feat(client): character select, triangle activation consumer, news ticker
Sprint 24 Signal — three client tickets delivering the player-facing storyteller feedback loop: - #588: Character archetype select screen between New Game and session start. Two-card UI (Smuggler/Detective), keyboard+mouse, ESC cancels. GameState.character_archetype persisted and sent in StartupMessage. PROTOCOL_VERSION bumped to 19. - #590: Triangle crisis event consumer. Decodes triangle_crisis_events from snapshot, fires sfx_monologue_chime_urgent once per triangle per session via AudioManager.CHIME_ACTIVATION. - #592: News ticker HUD element. Scrolling marquee on UILayer, visible only when current_ticker is present in snapshot (Last Shift zone). Zero-arg update_from_state reads from GameState.current_snapshot. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -11,7 +11,8 @@ class_name Protocol
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## Protocol version — must match server PROTOCOL_VERSION in bridge/types.rs.
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## Reject snapshots where version != this value.
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const PROTOCOL_VERSION: int = 18
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## v19: adds character_archetype field to StartupMessage (#588, #587).
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const PROTOCOL_VERSION: int = 19
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# -- Decode: bytes from server → GDScript types --------------------------------
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@@ -255,6 +256,28 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
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"success": bool(raw_debug.get("success", false)),
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}
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# v19: triangle_crisis_events (#590, D-072/D-089) — one-shot activation events.
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# Each entry: {triangle_id: int}. Client deduplicates by triangle_id across ticks.
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var triangle_crisis_events: Array = []
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var raw_tce: Variant = raw.get("triangle_crisis_events")
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if raw_tce is Array:
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for raw_ev in raw_tce:
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if raw_ev is Dictionary and raw_ev.has("triangle_id"):
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triangle_crisis_events.append({
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"triangle_id": int(raw_ev["triangle_id"]),
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})
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# v19: current_ticker (#592) — scrolling news headline when in The Last Shift zone.
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# {id: String, text: String, category: String} or null when player outside bar zone.
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var current_ticker: Variant = null
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var raw_ticker: Variant = raw.get("current_ticker")
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if raw_ticker is Dictionary and raw_ticker.has("text"):
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current_ticker = {
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"id": str(raw_ticker.get("id", "")),
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"text": str(raw_ticker["text"]),
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"category": str(raw_ticker.get("category", "")),
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}
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# TODO(server): Send stationary_ticks in ObserverSnapshot (D-071, D-020).
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# Server already tracks this in ListeningFocus component (server/src/simulation/listening.rs).
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# When server populates this field, client-side accumulation fallback in game_state.gd
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@@ -334,6 +357,8 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
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"debug_response": debug_response,
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"stationary_ticks": stationary_ticks,
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"zone_id": zone_id,
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"triangle_crisis_events": triangle_crisis_events,
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"current_ticker": current_ticker,
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}
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@@ -439,11 +464,17 @@ static func _decode_enum_variant(raw) -> Dictionary:
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# -- Encode: GDScript types → bytes to server ----------------------------------
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## Encode a StartupMessage to MessagePack bytes (#175).
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## Encode a StartupMessage to MessagePack bytes (#175, #588).
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## Sent by the client immediately after handshake validation.
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## Server reads this to initialize SimRng with the world seed (D-010, D-029).
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static func encode_startup_message(world_seed: int) -> PackedByteArray:
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var msg := {"world_seed": world_seed}
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## Server reads this to initialize SimRng (D-010, D-029) and select monologue pool (D-032).
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## character_archetype: "detective" → "Detective", "smuggler" → "Smuggler" (server enum variant).
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static func encode_startup_message(world_seed: int, character_archetype: String = "detective") -> PackedByteArray:
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# Map client lowercase archetype string to server PascalCase enum variant.
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var archetype_variant: String = character_archetype.capitalize()
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var msg := {
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"world_seed": world_seed,
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"character_archetype": archetype_variant,
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}
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var result = Messagepack.encode(msg)
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if result.status != null:
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push_error("Protocol: startup message encode failed: %s" % result.status)
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