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>
This commit is contained in:
2026-02-25 13:15:05 +01:00
co-authored by Claude Opus 4.6
parent e51650ec74
commit e1ea07e746
10 changed files with 135 additions and 5 deletions
+15 -2
View File
@@ -22,6 +22,8 @@ enum Action {
OPEN_JOURNAL, # #264: J key — toggle knowledge journal panel, client-only
SET_FACING, # D-054: facing octant update (no movement)
TELEPORT_HUB, # #501: Home key — Gauntlet dev teleport (not production fast-travel)
SAVE_GAME, # #554: F5 quicksave — sends SaveGame to server with save path
LOAD_GAME, # #554: F6 quickload — sends LoadGame to server with save path
}
var input_queue: Array[Dictionary] = []
@@ -112,12 +114,23 @@ func _unhandled_input(event: InputEvent) -> void:
elif event.is_action_pressed("teleport_hub"):
if GameState.gauntlet_mode:
action = Action.TELEPORT_HUB
elif event.is_action_pressed("quicksave"):
action = Action.SAVE_GAME
elif event.is_action_pressed("quickload"):
action = Action.LOAD_GAME
if action != -1:
input_queue.append({
var entry := {
"action": action,
"timestamp_msec": Time.get_ticks_msec(),
})
}
# #554: Attach save path for SaveGame/LoadGame actions
if action == Action.SAVE_GAME or action == Action.LOAD_GAME:
var game_id := GameState.current_game_id
if game_id.is_empty():
return # No active session — ignore save/load
entry["action_data"] = {"path": "user://saves/" + game_id + "/quicksave.sav"}
input_queue.append(entry)
get_viewport().set_input_as_handled()