feat(client): room reset UX, insert pause wiring, auto-checklist (#502, #518, #503)

Room reset (#502): amber reset_plate tile type in TileRenderer, 0.15s
screen flash on room_reset monologue, 'Reset Room' verb via existing
nearby_interactions.

Insert pause (#518, D-058): explicit PauseSimulation on insert open,
ResumeSimulation on close. Replaces toggle-style pause with idempotent
pair per D-058.

Auto-checklist (#503): ChecklistEvaluator parses room YAML, evaluates
7 condition types against GameState with latching. ChecklistOverlay
renders progress in gauntlet mode only. 48 tests covering parser,
evaluation, latching, visibility, and integration.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-18 12:53:35 +01:00
co-authored by Claude Opus 4.6
parent 97cb69e6a4
commit eb1d89ea86
8 changed files with 1222 additions and 22 deletions
+7 -3
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@@ -1,4 +1,4 @@
[gd_scene load_steps=19 format=3 uid="uid://bswrmh7w8dbgm"]
[gd_scene load_steps=20 format=3 uid="uid://bswrmh7w8dbgm"]
[ext_resource type="Script" path="res://scripts/main.gd" id="1_main"]
[ext_resource type="Script" path="res://scripts/rendering/world_renderer.gd" id="2_world"]
@@ -17,7 +17,8 @@
[ext_resource type="PackedScene" path="res://ui/dialogue_box.tscn" id="15_dialogue"]
[ext_resource type="Script" path="res://scripts/rendering/fog_entities.gd" id="16_fogent"]
[ext_resource type="PackedScene" path="res://ui/gauntlet_hud.tscn" id="17_gauntlet"]
[ext_resource type="PackedScene" path="res://ui/bug_report_dialog.tscn" id="18_bugreport"]
[ext_resource type="PackedScene" path="res://ui/checklist_overlay.tscn" id="18_checklist"]
[ext_resource type="PackedScene" path="res://ui/bug_report_dialog.tscn" id="19_bugreport"]
[node name="Game" type="Node2D"]
script = ExtResource("1_main")
@@ -136,6 +137,9 @@ layer = 20
; #496: Gauntlet HUD — room timer + personal bests, hidden in non-gauntlet mode
[node name="GauntletHUD" parent="UILayer" instance=ExtResource("17_gauntlet")]
; #503: Auto-checklist overlay — condition progress in gauntlet mode
[node name="ChecklistOverlay" parent="UILayer" instance=ExtResource("18_checklist")]
; D-065: Inventory grid — 3x3, bottom-right, 40x40px, 1-9 hotkeys
[node name="InventoryGrid" parent="UILayer" instance=ExtResource("12_inv")]
@@ -149,4 +153,4 @@ script = ExtResource("10_cursor")
layer = 30
; #495: WRONG button (F12) — bug report capture dialog
[node name="BugReportDialog" parent="ModalLayer" instance=ExtResource("18_bugreport")]
[node name="BugReportDialog" parent="ModalLayer" instance=ExtResource("19_bugreport")]
