diff --git a/client/scripts/autoloads/game_state.gd b/client/scripts/autoloads/game_state.gd index 19187264f..15120aafd 100644 --- a/client/scripts/autoloads/game_state.gd +++ b/client/scripts/autoloads/game_state.gd @@ -23,7 +23,12 @@ var player_entity_id: int = 1 var nearby_interactions: Array = [] # [{entity_id, entity_type, distance, verbs: [{kind, label, priority, available}]}] # v5 fields (#414) -var current_monologue: Variant = null # {id, text, duration_seconds} or null +var current_monologue: Variant = null # {id, text, duration_seconds, priority, is_urgent} or null + +# #122 (D-032): Character lattice profile — selects monologue text colour palette. +# "lattice_augmented" = detective, "lattice_baseline" = smuggler. +# Server sends this field as part of the player's capability snapshot. +var lattice_profile: String = "lattice_baseline" # v6 fields (#449, D-053, D-065) var player_stance: String = "Walk" # Sprint/Walk/Careful/Crouch @@ -138,6 +143,10 @@ func apply_snapshot(snapshot: Dictionary) -> void: else: current_monologue = null + # #122: lattice_profile — character insert capability level for monologue colour + if snapshot.has("lattice_profile") and snapshot.lattice_profile is String: + lattice_profile = snapshot.lattice_profile + # v6: player_stance (#449, D-053) if snapshot.has("player_stance") and snapshot.player_stance is String: player_stance = snapshot.player_stance diff --git a/client/scripts/main.gd b/client/scripts/main.gd index c7ab84c59..2d3e5715a 100644 --- a/client/scripts/main.gd +++ b/client/scripts/main.gd @@ -19,8 +19,9 @@ extends Node2D var _last_dialogue_npc_id: int = -1 # D-064: NPC entity_id for WalkAway input var _camera_anchored: bool = false -var _last_monologue_tick: int = -1 # Prevent re-consuming monologue when same tick polled twice +var _last_monologue_tick: int = -1 # Prevent re-consuming monologue when same tick polled twice var _last_dialogue_tick: int = -1 +var _last_confrontation_tick: int = -1 # Deduplicate confrontation_monologue signals within same tick var _known_recognition_ids: Dictionary = {} # D-067: entity_ids that have already chimed var _flash_rect: ColorRect = null # #502/#501: ephemeral screen flash overlay (shared: teleport preempts amber) var _teleport_in_progress: bool = false # #501: defer smoothing re-enable by one frame after teleport @@ -288,7 +289,12 @@ func _consume_monologue() -> void: return _last_monologue_tick = GameState.current_tick var mono: Dictionary = GameState.current_monologue - monologue_display.show_monologue(mono.get("text", ""), mono.get("duration_seconds", 5.0)) + monologue_display.show_monologue( + mono.get("text", ""), + mono.get("duration_seconds", 5.0), + mono.get("priority", 2), + mono.get("is_urgent", false) + ) # #502: Amber flash on room reset var mono_id: String = mono.get("id", "") if mono_id.begins_with("room_reset"): @@ -296,6 +302,7 @@ func _consume_monologue() -> void: GameState.current_monologue = null + # Consume-once per tick with ID tracking: show dialogue, then clear. # Tick guard + is_dialogue_active check prevent re-triggering. func _consume_dialogue() -> void: @@ -331,9 +338,15 @@ func _on_dialogue_option_selected(response_id: String, text: String) -> void: # D-063: Handle confrontation beat monologue → show on monologue display (layer 7) +# Confrontation lines are high-priority (3) and urgent — full opacity, elevated colour. +# Tick guard deduplicates if dialogue box emits the signal multiple times in one tick. func _on_confrontation_monologue(text: String, duration: float) -> void: - if monologue_display: - monologue_display.show_monologue(text, duration) + if not monologue_display: + return + if GameState.current_tick == _last_confrontation_tick: + return + _last_confrontation_tick = GameState.current_tick + monologue_display.show_monologue(text, duration, 