with("necklace"))
|
||||||
_: return all_ids
|
_: return all_ids # gdlint:ignore = max-returns
|
||||||
|
|
||||||
|
|
||||||
# =============================================================================
|
# =============================================================================
|
||||||
|
|||||||
@@ -6,7 +6,7 @@ extends Control
|
|||||||
##
|
##
|
||||||
## Spec ref: D-030 (testability), #503, Sprint 10 Completion Proof.
|
## Spec ref: D-030 (testability), #503, Sprint 10 Completion Proof.
|
||||||
|
|
||||||
const _ChecklistEvaluator = preload("res://scripts/checklist/checklist_evaluator.gd")
|
const ChecklistEvaluator = preload("res://scripts/checklist/checklist_evaluator.gd")
|
||||||
|
|
||||||
const BG_COLOR := Color(0.05, 0.05, 0.08, 0.45)
|
const BG_COLOR := Color(0.05, 0.05, 0.08, 0.45)
|
||||||
const MET_COLOR := Color("#6bc9a6") # Friendly green — condition met
|
const MET_COLOR := Color("#6bc9a6") # Friendly green — condition met
|
||||||
@@ -26,7 +26,7 @@ var _cached_font: Font = null # Cached to avoid per-frame theme lookup
|
|||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||||
visible = false
|
visible = false
|
||||||
_evaluator = _ChecklistEvaluator.new()
|
_evaluator = ChecklistEvaluator.new()
|
||||||
_cached_font = get_theme_default_font()
|
_cached_font = get_theme_default_font()
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -232,11 +232,15 @@ func _draw_stats_panel() -> void:
|
|||||||
var right_x: float = PADDING.x + left_label_w + left_value_w + COL_GAP
|
var right_x: float = PADDING.x + left_label_w + left_value_w + COL_GAP
|
||||||
for i in range(line_count):
|
for i in range(line_count):
|
||||||
if i < left_lines.size():
|
if i < left_lines.size():
|
||||||
draw_string(font, Vector2(PADDING.x, y), left_lines[i][0] + ": ", HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, LABEL_COLOR)
|
draw_string(font, Vector2(PADDING.x, y), left_lines[i][0] + ": ",
|
||||||
draw_string(font, Vector2(PADDING.x + left_label_w, y), left_lines[i][1], HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, VALUE_COLOR)
|
HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, LABEL_COLOR)
|
||||||
|
draw_string(font, Vector2(PADDING.x + left_label_w, y), left_lines[i][1],
|
||||||
|
HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, VALUE_COLOR)
|
||||||
if i < right_lines.size():
|
if i < right_lines.size():
|
||||||
draw_string(font, Vector2(right_x, y), right_lines[i][0] + ": ", HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, LABEL_COLOR)
|
draw_string(font, Vector2(right_x, y), right_lines[i][0] + ": ",
|
||||||
draw_string(font, Vector2(right_x + right_label_w, y), right_lines[i][1], HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, VALUE_COLOR)
|
HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, LABEL_COLOR)
|
||||||
|
draw_string(font, Vector2(right_x + right_label_w, y), right_lines[i][1],
|
||||||
|
HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, VALUE_COLOR)
|
||||||
y += LINE_HEIGHT
|
y += LINE_HEIGHT
|
||||||
|
|
||||||
|
|
||||||
@@ -335,7 +339,8 @@ func _draw_npc_paths(canvas_xf: Transform2D) -> void:
|
|||||||
var a_screen := _w2s(path[i - 1], canvas_xf)
|
var a_screen := _w2s(path[i - 1], canvas_xf)
|
||||||
var b_screen := _w2s(path[i], canvas_xf)
|
var b_screen := _w2s(path[i], canvas_xf)
|
||||||
var alpha := float(i) / float(path.size())
|
var alpha := float(i) / float(path.size())
|
||||||
draw_line(a_screen, b_screen, Color(NPC_PATH_COLOR.r, NPC_PATH_COLOR.g, NPC_PATH_COLOR.b, NPC_PATH_COLOR.a * alpha), 1.5)
|
draw_line(a_screen, b_screen,
|
||||||
|
Color(NPC_PATH_COLOR.r, NPC_PATH_COLOR.g, NPC_PATH_COLOR.b, NPC_PATH_COLOR.a * alpha), 1.5)
|
||||||
draw_circle(_w2s(path.back(), canvas_xf), NPC_DOT_RADIUS, NPC_DOT_COLOR)
|
draw_circle(_w2s(path.back(), canvas_xf), NPC_DOT_RADIUS, NPC_DOT_COLOR)
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
+29
-29
@@ -21,9 +21,26 @@ signal dialogue_state_changed(active: bool)
|
|||||||