@@ -0,0 +1,326 @@
extends RefCounted
## #503: Auto-checklist progress tracking — evaluates ObserverSnapshot against
## checklist YAML conditions and latches satisfied conditions.
##
## Usage:
## var evaluator := ChecklistEvaluator.new()
## evaluator.load_room("inventory_warehouse")
## evaluator.evaluate() # call each tick
## var results := evaluator.get_results()
##
## Condition types (per checklist.schema.json):
## player_near, player_facing, entity_present, entity_absent,
## expected_monologue, expected_dialogue, expected_interaction_verb
##
## Spec ref: D-030 (testability), checklist.schema.json (#497).
var _room_conditions: Array = [] # Conditions from per-room checklist
var _cross_conditions: Array = [] # Conditions from cross_room_checks.yaml
var _latched: Dictionary = {} # condition_id -> true (once met, stays met)
var _current_room_id: String = ""
var _content_base: String = "" # Absolute path to content/ directory
var _loaded: bool = false
func _init() -> void:
var project_path := ProjectSettings.globalize_path("res://")
_content_base = project_path.path_join("../content")
## Load checklist for a room. Clears per-room latches; cross-room latches persist.
func load_room(room_id: String) -> void:
if room_id == _current_room_id and _loaded:
return
_current_room_id = room_id
_room_conditions.clear()
# Clear per-room latches (keep cross-room latches)
var cross_ids := {}
for cond in _cross_conditions:
cross_ids[cond.get("id", "")] = true
var kept := {}
for cid in _latched:
if cross_ids.has(cid):
kept[cid] = true
_latched = kept
# Load per-room checklist
var room_path := _content_base.path_join(
"gauntlet/rooms/%s/checklist.yaml" % room_id)
var room_data := _load_checklist_file(room_path)
if room_data.has("conditions"):
_room_conditions = room_data["conditions"]
# Load cross-room checks (only on first load)
if _cross_conditions.is_empty():
var cross_path := _content_base.path_join("gauntlet/cross_room_checks.yaml")
var cross_data := _load_checklist_file(cross_path)
if cross_data.has("conditions"):
_cross_conditions = cross_data["conditions"]
_loaded = true
## Evaluate all conditions against current GameState. Latches newly met conditions.
func evaluate() -> void:
for cond in _room_conditions + _cross_conditions:
var cid: String = cond.get("id", "")
if cid.is_empty() or _latched.has(cid):
continue
if _evaluate_condition(cond):
_latched[cid] = true
## Returns array of {id, description, met} for all loaded conditions.
func get_results() -> Array:
var results: Array = []
for cond in _room_conditions + _cross_conditions:
var cid: String = cond.get("id", "")
results.append({
"id": cid,
"description": cond.get("description", ""),
"condition_type": cond.get("condition_type", ""),
"met": _latched.has(cid),
})
return results
## Total number of loaded conditions.
func get_total_count() -> int:
return _room_conditions.size() + _cross_conditions.size()
## Number of latched (met) conditions.
func get_met_count() -> int:
return _latched.size()
## Whether all conditions are met.
func is_complete() -> bool:
return get_met_count() >= get_total_count() and get_total_count() > 0
## Whether any checklist is loaded.
func is_loaded() -> bool:
return _loaded
## Reset all state (room change to null, or disconnect).
func reset() -> void:
_room_conditions.clear()
_cross_conditions.clear()
_latched.clear()
_current_room_id = ""
_loaded = false
# -- Condition evaluation ------------------------------------------------------
func _evaluate_condition(cond: Dictionary) -> bool:
match cond.get("condition_type", ""):
"player_near":
return _eval_player_near(cond)
"player_facing":
return _eval_player_facing(cond)
"entity_present":
return _eval_entity_present(cond)
"entity_absent":
return _eval_entity_absent(cond)
"expected_monologue":
return _eval_expected_monologue(cond)
"expected_dialogue":
return _eval_expected_dialogue(cond)
"expected_interaction_verb":
return _eval_expected_interaction_verb(cond)
push_warning("ChecklistEvaluator: unknown condition_type '%s'" % cond.get("condition_type", ""))
return false
func _eval_player_near(cond: Dictionary) -> bool:
var tx: float = float(cond.get("x", 0))
var ty: float = float(cond.get("y", 0))
var radius: float = float(cond.get("radius", 0.0))
var target := Vector2(tx, ty)
return GameState.player_position.distance_to(target) <= radius
func _eval_player_facing(cond: Dictionary) -> bool:
var direction: String = str(cond.get("direction", ""))
