feat(client): save/load client UI — F5/F6 quicksave/quickload (#554)
Wire SaveGame/LoadGame player actions through the full client stack: protocol v15 decode, InputMapper F5/F6 bindings, SimBridge wire mapping with one-shot carry-forward, GameState save_result field, and HUD notification via monologue display. Quit-to-menu triggers quicksave before scene change. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -22,6 +22,8 @@ enum Action {
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OPEN_JOURNAL, # #264: J key — toggle knowledge journal panel, client-only
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SET_FACING, # D-054: facing octant update (no movement)
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TELEPORT_HUB, # #501: Home key — Gauntlet dev teleport (not production fast-travel)
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SAVE_GAME, # #554: F5 quicksave — sends SaveGame to server with save path
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LOAD_GAME, # #554: F6 quickload — sends LoadGame to server with save path
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}
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var input_queue: Array[Dictionary] = []
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@@ -112,12 +114,23 @@ func _unhandled_input(event: InputEvent) -> void:
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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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input_queue.append({
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var entry := {
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"action": action,
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"timestamp_msec": Time.get_ticks_msec(),
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})
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}
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# #554: Attach save path for SaveGame/LoadGame actions
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if action == Action.SAVE_GAME or action == Action.LOAD_GAME:
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var game_id := GameState.current_game_id
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if game_id.is_empty():
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return # No active session — ignore save/load
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entry["action_data"] = {"path": "user://saves/" + game_id + "/quicksave.sav"}
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input_queue.append(entry)
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get_viewport().set_input_as_handled()
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