fix(client): T-1146 gameplay input gated while an implant screen occludes gameplay
InputMapper polled the D-054 move_* actions (and queued discrete gameplay actions) unconditionally — WASD with a fullscreen implant open walked the character blind. Poll-site gate (both _process and _unhandled_input, the file's existing dialogue/free-camera early-return idiom): nothing is enqueued while occluded, so no backlog can flush on close. Gate signal is HudGroups.gameplay_occluded, deliberately NOT is_implant_active(): that flag is also true for INSERT mode (economics monitor panel), where gameplay stays visible and playable by design — the naive gate would have broken WASD there. Local _gameplay_occluded mirror via the existing signal; regression tests pin the INSERT distinction. Held-state semantics: open-while-held stops on the next poll; close-while-held requires release-then-repress (a _suppress_move_until_release latch armed on the close transition, cleared only when EVERY movement key is released — one-of-two released does not clear, tested). Facing exempt from the latch (re-sync, not lurch). Audited action set: movement/facing-send/INTERACT/perception/pause/ stance/teleport/quicksave-load gated; OPEN_MENU exempt (Esc must close the implant), BUG_REPORT/OPEN_JOURNAL exempt (client-only, never reach send_input); dialog-driven direct SimBridge sends (settings, dialogue pause, quit-to-menu save) out of scope by design. The pre-existing server-side AutoPause defense observed firing correctly alongside. Drive-by: pre-existing gdlint class-definitions-order violation in input_mapper.gd fixed (public/private var ordering) — file lint-clean for the first time. Tests: 16 unit/state (real autoloads, real open_app/close_app transitions, Input.action_press engine state) + 2 LIVE against a real spawned server through the REAL client pipeline (position frozen for 20 held-W ticks while occluded; still frozen 10 ticks after close without re-press; resumes on re-press) — port-retry/wall-clock/ COOLDOWN_TICKS conventions reused from test_input_roundtrip. 12-suite regression sweep of every InputMapper consumer green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -13,6 +13,27 @@ extends Node
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# Sprint=5/s, Walk=2.5/s, Careful=1.7/s, Crouch=1.25/s.
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# Server cooldown is authoritative, but the client throttle prevents
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# flooding and gives correct movement feel in test mode.
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#
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# T-1146: implant-occlusion gate. Every gameplay-sim-bound action this file can
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# produce (movement, SET_FACING, and every _unhandled_input entry EXCEPT
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# OPEN_MENU/BUG_REPORT/OPEN_JOURNAL, which are client-only and never reach
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# send_input — see main.gd's dispatch loop) is gated on
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# HudGroups.gameplay_occluded, at the POLL SITE (here), not the flush site
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# (main.gd). Poll-site was T-1146's own recommendation and is also the
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# structurally cleaner one: it slots into the existing dialogue_active /
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# free_camera_mode early-return this file already has, and it means nothing is
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# ever enqueued while occluded — a flush-site gate would still enqueue and then
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# have to discard, which is exactly the kind of latent backlog this ticket is
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# about. Movement is HELD-STATE polled (Input.is_action_pressed), so an
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# occlusion-begin transition must be able to interrupt a key already down
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# mid-press, and an occlusion-end transition must NOT silently resume a key
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# still down — see _on_gameplay_occluded and _suppress_move_until_release
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# below. Discrete actions (_unhandled_input) are edge-triggered per-press
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# events, not held state, so there is no backlog-on-close risk for them: a
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# gated press this frame simply never queues, and get_viewport() still has
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# set_input_as_handled() called so the event doesn't fall through to some
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# other handler either (mirrors the existing dialogue_active early-return
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# already established below).
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enum Action {
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MOVE_NORTH,
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MOVE_NORTHEAST,
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@@ -56,8 +77,6 @@ var input_queue: Array[Dictionary] = []
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# Updated every frame from mouse position. EntityRenderer reads this for indicator.
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var facing_angle: float = -PI / 2.0 # Default: North
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var facing_octant: String = "North" # Derived from facing_angle
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var _last_sent_octant: String = "North" # Track to avoid redundant sends
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var _last_move_msec: int = 0
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# T-1088 (design §9): 3D facing seam. A 3D scene installs a provider returning
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# sim-space radians (0=East, +PI/2=South — same convention as facing_angle), or
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@@ -66,11 +85,66 @@ var _last_move_msec: int = 0
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# the 2D path unchanged. Untyped Callable per the autoload parse-order rule.