# Schema uses 4-cardinal (North/South/East/West).
# GameState uses 8-directional. Exact match only.
return GameState.player_facing == direction
func _eval_entity_present(cond: Dictionary) -> bool:
var entity_id: int = int(cond.get("entity_id", -1))
return _find_entity(entity_id)
func _eval_entity_absent(cond: Dictionary) -> bool:
var entity_id: int = int(cond.get("entity_id", -1))
return not _find_entity(entity_id)
func _eval_expected_monologue(cond: Dictionary) -> bool:
var contains: String = str(cond.get("contains", ""))
if GameState.current_monologue == null:
return false
var text: String = str(GameState.current_monologue.get("text", ""))
return text.find(contains) >= 0
func _eval_expected_dialogue(cond: Dictionary) -> bool:
var contains: String = str(cond.get("contains", ""))
if GameState.current_dialogue == null:
return false
var text: String = str(GameState.current_dialogue.get("speech", ""))
return text.find(contains) >= 0
func _eval_expected_interaction_verb(cond: Dictionary) -> bool:
var entity_id: int = int(cond.get("entity_id", -1))
var verb: String = str(cond.get("verb", ""))
for interaction in GameState.nearby_interactions:
if not interaction is Dictionary:
continue
if int(interaction.get("entity_id", -1)) != entity_id:
continue
var verbs: Array = interaction.get("verbs", [])
for v in verbs:
if not v is Dictionary:
continue
if str(v.get("label", "")) == verb or str(v.get("kind", "")) == verb:
if v.get("available", true):
return true
return false
# -- Helpers -------------------------------------------------------------------
func _find_entity(entity_id: int) -> bool:
for entity in GameState.visible_entities:
if not entity is Dictionary:
continue
if int(entity.get("entity_id", -1)) == entity_id:
return true
return false
# -- YAML parsing (checklist-specific) -----------------------------------------
# Handles the constrained checklist YAML format: top-level key:value pairs,
# a conditions array of flat dictionaries. No nested arrays or anchors.
func _load_checklist_file(path: String) -> Dictionary:
if not FileAccess.file_exists(path):
return {}
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
push_warning("ChecklistEvaluator: cannot open %s" % path)
return {}
var text := file.get_as_text()
file.close()
return parse_checklist_yaml(text)
static func parse_checklist_yaml(text: String) -> Dictionary:
var result := {}
var conditions: Array = []
var current_item: Dictionary = {}
var in_conditions := false
for line in text.split("\n"):
var stripped := line.strip_edges(false, true)
if stripped.is_empty() or stripped.strip_edges().begins_with("#"):
continue
var indent := line.length() - line.lstrip(" ").length()
var content := stripped.strip_edges()
# Detect conditions: array header
if content == "conditions:":
in_conditions = true
continue
if not in_conditions:
# Top-level key: value
var colon := content.find(":")
if colon >= 0:
var key := content.substr(0, colon).strip_edges()
var val_str := content.substr(colon + 1).strip_edges()
result[key] = _parse_value(val_str)
else:
if content.begins_with("- "):
# New array item — flush previous
if not current_item.is_empty():
conditions.append(current_item)
current_item = {}
var rest := content.substr(2).strip_edges()
var colon := rest.find(":")
if colon >= 0:
var key := rest.substr(0, colon).strip_edges()