signal audio_dip_requested(profile: String)
|
signal audio_dip_requested(profile: String)
|
||||||
signal audio_dip_cleared
|
signal audio_dip_cleared
|
||||||
|
|
||||||
@onready var panel: PanelContainer = $PanelContainer
|
const THEME_PATH: String = "res://data/dialogue-theme.yaml"
|
||||||
@onready var dialogue_log: RichTextLabel = $PanelContainer/MarginContainer/VBoxContainer/DialogueLog
|
|
||||||
@onready var options_container: VBoxContainer = $PanelContainer/MarginContainer/VBoxContainer/OptionsContainer
|
const FADE_IN: float = 0.2
|
||||||
|
const FADE_OUT: float = 0.3 # D-064: 300ms fade on walk-away
|
||||||
|
const MAX_OPTIONS: int = 3 # D-061: max 3 response options visible
|
||||||
|
const MAX_HEIGHT_RATIO: float = 0.2 # D-061: max 20% viewport height
|
||||||
|
const MAX_WIDTH_PX: float = Constants.DIALOGUE_MAX_WIDTH # D-076: 640px (OQ-29)
|
||||||
|
const CONFRONTATION_BEAT_DURATION: float = 1.5 # D-063: pause before sending
|
||||||
|
const CONFRONTATION_DIM_ALPHA: float = 0.7 # D-063: dialogue box dims during beat
|
||||||
|
const CONFRONTATION_MONOLOGUE_KEY: String = "dialogue.confrontation_beat"
|
||||||
|
const PLAYER_NAME: String = "You"
|
||||||
|
const PASSIVE_GLYPH: String = "\u2503 " # ┃ prefix for overheard lines (Araminta review)
|
||||||
|
const PASSIVE_DESATURATION: float = 0.4 # Desaturate passive name colours by this factor
|
||||||
|
const MIN_CONTRAST_LUMINANCE: float = 0.25 # Floor for name colour brightness against dark BG
|
||||||
|
|
||||||
|
# D-064: movement actions that trigger walk-away
|
||||||
|
const _WALK_AWAY_ACTIONS: Array[StringName] = [
|
||||||
|
&"move_north", &"move_south", &"move_east", &"move_west",
|
||||||
|
&"move_northeast", &"move_southeast", &"move_southwest", &"move_northwest",
|
||||||
|
]
|
||||||
|
|
||||||
# -- Log state --
|
# -- Log state --
|
||||||
# Entry format (legacy): {speaker: String, target: String, text, is_passive, pinned, timestamp_msec}
|
# Entry format (legacy): {speaker: String, target: String, text, is_passive, pinned, timestamp_msec}
|
||||||
@@ -67,26 +84,9 @@ var _passive_opacity: float = 0.9
|
|||||||
var _entry_lifetime: float = 45.0
|
var _entry_lifetime: float = 45.0
|
||||||
var _entry_fade: float = 5.0
|
var _entry_fade: float = 5.0
|
||||||
|
|
||||||
const THEME_PATH: String = "res://data/dialogue-theme.yaml"
|
@onready var panel: PanelContainer = $PanelContainer
|
||||||
|
@onready var dialogue_log: RichTextLabel = $PanelContainer/MarginContainer/VBoxContainer/DialogueLog
|
||||||
const FADE_IN: float = 0.2
|
@onready var options_container: VBoxContainer = $PanelContainer/MarginContainer/VBoxContainer/OptionsContainer
|
||||||
const FADE_OUT: float = 0.3 # D-064: 300ms fade on walk-away
|
|
||||||
const MAX_OPTIONS: int = 3 # D-061: max 3 response options visible
|
|
||||||
const MAX_HEIGHT_RATIO: float = 0.2 # D-061: max 20% viewport height
|
|
||||||
const MAX_WIDTH_PX: float = Constants.DIALOGUE_MAX_WIDTH # D-076: 640px (OQ-29)
|
|
||||||
const CONFRONTATION_BEAT_DURATION: float = 1.5 # D-063: pause before sending
|
|
||||||
const CONFRONTATION_DIM_ALPHA: float = 0.7 # D-063: dialogue box dims during beat
|
|
||||||
const CONFRONTATION_MONOLOGUE_KEY: String = "dialogue.confrontation_beat"
|
|
||||||
const PLAYER_NAME: String = "You"
|
|
||||||
const PASSIVE_GLYPH: String = "\u2503 " # ┃ prefix for overheard lines (Araminta review)
|
|
||||||
const PASSIVE_DESATURATION: float = 0.4 # Desaturate passive name colours by this factor
|
|
||||||
const MIN_CONTRAST_LUMINANCE: float = 0.25 # Floor for name colour brightness against dark BG
|
|
||||||
|
|
||||||
# D-064: movement actions that trigger walk-away
|
|
||||||
const _WALK_AWAY_ACTIONS: Array[StringName] = [
|
|
||||||
&"move_north", &"move_south", &"move_east", &"move_west",
|
|
||||||
&"move_northeast", &"move_southeast", &"move_southwest", &"move_northwest",
|
|
||||||
]
|
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
@@ -197,7 +197,8 @@ func _update_layout() -> void:
|
|||||||
## Active conversation entries are pinned (no timeout) while _in_player_conversation.
|
## Active conversation entries are pinned (no timeout) while _in_player_conversation.
|
||||||
## speaker_entity_id/target_entity_id: optional entity IDs for stable color lookup (#573).
|
## speaker_entity_id/target_entity_id: optional entity IDs for stable color lookup (#573).
|
||||||
## TODO Phase 2: 6 positional params is unwieldy — consider dictionary-options overload.
|
## TODO Phase 2: 6 positional params is unwieldy — consider dictionary-options overload.
|
||||||
func append_line(speaker: String, target: String, text: String, is_passive: bool = false, speaker_entity_id: int = -1, target_entity_id: int = -1) -> void:
|
func append_line(speaker: String, target: String, text: String,
|
||||||
|
is_passive: bool = false, speaker_entity_id: int = -1, target_entity_id: int = -1) -> void:
|
||||||
var pinned := not is_passive and _in_player_conversation
|
var pinned := not is_passive and _in_player_conversation
|
||||||
var entry: Dictionary = {
|
var entry: Dictionary = {
|
||||||
"speaker": speaker,
|
"speaker": speaker,
|
||||||
@@ -572,11 +573,10 @@ func _format_entry(entry: Dictionary, alpha: float) -> String:
|
|||||||
return "%s[color=%s][b]%s[/b][/color][color=%s]: %s[/color]" % [
|
return "%s[color=%s][b]%s[/b][/color][color=%s]: %s[/color]" % [
|
||||||
prefix, sc, speaker, txc, text
|
prefix, sc, speaker, txc, text
|
||||||
]
|
]
|
||||||
else:
|
# Full "Speaker → Target: text" for overheard
|
||||||
# Full "Speaker → Target: text" for overheard
|
return "%s[color=%s][b]%s[/b][/color][color=%s] \u2192 [/color][color=%s][b]%s[/b][/color][color=%s]: %s[/color]" % [
|
||||||
return "%s[color=%s][b]%s[/b][/color][color=%s] \u2192 [/color][color=%s][b]%s[/b][/color][color=%s]: %s[/color]" % [
|
prefix, sc, speaker, ac, tc, target, txc, text
|
||||||
prefix, sc, speaker, ac, tc, target, txc, text
|
]
|
||||||
]