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var facing_angle_provider = Callable()
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# gdlint class-definitions-order: all public vars above this line, all
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# private (underscore-prefixed) vars below — reordered while touching this
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# file for T-1146 (pre-existing violation on main, unrelated to this ticket:
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# facing_angle_provider used to sit after _last_sent_octant/_last_move_msec).
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var _last_sent_octant: String = "North" # Track to avoid redundant sends
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var _last_move_msec: int = 0
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# T-1146: local mirror of HudGroups.gameplay_occluded, updated by the signal
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# handler below. Deliberately NOT HudGroups.is_implant_active() / is_app_active()
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# — those are true for BOTH FULLSCREEN and INSERT mode (e.g. main.gd opens
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# "implant/economics" in INSERT mode, a small overlay alongside still-visible,
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# still-playable gameplay — D-181/#824), whereas gameplay_occluded (and this
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# mirror) is only ever true for FULLSCREEN, which is the actual "the player is
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# not looking at their character" condition this gate exists for. Read directly
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# in the hot _process() poll instead of calling HudGroups.get_active_mode()
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# every frame — the signal already tells us exactly when it changes.
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var _gameplay_occluded: bool = false
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# T-1146: latch set the instant gameplay becomes occluded WHILE a movement key
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# is already held. Cleared only once the poll observes ALL movement keys
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# released (raw_dir == ZERO) at least one frame after occlusion ends — a
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# player who forgot their finger on W when the map closes must re-press, not
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# lurch forward on the very next frame. Facing updates are exempt (see
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# _process) — turning to look is not "movement" and re-syncing facing the
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# instant the implant closes is expected, not a lurch.
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var _suppress_move_until_release: bool = false
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func _ready() -> void:
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# Autoload-to-autoload signal wiring is fine at _ready (both are autoloads,
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# so both are already fully constructed by the time either _ready() body
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# runs) — the parse-order rule that bites autoloads only applies to
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# referencing a class_name TYPE, not calling a method / connecting a
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# signal on another autoload singleton.
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HudGroups.gameplay_occluded.connect(_on_gameplay_occluded)
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# T-1146: fires on BOTH the open transition (occluded=true) and the close
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# transition (occluded=false). Open: mirror the flag — the very next
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# _process() poll already gates on _gameplay_occluded below and simply stops
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# producing, so a key held at the moment of opening is dropped this frame with
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# no separate latch needed. Close: mirror the flag AND arm the release-latch so
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# a key still held at the moment of closing cannot resume movement without an
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# intervening release — see _suppress_move_until_release's own doc.
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func _on_gameplay_occluded(occluded: bool) -> void:
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_gameplay_occluded = occluded
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if not occluded:
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_suppress_move_until_release = true
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# Hold-to-move: poll held direction keys each frame, throttled by stance.
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# D-054: WASD is now mouse-relative. W = toward cursor, A/D = strafe.
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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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# T-1146: SET_FACING and movement are both gated on gameplay_occluded — an
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# implant screen open means the player is not looking at their character, so
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# neither "I turned to face something" nor "I walked" should reach the server.
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# Facing-angle tracking itself (facing_angle/facing_octant, purely client-side)
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# still updates every frame regardless — only the SEND to the server is gated,
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# same as the existing test_mode split in sim_bridge.gd's send_input().
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func _process(_delta: float) -> void:
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# D-054: Update facing angle from mouse position every frame
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_update_facing_from_mouse()
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@@ -78,6 +152,9 @@ func _process(_delta: float) -> void:
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if GameState.dialogue_active or GameState.free_camera_mode:
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return
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if _gameplay_occluded:
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return
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# D-054: Send facing octant to server when it changes (even without movement)
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if facing_octant != _last_sent_octant:
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_last_sent_octant = facing_octant
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@@ -103,6 +180,15 @@ func _process(_delta: float) -> void:
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if Input.is_action_pressed("move_west"):
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raw_dir.x -= 1
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# T-1146: a key still held at the exact moment the implant closed must not
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# resume movement on its own — the latch (armed in _on_gameplay_occluded)
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# stays up until this poll observes every movement key released at least
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# once, at which point a fresh press is required to move again.