var val_str := rest.substr(colon + 1).strip_edges()
current_item[key] = _parse_value(val_str)
elif indent >= 2 and not current_item.is_empty():
# Continuation of current array item
var colon := content.find(":")
if colon >= 0:
var key := content.substr(0, colon).strip_edges()
var val_str := content.substr(colon + 1).strip_edges()
current_item[key] = _parse_value(val_str)
elif indent == 0:
# Back to top level — shouldn't happen in valid checklist YAML
in_conditions = false
if not current_item.is_empty():
conditions.append(current_item)
current_item = {}
var colon := content.find(":")
if colon >= 0:
var key := content.substr(0, colon).strip_edges()
var val_str := content.substr(colon + 1).strip_edges()
result[key] = _parse_value(val_str)
# Flush last item
if not current_item.is_empty():
conditions.append(current_item)
if not conditions.is_empty():
result["conditions"] = conditions
return result
static func _parse_value(val: String) -> Variant:
if val.is_empty():
return ""
# Strip inline comments (not inside quotes)
if not val.begins_with("\""):
var comment_pos := val.find(" #")
if comment_pos >= 0:
val = val.substr(0, comment_pos).strip_edges()
# Quoted string
if val.begins_with("\""):
var end_quote := val.find("\"", 1)
if end_quote > 0:
return val.substr(1, end_quote - 1)
return val.substr(1)
# Boolean
if val == "true":
return true
if val == "false":
return false
# Float (contains decimal point)
if val.contains(".") and val.is_valid_float():
return val.to_float()
# Integer
if val.is_valid_int():
return val.to_int()
# Plain string
return val
+25
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@@ -13,12 +13,14 @@ extends Node2D
@onready var stance_indicator = $UILayer/StanceIndicator # D-053: z-layer 7
@onready var cursor_renderer = $UILayer/CursorRenderer # D-056: z-layer 7
@onready var gauntlet_hud = $UILayer/GauntletHUD # #496: room timer + personal bests
@onready var checklist_overlay = $UILayer/ChecklistOverlay # #503: auto-checklist progress
@onready var bug_report_dialog = $ModalLayer/BugReportDialog # #495: F12 WRONG button
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_dialogue_tick: int = -1
var _flash_rect: ColorRect = null # #502: ephemeral screen flash overlay
func _ready() -> void:
print("The Settled Reach — client initialized")
@@ -98,6 +100,10 @@ func _process(_delta: float) -> void:
if gauntlet_hud and gauntlet_hud.has_method("update_from_state"):
gauntlet_hud.update_from_state()
# #503: Update checklist overlay (auto-checklist progress tracking)
if checklist_overlay and checklist_overlay.has_method("update_from_state"):
checklist_overlay.update_from_state()
# Show monologue if server sent one this tick (#414)
_consume_monologue()
@@ -159,6 +165,10 @@ func _consume_monologue() -> void:
_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))
# #502: Amber flash on room reset
var mono_id: String = mono.get("id", "")
if mono_id.begins_with("room_reset"):
_screen_flash(Constants.ENTITY_COLOR_POI, 0.15)
GameState.current_monologue = null
@@ -218,3 +228,18 @@ func _on_dialogue_dismissed() -> void:
func _on_connection_state_changed(old_state: SimBridge.ConnectionState, new_state: SimBridge.ConnectionState) -> void:
if new_state == SimBridge.ConnectionState.DISCONNECTED and gauntlet_hud:
gauntlet_hud.finalize()