3, true) # D-064: Handle walk-away → send WalkAway{npc_id} to server diff --git a/client/tests/test_monologue_display.gd b/client/tests/test_monologue_display.gd new file mode 100644 index 000000000..151f5fb77 --- /dev/null +++ b/client/tests/test_monologue_display.gd @@ -0,0 +1,490 @@ +## #122: Monologue display — client tests (Sprint 14) +## Covers queue management, priority logic, stagger, colour palette, BBCode output, +## no-overwrite contract (P0 #477), and per-slot fade lifecycle. +## +## API per Tyre architecture review: +## show_monologue(text, duration, priority=2, is_urgent=false) +## GameState.lattice_profile selects colour palette +class_name TestMonologueDisplay +extends GdUnitTestSuite + + +# --------------------------------------------------------------------------- +# Helpers +# --------------------------------------------------------------------------- + +func _make_display() -> Node: + if not ResourceLoader.exists("res://ui/monologue_display.tscn"): + push_warning("TestMonologueDisplay: scene not found — tests skipped") + return null + var node = load("res://ui/monologue_display.tscn").instantiate() + add_child(node) + return node + + +func _label_text(d: Node) -> String: + if d._visible.is_empty(): + return "" + var slot_node: Node = d._visible[0].node + return (slot_node.get_child(0) as RichTextLabel).text + + +# --------------------------------------------------------------------------- +# Lifecycle — ensure clean GameState between every test +# --------------------------------------------------------------------------- + +func before_test() -> void: + ## Reset GameState fields touched by this suite so tests don't bleed into each other. + ## lattice_profile: tests that care about colour set it explicitly — default to baseline. + ## current_monologue: GameState integration tests need null as start state. + GameState.current_monologue = null + GameState.lattice_profile = "lattice_baseline" + +func after_test() -> void: + GameState.current_monologue = null + GameState.lattice_profile = "lattice_baseline" + + +# --------------------------------------------------------------------------- +# Initial state +# --------------------------------------------------------------------------- + +func test_nothing_visible_on_init() -> void: + var d = _make_display() + if d == null: return + assert_int(d._visible.size()).is_equal(0) + assert_int(d._queue.size()).is_equal(0) + d.queue_free() + + +func test_stagger_timer_zero_on_init() -> void: + var d = _make_display() + if d == null: return + assert_float(d._next_fade_in_msec).is_equal(0.0) + d.queue_free() + + +func test_show_monologue_with_empty_text_does_not_set_displaying() -> void: + # Empty text must be ignored — no visible slot created, no queue entry. + # Prevents ghost display nodes and stagger timer contamination. + var d = _make_display() + if d == null: return + d.show_monologue("", 5.0) + assert_int(d._visible.size()).is_equal(0) + assert_int(d._queue.size()).is_equal(0) + d.queue_free() + + +func test_empty_text_does_not_advance_stagger_timer() -> void: + var d = _make_display() + if d == null: return + d.show_monologue("", 5.0) + assert_float(d._next_fade_in_msec).is_equal(0.0) + d.queue_free() + + +func test_empty_text_when_slots_full_does_not_enqueue() -> void: + var d = _make_display() + if d == null: return + d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0) + d.show_monologue("", 5.0) + assert_int(d._queue.size()).is_equal(0) + d.queue_free() + + +# --------------------------------------------------------------------------- +# Single-line display +# --------------------------------------------------------------------------- + +func test_single_line_goes_to_visible() -> void: + var d = _make_display() + if d == null: return + d.show_monologue("One.", 