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if _suppress_move_until_release:
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if raw_dir == Vector2i.ZERO:
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_suppress_move_until_release = false
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return
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if raw_dir != Vector2i.ZERO:
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var now := Time.get_ticks_msec()
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var interval: int = MOVE_INTERVAL_MS.get(GameState.player_stance, 200)
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@@ -123,35 +209,54 @@ func _process(_delta: float) -> void:
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# Discrete actions: fire once on key press (not held).
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# T-1146: OPEN_MENU/BUG_REPORT/OPEN_JOURNAL are checked and queued BEFORE the
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# implant-occlusion gate — they are the implant/app-level keys the ticket
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# explicitly carves out. OPEN_MENU is how the implant CLOSES (Esc/#528's
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# priority chain in main.gd — HudGroups.close_app() before anything else), so
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# gating it on occlusion would make the implant impossible to close with Esc.
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# BUG_REPORT and OPEN_JOURNAL are client-only (main.gd's dispatch loop
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# `continue`s on both before ever reaching SimBridge.send_input) — neither is
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# gameplay-sim-bound, so neither belongs behind a gameplay-occlusion gate.
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# Every other action in this function (INTERACT, USE_PERCEPTION_MODE,
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# PAUSE/UNPAUSE, TOGGLE_STANCE_*, TELEPORT_HUB, SAVE_GAME, LOAD_GAME) reaches
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# send_input unconditionally once queued (sim_bridge.gd's action_enum_to_wire
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# has a wire case for every one of them) and IS gated below.
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func _unhandled_input(event: InputEvent) -> void:
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if GameState.dialogue_active or GameState.free_camera_mode:
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return
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var action: Action = -1
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if event.is_action_pressed("interact"):
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action = Action.INTERACT
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elif event.is_action_pressed("perception_mode"):
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action = Action.USE_PERCEPTION_MODE
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elif event.is_action_pressed("open_menu"):
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# Implant/app-level keys — never gated on occlusion, checked first so they
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# always win regardless of implant state.
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var action: Action = -1
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if event.is_action_pressed("open_menu"):
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action = Action.OPEN_MENU
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elif event.is_action_pressed("pause"):
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var tick_rate = GameState.game_time.get("tick_rate", "Full")
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action = Action.UNPAUSE if tick_rate == "Paused" else Action.PAUSE
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elif event.is_action_pressed("stance_up"):
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action = Action.TOGGLE_STANCE_UP
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elif event.is_action_pressed("stance_down"):
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action = Action.TOGGLE_STANCE_DOWN
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elif event.is_action_pressed("bug_report"):
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action = Action.BUG_REPORT
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elif event.is_action_pressed("open_journal"):
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action = Action.OPEN_JOURNAL
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elif event.is_action_pressed("teleport_hub"):
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if GameState.gauntlet_mode:
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action = Action.TELEPORT_HUB
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elif event.is_action_pressed("quicksave"):
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action = Action.SAVE_GAME
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elif event.is_action_pressed("quickload"):
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action = Action.LOAD_GAME
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# Gameplay-sim-bound keys — gated: skip the whole block while an implant
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# screen is occluding gameplay, so none of these can even be recognized,
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# let alone queued, while the player isn't looking at their character.
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if action == -1 and not _gameplay_occluded:
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if event.is_action_pressed("interact"):
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action = Action.INTERACT
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elif event.is_action_pressed("perception_mode"):
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action = Action.USE_PERCEPTION_MODE
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elif event.is_action_pressed("pause"):
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var tick_rate = GameState.game_time.get("tick_rate", "Full")
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action = Action.UNPAUSE if tick_rate == "Paused" else Action.PAUSE
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elif event.is_action_pressed("stance_up"):
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action = Action.TOGGLE_STANCE_UP
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elif event.is_action_pressed("stance_down"):
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action = Action.TOGGLE_STANCE_DOWN
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elif event.is_action_pressed("teleport_hub"):
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if GameState.gauntlet_mode:
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action = Action.TELEPORT_HUB
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elif event.is_action_pressed("quicksave"):
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action = Action.SAVE_GAME
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elif event.is_action_pressed("quickload"):
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action = Action.LOAD_GAME
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if action != -1:
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var entry := {
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