feat(ui): implement dialogue pipeline — selection, walk-away, confrontation
Protocol: decode current_dialogue with structured options {text,
response_id, priority, confrontation} and npc_entity_id (#435).
Dialogue box: priority sort, max 3 visible, RichTextLabel for BBCode
italic confrontation options (D-063), 1.5s monologue beat with audio
dip before confrontation send. Walk-away: WASD triggers WalkAway
input, 300ms fade, dialogue_active flag gates movement (D-064).
Implements #435, #437, #436.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -29,8 +29,12 @@ var current_monologue: Variant = null # {id, text, duration_seconds} or null
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var player_stance: String = "Walk" # Sprint/Walk/Careful/Crouch
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var player_inventory: Array = [] # [{item_id, name, slot}]
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# v7 fields (#434, D-061)
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var current_dialogue: Variant = null # {npc_name, speech, options: [String]} or null
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# v7 fields (#435, D-061/D-062)
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var current_dialogue: Variant = null # {npc_name, npc_entity_id, speech, options: [{text, response_id, priority}]} or null
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# D-064: true while dialogue box is visible or fading out (300ms).
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# InputMapper suppresses movement when this is true.
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var dialogue_active: bool = false
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# v7 fields (#431, D-059/D-060)
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var pending_recognitions: Array = [] # [{entity_id, x, y, z, remaining_ticks, total_delay_ticks}]
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@@ -31,7 +31,10 @@ var _last_move_msec: int = 0
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# Hold-to-move: poll held direction keys each frame, throttled by stance.
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# Server-side cooldown (D-053) is authoritative; this prevents client flooding.
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# D-064: movement suppressed during dialogue (walk-away handled by dialogue_box).
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func _process(_delta: float) -> void:
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if GameState.dialogue_active:
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return
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var dir := Vector2i.ZERO
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if Input.is_action_pressed("move_north"):
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dir.y -= 1
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@@ -340,18 +340,20 @@ func _test_snapshot() -> Dictionary:
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"duration_seconds": 5.0,
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}
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# v7: mock dialogue (#434, D-061) — triggered by Interact near NPC
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# v7: mock dialogue (#435, D-061/D-062) — triggered by Interact near NPC
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# Sustained: dialogue persists across ticks while _test_in_dialogue is true.
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# Movement (walk-away) clears it. Client consume-once guards against re-show.
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# Options: structured {text, response_id, priority} per #435.
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var dialogue: Variant = null
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if _test_in_dialogue:
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dialogue = {
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"npc_name": "Kael",
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"npc_entity_id": 2,
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"speech": "Haven't seen you around the transit hub before. You new to Sova, or just passing through?",
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"options": [
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"Just arrived. Still getting my bearings.",
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"Passing through. Know where I can find work?",
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"I'm looking for someone.",
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{"text": "Just arrived. Still getting my bearings.", "response_id": "kael_greet_01", "priority": 1, "confrontation": false},
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{"text": "Passing through. Know where I can find work?", "response_id": "kael_greet_02", "priority": 2, "confrontation": false},
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{"text": "I saw you near the cargo bay last night.", "response_id": "kael_confront_01", "priority": 3, "confrontation": true},
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],
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}
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+20
-7
@@ -17,6 +17,7 @@ extends Node2D
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# If a new snapshot arrives with null dialogue while fade-in is still running,
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# we don't re-trigger show_dialogue because _last_dialogue_id still matches.
