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>
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@@ -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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