# #502: Full-screen color flash — fades from color to transparent over duration.
# Used for room reset amber flash. Creates ephemeral ColorRect on UILayer.
func _screen_flash(color: Color, duration: float) -> void:
if _flash_rect and is_instance_valid(_flash_rect):
_flash_rect.queue_free()
_flash_rect = ColorRect.new()
_flash_rect.color = Color(color.r, color.g, color.b, 0.4)
_flash_rect.anchors_preset = Control.PRESET_FULL_RECT
_flash_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
$UILayer.add_child(_flash_rect)
var tween := create_tween()
tween.tween_property(_flash_rect, "color:a", 0.0, duration)
tween.tween_callback(_flash_rect.queue_free)
+11 -7
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@@ -5,14 +5,15 @@ extends TileMapLayer
# Uses a programmatic TileSet with placeholder colored rectangles (D-014)
#
# Tile types (atlas coords in the programmatic source):
# (0,0) = floor — dark gray
# (1,0) = wall — lighter gray
# (2,0) = door — brown
# (3,0) = object — teal
# (0,0) = floor — dark gray
# (1,0) = wall — lighter gray
# (2,0) = door — brown
# (3,0) = object — teal
# (4,0) = reset_plate — amber (#502)
const TILE_SIZE: int = Constants.TILE_SIZE
enum TileType { FLOOR = 0, WALL = 1, DOOR = 2, OBJECT = 3 }
enum TileType { FLOOR = 0, WALL = 1, DOOR = 2, OBJECT = 3, RESET_PLATE = 4 }
# Wire-format string to TileType mapping
const TILE_TYPE_MAP: Dictionary = {
@@ -20,6 +21,7 @@ const TILE_TYPE_MAP: Dictionary = {
"wall": TileType.WALL,
"door": TileType.DOOR,
"object": TileType.OBJECT,
"reset_plate": TileType.RESET_PLATE,
}
var _initialized: bool = false
@@ -36,7 +38,7 @@ func _setup_tileset() -> void:
# Create an atlas source backed by a programmatic image
var source := TileSetAtlasSource.new()
var img := Image.create(TILE_SIZE * 4, TILE_SIZE, false, Image.FORMAT_RGBA8)
var img := Image.create(TILE_SIZE * 5, TILE_SIZE, false, Image.FORMAT_RGBA8)
# Floor (0,0) — dark gray
_fill_tile(img, 0, Color(0.18, 0.18, 0.22))
@@ -46,13 +48,15 @@ func _setup_tileset() -> void:
_fill_tile_with_border(img, 2, Color(0.5, 0.35, 0.2), Color(0.35, 0.25, 0.15))
# Object (3,0) — teal
_fill_tile(img, 3, Color(0.2, 0.45, 0.45))
# Reset plate (4,0) — amber (#502)
_fill_tile_with_border(img, 4, Color(0.91, 0.77, 0.28), Color(0.65, 0.55, 0.2))
var tex := ImageTexture.create_from_image(img)
source.texture = tex
source.texture_region_size = Vector2i(TILE_SIZE, TILE_SIZE)
# Create tile entries in the atlas
for i in range(4):
for i in range(5):
source.create_tile(Vector2i(i, 0))
var source_id := ts.add_source(source)
+692
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@@ -0,0 +1,692 @@
## #503: Auto-checklist progress tracking — unit + integration tests.
##
## Tests cover:
## 1. YAML parser: basic types, conditions array, edge cases
## 2. Condition evaluation: all 7 condition types
## 3. Latching: conditions stay met once satisfied
## 4. Room change: per-room conditions reset, cross-room conditions persist
## 5. Overlay: visibility gating on gauntlet_mode
## 6. Integration: snapshot -> GameState -> evaluator -> overlay
##
## Spec ref: D-030 (testability), checklist.schema.json (#497), Sprint 10 Completion Proof.
class_name TestChecklist
extends GdUnitTestSuite
var ChecklistOverlayScript = load("res://ui/checklist_overlay.gd")
var ChecklistEvaluatorScript = load("res://scripts/checklist/checklist_evaluator.gd")
func before_test() -> void:
SimBridge.reset_test_state()
SimBridge._last_snapshot = null
GameState.current_tick = 0
GameState.player_position = Vector2.ZERO
GameState.visible_entities = []
GameState.visible_tiles = []
GameState.visible_positions = {}
GameState.current_monologue = null
GameState.current_dialogue = null
GameState.nearby_interactions = []
GameState.game_time = {}
GameState.pending_recognitions = []
GameState.room_id = null
GameState.gauntlet_mode = false
GameState.player_facing = "North"
GameState.player_stance = "Walk"
GameState.player_inventory = []
# -- YAML Parser Tests ---------------------------------------------------------
func test_parse_empty_yaml() -> void:
var result: Dictionary = ChecklistEvaluatorScript.parse_checklist_yaml("")
assert_that(result.size()).is_equal(0)
func test_parse_top_level_string() -> void:
var yaml := "room_id: inventory_warehouse"
var result: Dictionary = ChecklistEvaluatorScript.parse_checklist_yaml(yaml)
assert_that(result.get("room_id")).is_equal("inventory_warehouse")
func test_parse_top_level_quoted_string() -> void:
var yaml := 'description: "Tests D-065 (9-slot inventory)."'