|
|
||||||
|
|
||||||
|
|
||||||
## Escape BBCode bracket characters in server-sourced text (Hoshe #2).
|
## Escape BBCode bracket characters in server-sourced text (Hoshe #2).
|
||||||
|
|||||||
@@ -21,12 +21,12 @@ const CONFIDENCE_ALPHA: Dictionary = {
|
|||||||
"Suspects": 0.6,
|
"Suspects": 0.6,
|
||||||
}
|
}
|
||||||
|
|
||||||
@onready var panel: PanelContainer = $PanelContainer
|
|
||||||
@onready var text_label: RichTextLabel = $PanelContainer/MarginContainer/TextLabel
|
|
||||||
|
|
||||||
var _dismiss_tween: Tween = null
|
var _dismiss_tween: Tween = null
|
||||||
var _active: bool = false
|
var _active: bool = false
|
||||||
|
|
||||||
|
@onready var panel: PanelContainer = $PanelContainer
|
||||||
|
@onready var text_label: RichTextLabel = $PanelContainer/MarginContainer/TextLabel
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||||
modulate.a = 0.0
|
modulate.a = 0.0
|
||||||
|
|||||||
@@ -114,7 +114,8 @@ func _draw() -> void:
|
|||||||
# PB text (different color)
|
# PB text (different color)
|
||||||
if not pb_text.is_empty():
|
if not pb_text.is_empty():
|
||||||
var pb_color: Color = NEW_PB_COLOR if _new_pb_flash > 0.0 else PB_COLOR
|
var pb_color: Color = NEW_PB_COLOR if _new_pb_flash > 0.0 else PB_COLOR
|
||||||
draw_string(font, Vector2(PADDING.x + timer_size.x, y_offset), pb_text, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, pb_color)
|
draw_string(font, Vector2(PADDING.x + timer_size.x, y_offset), pb_text,
|
||||||
|
HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, pb_color)
|
||||||
|
|
||||||
|
|
||||||
static func _format_time(seconds: float) -> String:
|
static func _format_time(seconds: float) -> String:
|
||||||
|
|||||||
@@ -15,7 +15,7 @@ const TPT_YELLOW_THRESHOLD := 3.0 # tokens/sec — partial pre-voicing not
|
|||||||
const TPT_DEGRADATION_THRESHOLD := 0.4 # fraction — >40% sustained drop → yellow
|
const TPT_DEGRADATION_THRESHOLD := 0.4 # fraction — >40% sustained drop → yellow
|
||||||
|
|
||||||
## Benchmark cache path — reads from PlatformInfo for cross-platform correctness.
|
## Benchmark cache path — reads from PlatformInfo for cross-platform correctness.
|
||||||
var BENCHMARK_CACHE_PATH: String:
|
var benchmark_cache_path: String:
|
||||||
get:
|
get:
|
||||||
return PlatformInfo.benchmark_cache_path
|
return PlatformInfo.benchmark_cache_path
|
||||||
|
|
||||||
@@ -45,10 +45,9 @@ func _ready() -> void:
|
|||||||
func classify_ram(free_mb: float) -> String:
|
func classify_ram(free_mb: float) -> String:
|
||||||
if free_mb >= RAM_PASS_THRESHOLD_MB:
|
if free_mb >= RAM_PASS_THRESHOLD_MB:
|
||||||
return "pass"
|
return "pass"
|
||||||
elif free_mb >= RAM_MARGINAL_THRESHOLD_MB:
|
if free_mb >= RAM_MARGINAL_THRESHOLD_MB:
|
||||||
return "marginal"
|
return "marginal"
|
||||||
else:
|
return "fail"
|
||||||
return "fail"
|
|
||||||
|
|
||||||
|
|
||||||
## Query RAM via PlatformInfo and return classification + raw MB value.
|
## Query RAM via PlatformInfo and return classification + raw MB value.
|
||||||
@@ -65,10 +64,9 @@ func check_ram() -> Dictionary:
|
|||||||
func classify_tpt(tps: float) -> String:
|
func classify_tpt(tps: float) -> String:
|
||||||
if tps >= TPT_GREEN_THRESHOLD:
|
if tps >= TPT_GREEN_THRESHOLD:
|
||||||
return "green"
|
return "green"
|
||||||
elif tps >= TPT_YELLOW_THRESHOLD:
|
if tps >= TPT_YELLOW_THRESHOLD:
|
||||||
return "yellow"
|
return "yellow"
|
||||||
else:
|
return "red"
|
||||||
return "red"
|
|
||||||
|
|
||||||
|
|
||||||
## Read the cached TPT benchmark result written by the server on first model load.
|
## Read the cached TPT benchmark result written by the server on first model load.
|
||||||
@@ -192,12 +190,20 @@ func _send_settings_change(enabled: bool) -> void:
|
|||||||
## Returns empty string when no message is needed.
|
## Returns empty string when no message is needed.
|
||||||
func status_message(ram_classification: String, tpt_classification: String, free_mb: float, tps: float) -> String:
|
func status_message(ram_classification: String, tpt_classification: String, free_mb: float, tps: float) -> String:
|
||||||
if ram_classification == "fail":
|
if ram_classification == "fail":
|
||||||
return "AI-Enhanced Dialogue requires 2 GB of free memory. Your system currently has %.0f MB available. Close other applications and try again, or leave the setting off — the game is complete either way." % free_mb
|
return (
|
||||||
|
"AI-Enhanced Dialogue requires 2 GB of free memory. Your system currently has %.0f MB available."
