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:
2026-02-17 16:34:55 +01:00
co-authored by Claude Opus 4.6
parent 9e6b859cdf
commit bfc699c15d
6 changed files with 185 additions and 39 deletions
+6 -2
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@@ -29,8 +29,12 @@ var current_monologue: Variant = null # {id, text, duration_seconds} or null
var player_stance: String = "Walk" # Sprint/Walk/Careful/Crouch
var player_inventory: Array = [] # [{item_id, name, slot}]
# v7 fields (#434, D-061)
var current_dialogue: Variant = null # {npc_name, speech, options: [String]} or null
# v7 fields (#435, D-061/D-062)
var current_dialogue: Variant = null # {npc_name, npc_entity_id, speech, options: [{text, response_id, priority}]} or null
# D-064: true while dialogue box is visible or fading out (300ms).
# InputMapper suppresses movement when this is true.
var dialogue_active: bool = false
# v7 fields (#431, D-059/D-060)
var pending_recognitions: Array = [] # [{entity_id, x, y, z, remaining_ticks, total_delay_ticks}]
+3
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@@ -31,7 +31,10 @@ var _last_move_msec: int = 0
# Hold-to-move: poll held direction keys each frame, throttled by stance.
# Server-side cooldown (D-053) is authoritative; this prevents client flooding.
# D-064: movement suppressed during dialogue (walk-away handled by dialogue_box).
func _process(_delta: float) -> void:
if GameState.dialogue_active:
return
var dir := Vector2i.ZERO
if Input.is_action_pressed("move_north"):
dir.y -= 1
+6 -4
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@@ -340,18 +340,20 @@ func _test_snapshot() -> Dictionary:
"duration_seconds": 5.0,
}
# v7: mock dialogue (#434, D-061) — triggered by Interact near NPC
# v7: mock dialogue (#435, D-061/D-062) — triggered by Interact near NPC
# Sustained: dialogue persists across ticks while _test_in_dialogue is true.
# Movement (walk-away) clears it. Client consume-once guards against re-show.
# Options: structured {text, response_id, priority} per #435.
var dialogue: Variant = null
if _test_in_dialogue:
dialogue = {
"npc_name": "Kael",
"npc_entity_id": 2,
"speech": "Haven't seen you around the transit hub before. You new to Sova, or just passing through?",
"options": [
"Just arrived. Still getting my bearings.",
"Passing through. Know where I can find work?",
"I'm looking for someone.",
{"text": "Just arrived. Still getting my bearings.", "response_id": "kael_greet_01", "priority": 1, "confrontation": false},
{"text": "Passing through. Know where I can find work?", "response_id": "kael_greet_02", "priority": 2, "confrontation": false},
{"text": "I saw you near the cargo bay last night.", "response_id": "kael_confront_01", "priority": 3, "confrontation": true},
],
}