var result: Dictionary = ChecklistEvaluatorScript.parse_checklist_yaml(yaml)
assert_that(result.get("description")).is_equal("Tests D-065 (9-slot inventory).")
func test_parse_single_condition() -> void:
var yaml := "conditions:\n - id: test-1\n description: \"Test condition\"\n condition_type: player_near\n x: 10\n y: 20\n radius: 3.0"
var result: Dictionary = ChecklistEvaluatorScript.parse_checklist_yaml(yaml)
assert_that(result.has("conditions")).is_true()
var conditions: Array = result["conditions"]
assert_that(conditions.size()).is_equal(1)
assert_that(conditions[0]["id"]).is_equal("test-1")
assert_that(conditions[0]["condition_type"]).is_equal("player_near")
assert_that(conditions[0]["x"]).is_equal(10)
assert_that(conditions[0]["y"]).is_equal(20)
assert_that(conditions[0]["radius"]).is_equal_approx(3.0, 0.001)
func test_parse_multiple_conditions() -> void:
var yaml := "conditions:\n - id: cond-a\n condition_type: player_near\n x: 1\n y: 2\n radius: 1.0\n\n - id: cond-b\n condition_type: player_facing\n direction: East"
var result: Dictionary = ChecklistEvaluatorScript.parse_checklist_yaml(yaml)
var conditions: Array = result["conditions"]
assert_that(conditions.size()).is_equal(2)
assert_that(conditions[0]["id"]).is_equal("cond-a")
assert_that(conditions[1]["id"]).is_equal("cond-b")
assert_that(conditions[1]["direction"]).is_equal("East")
func test_parse_comments_ignored() -> void:
var yaml := "# This is a comment\nroom_id: test\n# Another comment\nconditions:\n - id: c1\n condition_type: entity_present\n entity_id: 5"
var result: Dictionary = ChecklistEvaluatorScript.parse_checklist_yaml(yaml)
assert_that(result.get("room_id")).is_equal("test")
var conditions: Array = result["conditions"]
assert_that(conditions.size()).is_equal(1)
assert_that(conditions[0]["entity_id"]).is_equal(5)
func test_parse_integer_and_float_values() -> void:
var yaml := "conditions:\n - id: t\n condition_type: player_near\n x: 42\n y: -3\n radius: 2.5"
var result: Dictionary = ChecklistEvaluatorScript.parse_checklist_yaml(yaml)
var cond: Dictionary = result["conditions"][0]
assert_that(cond["x"]).is_equal(42)
assert_that(typeof(cond["radius"])).is_equal(TYPE_FLOAT)
func test_parse_scope_field() -> void:
var yaml := "scope: cross_room\nconditions:\n - id: cr-1\n condition_type: entity_present\n entity_id: 0"
var result: Dictionary = ChecklistEvaluatorScript.parse_checklist_yaml(yaml)
assert_that(result.get("scope")).is_equal("cross_room")
func test_parse_inline_comment_stripped() -> void:
var yaml := "room_id: test # this is a comment"
var result: Dictionary = ChecklistEvaluatorScript.parse_checklist_yaml(yaml)
assert_that(result.get("room_id")).is_equal("test")
# -- Condition Evaluation Tests ------------------------------------------------
func _make_evaluator(conditions: Array):
var evaluator = ChecklistEvaluatorScript.new()
evaluator._room_conditions = conditions
evaluator._loaded = true
return evaluator
func test_eval_player_near_within_radius() -> void:
GameState.player_position = Vector2(10.0, 20.0)
var evaluator = _make_evaluator([{
"id": "near-1", "condition_type": "player_near",
"x": 10, "y": 21, "radius": 2.0,
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).override_failure_message(
"player_near: player at (10,20), target (10,21), radius 2.0 — should be met"
).is_equal(1)
func test_eval_player_near_outside_radius() -> void:
GameState.player_position = Vector2(10.0, 20.0)
var evaluator = _make_evaluator([{
"id": "near-2", "condition_type": "player_near",
"x": 10, "y": 30, "radius": 2.0,
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).override_failure_message(
