feat(client): add interaction prompt system (#405)

Server-driven interaction prompt that displays "E - Talk" when near
an interactable NPC. Decodes v4 nearby_interactions from snapshot,
stores in GameState, renders via InteractionPrompt UI with fade
animation. Extensible interface (get_interaction_target/get_selected_verb)
for future radial verb menu (v0.2).

- Protocol: decode nearby_interactions array with nested VerbOption structs,
  entity relationship/observation fields, tick_rate in GameTime
- GameState: store/clear nearby_interactions per snapshot
- SimBridge: test mode generates v4 format with structured verbs
- InteractionPrompt: PanelContainer with fade in/out, polls GameState
- Tests: 19 new test cases covering protocol, state, sim bridge, UI, encoding
- Fixture assertions updated for v4 protocol version

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-12 23:43:37 +01:00
co-authored by Claude Opus 4.6
parent c970d2eba7
commit 6bebbd9933
17 changed files with 447 additions and 8 deletions
+9
View File
@@ -4,6 +4,7 @@ extends Node2D
@onready var camera = $Camera2D
@onready var hud = $UILayer/HUD
@onready var monologue_display = $UILayer/MonologueDisplay
@onready var interaction_prompt = $UILayer/InteractionPrompt
func _ready() -> void:
print("The Settled Reach — client initialized")
@@ -28,4 +29,12 @@ func _process(_delta: float) -> void:
# Send queued input to simulation
var inputs = InputMapper.flush_queue()
for input in inputs:
# TODO: Once server accepts Interact(InteractData), attach target + verb:
# if input.action == InputMapper.Action.INTERACT:
# var target_id: int = interaction_prompt.get_interaction_target()
# if target_id >= 0:
# input["action_data"] = {
# "target_entity_id": target_id,
# "verb": interaction_prompt.get_selected_verb(),
# }
SimBridge.send_input(input)