|
||||||
|
+ " Close other applications and try again, or leave the setting off — the game is complete either way."
|
||||||
|
) % free_mb
|
||||||
if ram_classification == "marginal":
|
if ram_classification == "marginal":
|
||||||
return "Only %.0f MB free — performance may vary. You can still enable it." % free_mb
|
return "Only %.0f MB free — performance may vary. You can still enable it." % free_mb
|
||||||
match tpt_classification:
|
match tpt_classification:
|
||||||
"yellow":
|
"yellow":
|
||||||
return "Running at %.0f t/s — pre-voicing will work for main characters and key scenes. Background NPCs may show base text until the queue catches up." % tps
|
return (
|
||||||
|
"Running at %.0f t/s — pre-voicing will work for main characters and key scenes."
|
||||||
|
+ " Background NPCs may show base text until the queue catches up."
|
||||||
|
) % tps
|
||||||
"red":
|
"red":
|
||||||
return "Running very slowly at %.0f t/s — we recommend leaving this off, but the choice is yours." % tps
|
return (
|
||||||
|
"Running very slowly at %.0f t/s — we recommend leaving this off, but the choice is yours."
|
||||||
|
) % tps
|
||||||
return ""
|
return ""
|
||||||
|
|||||||
@@ -32,6 +32,8 @@ var _verb_labels: Array[Label] = []
|
|||||||
# #537: D-033 relationship color — cached per target, drawn as left-edge accent bar
|
# #537: D-033 relationship color — cached per target, drawn as left-edge accent bar
|
||||||
var _relationship_color: Color = Constants.IMPLANT_TEXT_DIM
|
var _relationship_color: Color = Constants.IMPLANT_TEXT_DIM
|
||||||
|
|
||||||
|
var _last_screen_pos: Vector2 = Vector2.ZERO
|
||||||
|
|
||||||
@onready var _vbox: VBoxContainer = $VBox
|
@onready var _vbox: VBoxContainer = $VBox
|
||||||
|
|
||||||
|
|
||||||
@@ -40,9 +42,6 @@ func _ready() -> void:
|
|||||||
visible = false
|
visible = false
|
||||||
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||||
|
|
||||||
|
|
||||||
var _last_screen_pos: Vector2 = Vector2.ZERO
|
|
||||||
|
|
||||||
func _process(_delta: float) -> void:
|
func _process(_delta: float) -> void:
|
||||||
if _showing:
|
if _showing:
|
||||||
_update_screen_position()
|
_update_screen_position()
|
||||||
|
|||||||
@@ -8,7 +8,8 @@ extends PanelContainer
|
|||||||
# v0.2: Will be replaced/extended with radial verb menu.
|
# v0.2: Will be replaced/extended with radial verb menu.
|
||||||
# Public interface: get_interaction_target(), get_selected_verb()
|
# Public interface: get_interaction_target(), get_selected_verb()
|
||||||
|
|
||||||
@onready var prompt_label: Label = $MarginContainer/PromptLabel
|
const FADE_IN: float = 0.15
|
||||||
|
const FADE_OUT: float = 0.15
|
||||||
|
|
||||||
var _is_showing: bool = false
|
var _is_showing: bool = false
|
||||||
var _active_tween: Tween = null
|
var _active_tween: Tween = null
|
||||||
@@ -16,8 +17,7 @@ var _current_target_id: int = -1
|
|||||||
# OQ-07 (#522): when false, prompt is suppressed (z-layer 6 insert overlay only)
|
# OQ-07 (#522): when false, prompt is suppressed (z-layer 6 insert overlay only)
|
||||||
var _insert_active: bool = true
|
var _insert_active: bool = true
|
||||||
|
|
||||||
const FADE_IN: float = 0.15
|
@onready var prompt_label: Label = $MarginContainer/PromptLabel
|
||||||
const FADE_OUT: float = 0.15
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
modulate.a = 0.0
|
modulate.a = 0.0
|
||||||
|
|||||||
@@ -94,7 +94,8 @@ func _draw() -> void:
|
|||||||
|
|
||||||
# Hotkey number (top-left corner)
|
# Hotkey number (top-left corner)
|
||||||
var hotkey := str(slot_idx + 1)
|
var hotkey := str(slot_idx + 1)
|
||||||
draw_string(font, pos + Vector2(3, HOTKEY_SIZE + 2), hotkey, HORIZONTAL_ALIGNMENT_LEFT, -1, HOTKEY_SIZE, SLOT_TEXT_DIM)
|
draw_string(font, pos + Vector2(3, HOTKEY_SIZE + 2), hotkey,
|
||||||
|
HORIZONTAL_ALIGNMENT_LEFT, -1, HOTKEY_SIZE, SLOT_TEXT_DIM)
|
||||||
|
|
||||||
|
|
||||||
func _unhandled_input(event: InputEvent) -> void:
|
func _unhandled_input(event: InputEvent) -> void:
|
||||||
|
|||||||
@@ -23,13 +23,14 @@ const FADE_OUT: float = 0.25
|
|||||||
# Keys: knowledge_panel.confidence_{lower} and knowledge_panel.source_{lower}
|
# Keys: knowledge_panel.confidence_{lower} and knowledge_panel.source_{lower}
|
||||||
# Fallback: raw value if key not found (UIStrings returns the key itself).
|
# Fallback: raw value if key not found (UIStrings returns the key itself).
|
||||||
|
|
||||||
|
var _visible_state: bool = false
|
||||||
|
var _last_rendered_tick: int = -1
|
||||||
|
|
||||||
@onready var panel: PanelContainer = $PanelContainer
|
@onready var panel: PanelContainer = $PanelContainer
|
||||||
@onready var title_label: Label = $PanelContainer/MarginContainer/VBoxContainer/TitleLabel
|
@onready var title_label: Label = $PanelContainer/MarginContainer/VBoxContainer/TitleLabel
|
||||||
@onready var scroll: ScrollContainer = $PanelContainer/MarginContainer/VBoxContainer/ScrollContainer
|
@onready var scroll: ScrollContainer = $PanelContainer/MarginContainer/VBoxContainer/ScrollContainer
|
||||||
@onready var entries_container: VBoxContainer = $PanelContainer/MarginContainer/VBoxContainer/ScrollContainer/EntriesContainer
|
@onready var entries_container: VBoxContainer = \
|
||||||
|
$PanelContainer/MarginContainer/VBoxContainer/ScrollContainer/EntriesContainer
|
||||||
var _visible_state: bool = false
|
|
||||||
var _last_rendered_tick: int = -1
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||||
|
|||||||
@@ -40,5 +40,5 @@ func show_loading() -> void:
|
|||||||
|
|
||||||
|
|
||||||
## Hide the loading overlay. success=false is reserved for future failure-state UI.
|
## Hide the loading overlay. success=false is reserved for future failure-state UI.
|
||||||
func hide_loading(success: bool = true) -> void:
|
func hide_loading(_success: bool = true) -> void:
|
||||||
visible = false
|
visible = false
|
||||||
|
|||||||
@@ -16,6 +16,9 @@ const FONT_SIZE_TITLE := 36
|
|||||||
const FONT_SIZE_SUBTITLE := 14
|
const FONT_SIZE_SUBTITLE := 14
|
||||||
const FONT_SIZE_BTN := 15
|
const FONT_SIZE_BTN := 15
|
||||||
|
|
||||||
|
var _char_creation: Control = null
|
||||||
|
var _list_built: bool = false
|
||||||
|
|
||||||
@onready var _new_game_btn: Button = $VBox/NewGameBtn
|
@onready var _new_game_btn: Button = $VBox/NewGameBtn
|
||||||
@onready var _continue_btn: Button = $VBox/ContinueBtn
|
@onready var _continue_btn: Button = $VBox/ContinueBtn
|
||||||
@onready var _load_game_btn: Button = $VBox/LoadGameBtn
|
@onready var _load_game_btn: Button = $VBox/LoadGameBtn
|
||||||
@@ -24,8 +27,6 @@ const FONT_SIZE_BTN := 15
|
|||||||
@onready var _saves_list: VBoxContainer = $LoadGamePanel/VBox/SavesScroll/SavesList
|
@onready var _saves_list: VBoxContainer = $LoadGamePanel/VBox/SavesScroll/SavesList
|
||||||
@onready var _load_back_btn: Button = $LoadGamePanel/VBox/BackBtn
|
@onready var _load_back_btn: Button = $LoadGamePanel/VBox/BackBtn
|
||||||
|
|
||||||
var _char_creation: Control = null
|
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
_new_game_btn.pressed.connect(_on_new_game)
|
_new_game_btn.pressed.connect(_on_new_game)
|
||||||
@@ -93,9 +94,6 @@ func _on_continue() -> void:
|
|||||||
get_tree().change_scene_to_file(GAME_SCENE)
|
get_tree().change_scene_to_file(GAME_SCENE)
|
||||||
|
|
||||||
|
|
||||||
var _list_built: bool = false
|
|
||||||
|
|
||||||
|
|
||||||