5.0) + assert_int(d._visible.size()).is_equal(1) + assert_int(d._queue.size()).is_equal(0) + d.queue_free() + + +func test_show_monologue_sets_stagger_timer() -> void: + var d = _make_display() + if d == null: return + var before := float(Time.get_ticks_msec()) + d.show_monologue("Stagger.", 5.0) + assert_float(d._next_fade_in_msec).is_greater(before) + d.queue_free() + + +# --------------------------------------------------------------------------- +# MAX_VISIBLE = 3 simultaneous lines +# --------------------------------------------------------------------------- + +func test_three_lines_all_visible() -> void: + var d = _make_display() + if d == null: return + d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0) + assert_int(d._visible.size()).is_equal(3) + assert_int(d._queue.size()).is_equal(0) + d.queue_free() + + +func test_fourth_line_queues_when_slots_full() -> void: + var d = _make_display() + if d == null: return + d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0) + d.show_monologue("D", 5.0) + assert_int(d._visible.size()).is_equal(3) + assert_int(d._queue.size()).is_equal(1) + d.queue_free() + + +# --------------------------------------------------------------------------- +# No-overwrite contract (P0, #477) +# --------------------------------------------------------------------------- + +func test_new_line_does_not_replace_first_visible_line() -> void: + var d = _make_display() + if d == null: return + d.show_monologue("First line.", 10.0) + var first_text := _label_text(d) + # Force stagger active; second call must queue, not display + d._next_fade_in_msec = float(Time.get_ticks_msec()) + 10000.0 + d.show_monologue("Second line.", 5.0) + assert_that(_label_text(d)).is_equal(first_text) + d.queue_free() + + +func test_two_visible_lines_coexist_without_overwriting() -> void: + var d = _make_display() + if d == null: return + d._next_fade_in_msec = 0.0; d.show_monologue("Alpha", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("Beta", 10.0) + assert_int(d._visible.size()).is_equal(2) + d.queue_free() + + +# --------------------------------------------------------------------------- +# Priority queue +# --------------------------------------------------------------------------- + +func test_queue_sorted_highest_priority_first() -> void: + var d = _make_display() + if d == null: return + d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0) + d.show_monologue("low", 5.0, 1) + d.show_monologue("high", 5.0, 4) + d.show_monologue("normal", 5.0, 2) + assert_int(d._queue[0].priority).is_equal(4) + d.queue_free() + + +func test_queue_drop_replaces_lowest_when_full() -> void: + var d = _make_display() + if d == null: return + d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0) + for i in range(d.MAX_QUEUE): + d.show_monologue("low_%d" % i, 5.0, 1) + d.show_monologue("critical!", 5.0, 9) + assert_int(d._queue.size()).is_equal(d.MAX_QUEUE) + var has_critical := false + for e in d._queue: + if e.priority == 9: + has_critical = true + assert_that(has_critical).is_true() + d.queue_free() + + +func test_queue_ignores_lower_priority_when_full() -> void: + var d = _make_display() + if d == null: return + d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0) + for i in range(d.MAX_QUEUE): + d.show_monologue("hi_%d" % i, 5.0, 5) + d.show_monologue("noise", 1.0, 1) + assert_int(d._queue.size()).is_equal(d.MAX_QUEUE) + for e in d._queue: + assert_int(e.priority).is_equal(5) + d.queue_free() + + +func test_queue_never_exceeds_max_depth() -> void: + var d = _make_display() + if d == null: return + d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0) + for i in range(d.MAX_QUEUE + 20): + d.show_monologue("flood_%d" % i, 1.0, 2) + assert_int(d._queue.size()).is_less_or_equal(d.MAX_QUEUE) + d.queue_free() + + +# --------------------------------------------------------------------------- +# Expire