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var _last_dialogue_id: int = 0
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var _last_dialogue_npc_id: int = -1 # D-064: NPC entity_id for WalkAway input
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var _camera_anchored: bool = false
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var _last_monologue_tick: int = -1 # Prevent re-consuming monologue when same tick polled twice
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var _last_dialogue_tick: int = -1
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@@ -50,6 +51,7 @@ func _ready() -> void:
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if dialogue_box:
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dialogue_box.option_selected.connect(_on_dialogue_option_selected)
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dialogue_box.dialogue_dismissed.connect(_on_dialogue_dismissed)
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dialogue_box.confrontation_monologue.connect(_on_confrontation_monologue)
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func _process(_delta: float) -> void:
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@@ -70,8 +72,13 @@ func _process(_delta: float) -> void:
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world_renderer.update_from_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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if interaction_list and interaction_list.has_method("update_from_state"):
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interaction_list.update_from_state()
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if dialogue_box and dialogue_box.is_dialogue_active():
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if interaction_list.is_showing():
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interaction_list._hide()
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else:
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interaction_list.update_from_state()
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# D-065: Update inventory grid
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if inventory_grid and inventory_grid.has_method("update_from_state"):
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@@ -156,6 +163,7 @@ func _consume_dialogue() -> void:
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return
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_last_dialogue_tick = GameState.current_tick
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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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dialogue_box.show_dialogue(
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dlg.get("npc_name", ""),
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dlg.get("speech", ""),
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@@ -166,26 +174,31 @@ func _consume_dialogue() -> void:
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# D-061: Handle dialogue option selection → send to server
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func _on_dialogue_option_selected(index: int, text: String) -> void:
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func _on_dialogue_option_selected(response_id: String, text: String) -> void:
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SimBridge.send_input({
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"action": InputMapper.Action.INTERACT,
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"timestamp_msec": Time.get_ticks_msec(),
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"action_data": {
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"target_entity_id": null,
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"verb": "DialogueResponse",
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"dialogue_option_index": index,
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"dialogue_option_text": text,
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"response_id": response_id,
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},
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})
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# D-064: Handle walk-away → send DialogueEnd to server
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# D-063: Handle confrontation beat monologue → show on monologue display (layer 7)
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func _on_confrontation_monologue(text: String, duration: float) -> void:
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if monologue_display:
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monologue_display.show_monologue(text, duration)
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# D-064: Handle walk-away → send WalkAway{npc_id} to server
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func _on_dialogue_dismissed() -> void:
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SimBridge.send_input({
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"action": InputMapper.Action.INTERACT,
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"timestamp_msec": Time.get_ticks_msec(),
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"action_data": {
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"target_entity_id": null,
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"verb": "DialogueEnd",
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"target_entity_id": _last_dialogue_npc_id if _last_dialogue_npc_id >= 0 else null,
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"verb": "WalkAway",
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},
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})
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@@ -145,6 +145,30 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
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})
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count += 1
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# v7: current_dialogue (#435, D-061/D-062) — NPC speech + player response options
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# Options carry response_id for server round-trip and priority for display ordering.
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# Locked options are invisible (D-062): server filters before sending.
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var current_dialogue: Variant = null
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var raw_dialogue: Variant = raw.get("current_dialogue")
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if raw_dialogue is Dictionary and raw_dialogue.has("speech"):
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var dialogue_options: Array = []
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var raw_options: Variant = raw_dialogue.get("options")
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if raw_options is Array:
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for raw_opt in raw_options:
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if raw_opt is Dictionary and raw_opt.has("text"):
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dialogue_options.append({
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"text": str(raw_opt["text"]),
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"response_id": str(raw_opt.get("response_id", "")),
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"priority": int(raw_opt.get("priority", 0)),
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"confrontation": bool(raw_opt.get("confrontation", false)),
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})
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current_dialogue = {
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"npc_name": str(raw_dialogue.get("npc_name", "")),
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"npc_entity_id": int(raw_dialogue.get("npc_entity_id", -1)),
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"speech": str(raw_dialogue["speech"]),
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"options": dialogue_options,
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}
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return {
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"tick": tick,
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"entities": entities,
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@@ -157,6 +181,7 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
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"visible_tiles": visible_tiles,
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"nearby_interactions": nearby_interactions,
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"current_monologue": current_monologue,
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"current_dialogue": current_dialogue,
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"pending_recognitions": pending_recognitions,
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}
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