func _on_load_game_browse() -> void:
|
func _on_load_game_browse() -> void:
|
||||||
if not _list_built:
|
if not _list_built:
|
||||||
_build_saves_list()
|
_build_saves_list()
|
||||||
|
|||||||
@@ -38,8 +38,6 @@ const _FALLBACK_URGENT: Color = Color("#e0e8f8")
|
|||||||
const _NOTIFICATION_COLOR: Color = Color("#8890a0") # #554: neutral system notification
|
const _NOTIFICATION_COLOR: Color = Color("#8890a0") # #554: neutral system notification
|
||||||
const _NOTIFICATION_DURATION: float = 2.5
|
const _NOTIFICATION_DURATION: float = 2.5
|
||||||
|
|
||||||
@onready var _vbox: VBoxContainer = $VBoxContainer
|
|
||||||
|
|
||||||
# Visible slot: {node: Control, expire_timer: float, priority: int, tween: Tween}
|
# Visible slot: {node: Control, expire_timer: float, priority: int, tween: Tween}
|
||||||
var _visible: Array[Dictionary] = []
|
var _visible: Array[Dictionary] = []
|
||||||
# Queue entry: {text, duration, priority, is_urgent, lattice_profile}
|
# Queue entry: {text, duration, priority, is_urgent, lattice_profile}
|
||||||
@@ -47,6 +45,8 @@ var _queue: Array[Dictionary] = []
|
|||||||
# Msec timestamp when the next fade-in may begin (stagger enforcement)
|
# Msec timestamp when the next fade-in may begin (stagger enforcement)
|
||||||
var _next_fade_in_msec: float = 0.0
|
var _next_fade_in_msec: float = 0.0
|
||||||
|
|
||||||
|
@onready var _vbox: VBoxContainer = $VBoxContainer
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
pass
|
pass
|
||||||
@@ -85,7 +85,10 @@ func show_notification(text: String) -> void:
|
|||||||
if _visible.size() < MAX_VISIBLE and now >= _next_fade_in_msec:
|
if _visible.size() < MAX_VISIBLE and now >= _next_fade_in_msec:
|
||||||
_show_notification_line(text)
|
_show_notification_line(text)
|
||||||
else:
|
else:
|
||||||
var entry := {text = text, duration = _NOTIFICATION_DURATION, priority = 1, is_urgent = false, lattice_profile = "", is_notification = true}
|
var entry := {
|
||||||
|
text = text, duration = _NOTIFICATION_DURATION, priority = 1,
|
||||||
|
is_urgent = false, lattice_profile = "", is_notification = true
|
||||||
|
}
|
||||||
if _queue.size() < MAX_QUEUE:
|
if _queue.size() < MAX_QUEUE:
|
||||||
_queue.append(entry)
|
_queue.append(entry)
|
||||||
_queue.sort_custom(func(a: Dictionary, b: Dictionary) -> bool: return a.priority > b.priority)
|
_queue.sort_custom(func(a: Dictionary, b: Dictionary) -> bool: return a.priority > b.priority)
|
||||||
@@ -173,13 +176,19 @@ func _retire_slot(slot: Dictionary) -> void:
|
|||||||
|
|
||||||
func _enqueue(text: String, duration: float, priority: int, is_urgent: bool, lattice_profile: String) -> void:
|
func _enqueue(text: String, duration: float, priority: int, is_urgent: bool, lattice_profile: String) -> void:
|
||||||
if _queue.size() < MAX_QUEUE:
|
if _queue.size() < MAX_QUEUE:
|
||||||
_queue.append({text = text, duration = duration, priority = priority, is_urgent = is_urgent, lattice_profile = lattice_profile})
|
_queue.append({
|
||||||
|
text = text, duration = duration, priority = priority,
|
||||||
|
is_urgent = is_urgent, lattice_profile = lattice_profile
|
||||||
|
})
|
||||||
_queue.sort_custom(func(a: Dictionary, b: Dictionary) -> bool: return a.priority > b.priority)
|
_queue.sort_custom(func(a: Dictionary, b: Dictionary) -> bool: return a.priority > b.priority)
|
||||||
else:
|
else:
|
||||||
