feat(ui): dialogue UI hardening and examine result overlay (#174)
Confrontation options use RichTextLabel with italic tags for first-person voice (D-063). Examine result overlay auto-dismisses after 5s with confidence-based color tinting. Dismisses when dialogue opens. D-062 invisible locked options confirmed correct. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -15,6 +15,9 @@ extends Node2D
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@onready var gauntlet_hud = $UILayer/GauntletHUD # #496: room timer + personal bests
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@onready var checklist_overlay = $UILayer/ChecklistOverlay # #503: auto-checklist progress
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@onready var time_display = $InsertOverlay/TimeDisplay # #263: diegetic time display (D-013, D-031)
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@onready var minimap = $InsertOverlay/Minimap # #151: diegetic minimap overlay (D-013, D-049)
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@onready var examine_display = $InsertOverlay/ExamineDisplay # #174: examine result overlay
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@onready var journal_panel = $InsertOverlay/JournalPanel # #264: knowledge journal (D-041)
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@onready var debug_overlay = $UILayer/DebugOverlay # #511: F3 debug overlay
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@onready var bug_report_dialog = $ModalLayer/BugReportDialog # #495: F12 WRONG button
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@onready var settings_dialog = $ModalLayer/SettingsDialog # #528: audio settings (ESC/OPEN_MENU)
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@@ -99,6 +102,8 @@ func _process(delta: float) -> void:
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interaction_list.set_insert_active(insert_state)
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if interaction_prompt and interaction_prompt.has_method("set_insert_active"):
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interaction_prompt.set_insert_active(insert_state)
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if minimap and minimap.has_method("set_insert_active"):
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minimap.set_insert_active(insert_state)
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# D-057: Update interaction list from game state
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# Suppress during dialogue — player is in conversation, verb list is noise
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@@ -136,6 +141,10 @@ func _process(delta: float) -> void:
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if time_display and time_display.has_method("update_from_state"):
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time_display.update_from_state()
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# #264: Update journal panel — auto-close on dialogue, refresh if open
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if journal_panel and journal_panel.has_method("update_from_state"):
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journal_panel.update_from_state()
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# #511: Update debug overlay (F3 toggle, dev tool)
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if debug_overlay and debug_overlay.has_method("update_from_state"):
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debug_overlay.update_from_state()
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@@ -150,6 +159,9 @@ func _process(delta: float) -> void:
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# Only activates when no dialogue/confrontation dip is active (D-070).
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_update_listening_focus()
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# #174: Show examine result if server sent one this tick (#242)
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_consume_examine_result()
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# Show monologue if server sent one this tick (#414)
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_consume_monologue()
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@@ -184,6 +196,10 @@ func _process(delta: float) -> void:
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if bug_report_dialog and not bug_report_dialog.is_active():
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bug_report_dialog.start_capture()
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continue
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# #264: J — client-only, toggle knowledge journal panel
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if input.action == InputMapper.Action.OPEN_JOURNAL:
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_toggle_journal()
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continue
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# #528: ESC/OPEN_MENU — client-only, toggle audio settings dialog
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if input.action == InputMapper.Action.OPEN_MENU:
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if settings_dialog:
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@@ -318,6 +334,9 @@ func _consume_dialogue() -> void:
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GameState.current_dialogue = null
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return
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_last_dialogue_tick = GameState.current_tick
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# #264: Close journal when dialogue opens (cannot be open simultaneously)
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if journal_panel and journal_panel.has_method("close"):
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journal_panel.close()
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var dlg: Dictionary = GameState.current_dialogue
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_last_dialogue_npc_id = dlg.get("npc_entity_id", -1)
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_last_dialogue_npc_name = dlg.get("npc_name", "")
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@@ -456,6 +475,33 @@ func _teleport_transition() -> void:
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tween.tween_callback(_flash_rect.queue_free)
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# #174: Consume examine result — show overlay when server sends character-filtered observation.
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# Clears after display (single-consume). Dismiss examine when dialogue opens.
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func _consume_examine_result() -> void:
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if GameState.current_examine_result == null or not examine_display:
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return
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var result: Dictionary = GameState.current_examine_result
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# Dismiss existing examine result if dialogue is active (focus priority)
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if dialogue_box and dialogue_box.is_dialogue_active():
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if examine_display.has_method("dismiss"):
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examine_display.dismiss()
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else:
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if examine_display.has_method("show_result"):
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examine_display.show_result(result)
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GameState.current_examine_result = null
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# #264: Toggle journal panel. Called from input handler when J key pressed.
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func _toggle_journal() -> void:
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if not journal_panel:
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return
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# Journal and dialogue cannot be open simultaneously (sprint briefing)
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if dialogue_box and dialogue_box.is_dialogue_active():
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return
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if journal_panel.has_method("toggle"):
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journal_panel.toggle()
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# #502: Full-screen color flash — fades from color to transparent over duration.
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# Used for room reset amber flash. Creates ephemeral ColorRect on UILayer.
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func _screen_flash(color: Color, duration: float) -> void:
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