and drain +# --------------------------------------------------------------------------- + +func test_expired_slot_removed_from_visible() -> void: + var d = _make_display() + if d == null: return + d.show_monologue("Expires.", 1.0) + d._visible[0].expire_timer = -0.1 + d._process(0.0) + assert_int(d._visible.size()).is_equal(0) + d.queue_free() + + +func test_queue_drains_when_slot_opens() -> void: + var d = _make_display() + if d == null: return + d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0) + d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0) + d.show_monologue("Queued.", 5.0) + d._visible[0].expire_timer = -0.1 + d._next_fade_in_msec = 0.0 # stagger elapsed + d._process(0.0) + assert_int(d._queue.size()).is_equal(0) + assert_int(d._visible.size()).is_equal(3) + d.queue_free() + + +# --------------------------------------------------------------------------- +# Stagger +# --------------------------------------------------------------------------- + +func test_second_call_within_stagger_period_queues() -> void: + var d = _make_display() + if d == null: return + d.show_monologue("First.", 5.0) + # _next_fade_in_msec is now ~150ms in the future + d.show_monologue("Second.", 5.0) + assert_int(d._visible.size()).is_equal(1) + assert_int(d._queue.size()).is_equal(1) + d.queue_free() + + +func test_stagger_elapsed_allows_second_visible() -> void: + var d = _make_display() + if d == null: return + d.show_monologue("First.", 5.0) + d._next_fade_in_msec = 0.0 # manually expire stagger + d.show_monologue("Second.", 5.0) + assert_int(d._visible.size()).is_equal(2) + assert_int(d._queue.size()).is_equal(0) + d.queue_free() + + +# --------------------------------------------------------------------------- +# BBCode output +# --------------------------------------------------------------------------- + +func test_text_wrapped_in_italic_bbcode() -> void: + var d = _make_display() + if d == null: return + d.show_monologue("Italic line.", 5.0) + var txt := _label_text(d) + assert_that(txt).contains("[i]") + assert_that(txt).contains("[/i]") + assert_that(txt).contains("Italic line.") + d.queue_free() + + +func test_text_has_color_bbcode() -> void: + var d = _make_display() + if d == null: return + d.show_monologue("Coloured.", 5.0) + var txt := _label_text(d) + assert_that(txt).contains("[color=#") + assert_that(txt).contains("[/color]") + d.queue_free() + + +# --------------------------------------------------------------------------- +# Lattice colour palette +# --------------------------------------------------------------------------- + +func test_augmented_colour_differs_from_baseline() -> void: + var d = _make_display() + if d == null: return + + GameState.lattice_profile = "lattice_augmented" + d.show_monologue("Detective.", 5.0) + var aug_txt := _label_text(d) + d._visible[0].expire_timer = -0.1; d._process(0.0) + d._next_fade_in_msec = 0.0 + + GameState.lattice_profile = "lattice_baseline" + d.show_monologue("Smuggler.", 5.0) + var base_txt := _label_text(d) + + assert_that(aug_txt).is_not_equal(base_txt) + GameState.lattice_profile = "lattice_baseline" + d.queue_free() + + +func test_urgent_colour_differs_from_standard() -> void: + var d = _make_display() + if d == null: return + + GameState.lattice_profile = "lattice_baseline" + d.show_monologue("Normal.", 5.0, 2, false) + var std_txt := _label_text(d) + d._visible[0].expire_timer = -0.1; d._process(0.0) + d._next_fade_in_msec = 0.0 + + d.show_monologue("Urgent!", 5.0, 3, true) + var urg_txt := _label_text(d) + + assert_that(std_txt).is_not_equal(urg_txt) + d.queue_free() + + +func test_unknown_profile_falls_back_without_crash() -> void: + var d = _make_display() + if d == null: return + GameState.lattice_profile = "lattice_hypothetical_tier_x" + d.show_monologue("Future proof.", 5.0) + var txt := _label_text(d) + assert_that(txt).contains("[color=#") # fallback colour applied, no crash + GameState.lattice_profile = "lattice_baseline" + d.queue_free() + + +# --------------------------------------------------------------------------- +# Slot lifecycle +# --------------------------------------------------------------------------- + +func test_visible_slot_has_tween() -> void: + var d = _make_display() + if d == null: return + d.show_monologue("Has tween.", 5.0) + assert_that(d._visible[0].tween).is_not_null() + d.queue_free() + + +func test_visible_slot_stores_priority() -> void: + var d = _make_display() + if d == null: return + d.show_monologue("Priority 7.", 5.0, 7) + assert_int(d._visible[0].priority).is_equal(7) + d.queue_free() + + +func test_expire_timer_decrements_in_process() -> void: + var d = _make_display() + if d == null: return + d.show_monologue("Timer.", 10.0) + d._process(1.5) + assert_float(d._visible[0].expire_timer).is_less(10.0) + d.queue_free() + + +# --------------------------------------------------------------------------- +# GameState integration — current_monologue field (v5, #414) +# These tests do not instantiate the scene — they verify apply_snapshot() +# correctly populates and clears current_monologue so the display layer +# receives valid data (or null) every tick. +# +# Joint test plan (sprint-14/joint.md §Test Plan Alignment): +# "Verify current_monologue: None produces no display (no ghost text from previous tick)" +# --------------------------------------------------------------------------- + +func test_gamestate_monologue_null_when_snapshot_omits_field() -> void: + ## D-016: Snapshot without current_monologue must clear the field. + ## Prevents a stale line from a previous tick persisting as ghost text. + GameState.current_monologue = {"id": "stale", "text": "Old.", "duration_seconds": 3.0} + GameState.apply_snapshot({"tick": 2}) + assert_that(GameState.current_monologue).is_null() + + +func test_gamestate_monologue_set_from_snapshot() -> void: + ## apply_snapshot populates current_monologue when the field is a dict. + GameState.apply_snapshot({ + "tick": 1, + "current_monologue": {"id": "m001", "text": "A thought.", "duration_seconds": 5.0}, + }) + assert_that(GameState.current_monologue).is_not_null() + assert_that(GameState.current_monologue.get("text")).is_equal("A thought.") + + +func test_gamestate_monologue_null_when_field_is_non_dict() -> void: + ## Defensive: a non-dictionary value from the server must be rejected (null). + GameState.apply_snapshot({"tick": 1, "current_monologue": "not-a-dict"}) + assert_that(GameState.current_monologue).is_null() + + +func test_gamestate_monologue_duration_seconds_survives_round_trip() -> void: + ## duration_seconds feeds show_monologue()'s duration param — must not be lost. + GameState.apply_snapshot({ + "tick": 1, + "current_monologue": {"id": "m1", "text": "Test.", "duration_seconds": 7.5}, + }) + var dur: float = float(GameState.current_monologue.get("duration_seconds")) + assert_that(dur).is_equal_approx(7.5, 0.001) + + +func test_gamestate_monologue_id_survives_round_trip() -> void: + ## The id field is used by SimBridge carry-forward deduplication (#477). + GameState.apply_snapshot({ + "tick": 1, + "current_monologue": {"id": "enter_cargo_bay_001", "text": "Hmm.", "duration_seconds": 3.0}, + }) + assert_that(GameState.current_monologue.get("id")).is_equal("enter_cargo_bay_001") + + +func test_gamestate_monologue_replaced_by_next_snapshot() -> void: + ## Each snapshot with a monologue replaces the previous value — no accumulation. + GameState.apply_snapshot({ + "tick": 1, + "current_monologue": {"id": "first", "text": "First.", "duration_seconds": 3.0}, + }) + GameState.apply_snapshot({ + "tick": 2, + "current_monologue": {"id": "second", "text": "Second.", "duration_seconds": 3.0}, + }) + assert_that(GameState.current_monologue.get("id")).is_equal("second") + + +# --------------------------------------------------------------------------- +# D-049 Z-layer / canvas scope compliance +# MonologueDisplay must be parented to UILayer (CanvasLayer, layer=20). +# Two tests: (1) constant sanity, (2) scene tree structural verification. +# --------------------------------------------------------------------------- + +func test_canvas_ui_constant_is_20() -> void: + ## D-049: CANVAS_UI = 20 is the agreed HUD layer for monologue display. + ## Sanity check — constant must not drift from the spec. + assert_that(Constants.CANVAS_UI).is_equal(20) + + +func test_monologue_display_parented_to_canvas_layer_20_in_main_scene() -> void: + ## D-049: Structural verification — MonologueDisplay must be a direct child of + ## UILayer (CanvasLayer, layer=20) in the live scene tree, not the world layer. + ## Catches regressions where the node gets accidentally moved to InsertOverlay + ## (layer=10) or ModalLayer (layer=30), or dropped into the world z-stack. + ## + ## Scene path verified: Game/UILayer/MonologueDisplay (main.tscn line 141). + if not ResourceLoader.exists("res://scenes/main.tscn"): + push_warning("TestMonologueDisplay: main.tscn not found — D-049 scene tree test skipped") + return + var scene: Node = load("res://scenes/main.tscn").instantiate() + auto_free(scene) + add_child(scene) + + var mono: Node = scene.get_node_or_null("UILayer/MonologueDisplay") + assert_that(mono != null).is_true() + + var parent: Node = mono.get_parent() + assert_that(parent is CanvasLayer).is_true() + assert_that((parent as CanvasLayer).layer).is_equal(Constants.CANVAS_UI) diff --git a/client/ui/monologue_display.gd b/client/ui/monologue_display.gd index 860c6d58a..38f3ec0dc 100644 --- a/client/ui/monologue_display.gd +++ b/client/ui/monologue_display.gd @@ -1,48 +1,163 @@ extends Control -# Internal monologue display (per D-015) -# Shows character's internal thoughts as text overlay +# Internal monologue display — multi-line, priority-queued (per D-016, #122). +# Per Tyre architecture review, Sprint 14. +# +# Up to MAX_VISIBLE lines display simultaneously in a VBoxContainer. +# Additional arrivals queue up to MAX_QUEUE depth; lowest-priority entry is +# dropped when the queue is full and an equal-or-higher-priority line arrives +# (>= tiebreak = FIFO: newest replaces oldest at same priority). +# +# Stagger: 0.15s minimum gap between consecutive fade-ins (spec §5.4). +# Colour: lattice_profile passed in at call time — no autoload access in renderer. +# is_urgent=true → opacity 1.0 and elevated colour variant (bloom deferred). -@onready var text_panel: PanelContainer = $PanelContainer -@onready var text_label: RichTextLabel = $PanelContainer/MarginContainer/RichTextLabel +const MAX_VISIBLE: int = 3 +const MAX_QUEUE: int = 5 + +const STAGGER_SEC: float = 0.15 +const FADE_IN_SEC: float = 0.3 +const FADE_OUT_SEC: float = 0.5 +const MIN_DURATION: float = FADE_IN_SEC + 0.1 # clamp: line must survive its own fade-in + +# Lattice colour palette — keyed by lattice_profile passed from GameState at show time. +# standard opacity = 0.85, urgent opacity = 1.0. +# Source: Tyre architecture review, Sprint 14. +const _LATTICE_COLORS: Dictionary = { + "lattice_augmented": { # detective + "standard": Color("#d0d4e0"), + "urgent": Color("#e0e8f8"), + }, + "lattice_baseline": { # smuggler + "standard": Color("#d8d0c4"), + "urgent": Color("#f0e4d4"), + }, +} +const _FALLBACK_STANDARD: Color = Color("#c8d0e0") +const _FALLBACK_URGENT: Color = Color("#e0e8f8") + +@onready var _vbox: VBoxContainer = $VBoxContainer + +# Visible slot: {node: Control, expire_timer: float, priority: int, tween: Tween} +var _visible: Array[Dictionary] = [] +# Queue entry: {text, duration, priority, is_urgent, lattice_profile} +var _queue: Array[Dictionary] = [] +# Msec timestamp when the next fade-in may begin (stagger enforcement) +var _next_fade_in_msec: float = 0.0 -var fade_timer: float = 0.0 -var fade_duration: float = 5.0 # Display duration before fade -var is_visible: bool = false -var _active_tween: Tween = null func _ready() -> void: - print("MonologueDisplay: Initialized") - text_panel.modulate.a = 0.0 - is_visible = false + pass + func _process(delta: float) -> void: - # Auto-fade after display - if is_visible: - fade_timer += delta - if fade_timer >= fade_duration: - _fade_out() + # Expire visible lines + for slot in _visible.duplicate(): + slot.expire_timer -= delta + if slot.expire_timer <= 0.0: + _retire_slot(slot) -# Show internal monologue text -func show_monologue(text: String, duration: float = 5.0) -> void: - text_label.text = text - fade_duration = duration - fade_timer = 0.0 - is_visible = true + # Drain queue into available visible slots (one per stagger interval) + if not _queue.is_empty() and _visible.size() < MAX_VISIBLE: + var now := float(Time.get_ticks_msec()) + if now >= _next_fade_in_msec: + var next: Dictionary = _queue.pop_front() + _show_line(next.text, next.duration, next.priority, next.is_urgent, next.lattice_profile) - # Cancel any active tween before starting a new one - if _active_tween and _active_tween.is_valid(): - _active_tween.kill() - _active_tween = create_tween() - _active_tween.tween_property(text_panel, "modulate:a", 1.0, 0.3) -# Fade out the monologue -func _fade_out() -> void: - if not is_visible: +# Display a monologue line. +# priority: higher number = more important (default 2; urgent beats normal). +# is_urgent: visual flag — full opacity + elevated colour. Bloom deferred. +# Empty text is silently ignored — no slot created, no queue entry. +# lattice_profile is read from GameState here and passed down — renderer stays +# decoupled from the autoload (D-020 renderer contract). +func show_monologue(text: String, duration: float, priority: int = 2, is_urgent: bool = false) -> void: + if text.is_empty(): return + var profile := GameState.lattice_profile + var now := float(Time.get_ticks_msec()) + if _visible.size() < MAX_VISIBLE and now >= _next_fade_in_msec: + _show_line(text, duration, priority, is_urgent, profile) + else: + _enqueue(text, duration, priority, is_urgent, profile) - is_visible = false - if _active_tween and _active_tween.is_valid(): - _active_tween.kill() - _active_tween = create_tween() - _active_tween.tween_property(text_panel, "modulate:a", 0.0, 0.5) + +# --------------------------------------------------------------------------- +# Internal +# --------------------------------------------------------------------------- + +func _show_line(text: String, duration: float, priority: int, is_urgent: bool, lattice_profile: String) -> void: + var line_node := _build_line_node(text, is_urgent, lattice_profile) + _vbox.add_child(line_node) + + var slot := { + node = line_node, + expire_timer = maxf(duration, MIN_DURATION), # clamp: survives own fade-in + priority = priority, + tween = null as Tween, + } + _visible.append(slot) + _next_fade_in_msec = float(Time.get_ticks_msec()) + STAGGER_SEC * 1000.0 + + line_node.modulate.a = 0.0 + var tween := create_tween() + slot.tween = tween + var target_opacity := 1.0 if is_urgent else 0.85 + tween.tween_property(line_node, "modulate:a", target_opacity, FADE_IN_SEC) + + +func _retire_slot(slot: Dictionary) -> void: + _visible.erase(slot) + var node: Node = slot.node + var t: Tween = slot.tween + if t and t.is_valid(): + t.kill() + var tween := create_tween() + tween.tween_property(node, "modulate:a", 0.0, FADE_OUT_SEC) + tween.tween_callback(node.queue_free) + + +func _enqueue(text: String, duration: float, priority: int, is_urgent: bool, lattice_profile: String) -> void: + if _queue.size() < MAX_QUEUE: + _queue.append({text = text, duration = duration, priority = priority, is_urgent = is_urgent, lattice_profile = lattice_profile}) + _queue.sort_custom(func(a: Dictionary, b: Dictionary) -> bool: return a.priority > b.priority) + else: + # >= tiebreak: newest replaces oldest at equal priority (FIFO for equal ranks) + var lowest := _lowest_priority_idx() + if priority >= _queue[lowest].priority: + _queue[lowest] = {text = text, duration = duration, priority = priority, is_urgent = is_urgent, lattice_profile = lattice_profile} + _queue.sort_custom(func(a: Dictionary, b: Dictionary) -> bool: return a.priority > b.priority) + # else: incoming line is strictly lower priority — silently drop; no sort needed + + +func _lowest_priority_idx() -> int: + var idx := 0 + for i in range(1, _queue.size()): + if _queue[i].priority < _queue[idx].priority: + idx = i + return idx + + +func _build_line_node(text: String, is_urgent: bool, lattice_profile: String) -> Control: + var palette: Dictionary = _LATTICE_COLORS.get(lattice_profile, {}) + var color: Color = palette.get("urgent", _FALLBACK_URGENT) if is_urgent \ + else palette.get("standard", _FALLBACK_STANDARD) + + var container := MarginContainer.new() + container.add_theme_constant_override("margin_left", 4) + container.add_theme_constant_override("margin_right", 4) + container.add_theme_constant_override("margin_top", 2) + container.add_theme_constant_override("margin_bottom", 2) + + var label := RichTextLabel.new() + label.bbcode_enabled = true + label.fit_content = true + label.scroll_active = false + label.add_theme_font_size_override("normal_font_size", 13) + # Escape [ to prevent BBCode injection from server-sourced text. + # [lb] is Godot's BBCode entity for a literal left bracket. + var safe_text := text.replace("[", "[lb]") + label.text = "[i][color=#%s]%s[/color][/i]" % [color.to_html(false), safe_text] + + container.add_child(label) + return container diff --git a/client/ui/monologue_display.tscn b/client/ui/monologue_display.tscn index 10dd02758..5e7ebf331 100644 --- a/client/ui/monologue_display.tscn +++ b/client/ui/monologue_display.tscn @@ -2,37 +2,23 @@ [ext_resource type="Script" path="res://ui/monologue_display.gd" id="1_monologue"] +; Monologue display area — bottom-left of viewport. +; Anchors: 5% left margin, 50% max width, 25% height from bottom (spec §3.1, z-layer 7). +; Lines are created dynamically inside VBoxContainer by monologue_display.gd. [node name="MonologueDisplay" type="Control"] -layout_mode = 3 -anchors_preset = 12 -anchor_top = 1.0 -anchor_right = 1.0 -anchor_bottom = 1.0 -offset_top = -150.0 -grow_horizontal = 2 +layout_mode = 1 +anchor_left = 0.05 +anchor_top = 0.75 +anchor_right = 0.55 +anchor_bottom = 0.98 +grow_horizontal = 1 grow_vertical = 0 +clip_contents = true mouse_filter = 2 script = ExtResource("1_monologue") -[node name="PanelContainer" type="PanelContainer" parent="."] +[node name="VBoxContainer" type="VBoxContainer" parent="."] layout_mode = 1 -anchors_preset = 10 anchor_right = 1.0 -offset_left = 100.0 -offset_right = -100.0 -offset_bottom = 120.0 -grow_horizontal = 2 - -[node name="MarginContainer" type="MarginContainer" parent="PanelContainer"] -layout_mode = 2 -theme_override_constants/margin_left = 16 -theme_override_constants/margin_top = 12 -theme_override_constants/margin_right = 16 -theme_override_constants/margin_bottom = 12 - -[node name="RichTextLabel" type="RichTextLabel" parent="PanelContainer/MarginContainer"] -layout_mode = 2 -bbcode_enabled = true -text = "Internal monologue will appear here..." -fit_content = true -scroll_active = false +anchor_bottom = 1.0 +theme_override_constants/separation = 4