# >= tiebreak: newest replaces oldest at equal priority (FIFO for equal ranks)
|
# >= tiebreak: newest replaces oldest at equal priority (FIFO for equal ranks)
|
||||||
var lowest := _lowest_priority_idx()
|
var lowest := _lowest_priority_idx()
|
||||||
if priority >= _queue[lowest].priority:
|
if priority >= _queue[lowest].priority:
|
||||||
_queue[lowest] = {text = text, duration = duration, priority = priority, is_urgent = is_urgent, lattice_profile = lattice_profile}
|
_queue[lowest] = {
|
||||||
|
text = text, duration = duration, priority = priority,
|
||||||
|
is_urgent = is_urgent, lattice_profile = lattice_profile
|
||||||
|
}
|
||||||
_queue.sort_custom(func(a: Dictionary, b: Dictionary) -> bool: return a.priority > b.priority)
|
_queue.sort_custom(func(a: Dictionary, b: Dictionary) -> bool: return a.priority > b.priority)
|
||||||
# else: incoming line is strictly lower priority — silently drop; no sort needed
|
# else: incoming line is strictly lower priority — silently drop; no sort needed
|
||||||
|
|
||||||
|
|||||||
@@ -10,12 +10,12 @@ const FONT_SIZE := 13
|
|||||||
const SCROLL_SPEED := 60.0 # pixels per second
|
const SCROLL_SPEED := 60.0 # pixels per second
|
||||||
const BAR_HEIGHT := 28
|
const BAR_HEIGHT := 28
|
||||||
|
|
||||||
@onready var _label: Label = $TickerLabel
|
|
||||||
|
|
||||||
var _text: String = ""
|
var _text: String = ""
|
||||||
var _scroll_x: float = 0.0
|
var _scroll_x: float = 0.0
|
||||||
var _content_width: float = 0.0
|
var _content_width: float = 0.0
|
||||||
|
|
||||||
|
@onready var _label: Label = $TickerLabel
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||||
|
|||||||
@@ -6,6 +6,10 @@ extends Control
|
|||||||
## Volumes persist via AudioManager._save_prefs() on each slider change.
|
## Volumes persist via AudioManager._save_prefs() on each slider change.
|
||||||
## AI Dialogue toggle persists via ConfigFile (client-local) + ChangeSettings IPC (server SQLite).
|
## AI Dialogue toggle persists via ConfigFile (client-local) + ChangeSettings IPC (server SQLite).
|
||||||
|
|
||||||
|
signal closed
|
||||||
|
signal debug_console_toggled(enabled: bool) # #581: debug console enabled/disabled
|
||||||
|
signal ai_dialogue_toggled(enabled: bool) # #646: AI-Enhanced Dialogue enabled/disabled
|
||||||
|
|
||||||
const BG_COLOR := Color(0.05, 0.05, 0.08, 0.90)
|
const BG_COLOR := Color(0.05, 0.05, 0.08, 0.90)
|
||||||
const BORDER_COLOR := Color("#4a9ebb")
|
const BORDER_COLOR := Color("#4a9ebb")
|
||||||
const TEXT_COLOR := Color(0.878, 0.969, 0.98, 1)
|
const TEXT_COLOR := Color(0.878, 0.969, 0.98, 1)
|
||||||
@@ -42,10 +46,6 @@ var _ai_check_node: CheckButton = null
|
|||||||
var _ai_inference_suspended: bool = false # D-138 §8 Layer 3 battery auto-suspend state
|
var _ai_inference_suspended: bool = false # D-138 §8 Layer 3 battery auto-suspend state
|
||||||
var _ai_battery_warning_label: Label = null # shown when on battery; toggle stays enabled
|
var _ai_battery_warning_label: Label = null # shown when on battery; toggle stays enabled
|
||||||
|
|
||||||
signal closed
|
|
||||||
signal debug_console_toggled(enabled: bool) # #581: debug console enabled/disabled
|
|
||||||
signal ai_dialogue_toggled(enabled: bool) # #646: AI-Enhanced Dialogue enabled/disabled
|
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
visible = false
|
visible = false
|
||||||
|
|||||||
Reference in New Issue
Block a user