"player_near: player at (10,20), target (10,30), radius 2.0 — should NOT be met"
).is_equal(0)
func test_eval_player_near_exact_boundary() -> void:
GameState.player_position = Vector2(10.0, 20.0)
var evaluator = _make_evaluator([{
"id": "near-3", "condition_type": "player_near",
"x": 10, "y": 22, "radius": 2.0,
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).override_failure_message(
"player_near: distance exactly equals radius — should be met (<=)"
).is_equal(1)
func test_eval_player_facing_match() -> void:
GameState.player_facing = "East"
var evaluator = _make_evaluator([{
"id": "face-1", "condition_type": "player_facing",
"direction": "East",
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).is_equal(1)
func test_eval_player_facing_no_match() -> void:
GameState.player_facing = "North"
var evaluator = _make_evaluator([{
"id": "face-2", "condition_type": "player_facing",
"direction": "East",
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).is_equal(0)
func test_eval_player_facing_diagonal_no_match() -> void:
# 8-directional facing "Northeast" should NOT match "East" or "North"
GameState.player_facing = "Northeast"
var evaluator = _make_evaluator([{
"id": "face-diag", "condition_type": "player_facing",
"direction": "East",
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).override_failure_message(
"player_facing: Northeast should NOT match East (exact match only)"
).is_equal(0)
func test_eval_entity_present_found() -> void:
GameState.visible_entities = [
{"entity_id": 5, "x": 1.0, "y": 1.0, "z": 0, "kind": "Npc"},
{"entity_id": 10, "x": 2.0, "y": 2.0, "z": 0, "kind": "Object"},
]
var evaluator = _make_evaluator([{
"id": "present-1", "condition_type": "entity_present",
"entity_id": 10,
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).is_equal(1)
func test_eval_entity_present_not_found() -> void:
GameState.visible_entities = [
{"entity_id": 5, "x": 1.0, "y": 1.0, "z": 0, "kind": "Npc"},
]
var evaluator = _make_evaluator([{
"id": "present-2", "condition_type": "entity_present",
"entity_id": 99,
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).is_equal(0)
func test_eval_entity_absent_when_not_visible() -> void:
GameState.visible_entities = [
{"entity_id": 5, "x": 1.0, "y": 1.0, "z": 0, "kind": "Npc"},
]
var evaluator = _make_evaluator([{
"id": "absent-1", "condition_type": "entity_absent",
"entity_id": 99,
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).override_failure_message(
"entity_absent: entity 99 not in visible_entities — should be met"
).is_equal(1)
func test_eval_entity_absent_when_visible() -> void:
GameState.visible_entities = [
{"entity_id": 10, "x": 1.0, "y": 1.0, "z": 0, "kind": "Npc"},
]
var evaluator = _make_evaluator([{
"id": "absent-2", "condition_type": "entity_absent",
"entity_id": 10,
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).override_failure_message(
"entity_absent: entity 10 IS visible — should NOT be met"
).is_equal(0)
func test_eval_expected_monologue_match() -> void:
GameState.current_monologue = {"id": "m1", "text": "Something is wrong here.", "duration_seconds": 5.0}
var evaluator = _make_evaluator([{
"id": "mono-1", "condition_type": "expected_monologue",
"contains": "wrong here",
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).is_equal(1)
func test_eval_expected_monologue_no_match() -> void:
GameState.current_monologue = {"id": "m1", "text": "All clear.", "duration_seconds": 5.0}
var evaluator = _make_evaluator([{
"id": "mono-2", "condition_type": "expected_monologue",
"contains": "wrong here",
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).is_equal(0)
func test_eval_expected_monologue_null() -> void:
GameState.current_monologue = null
var evaluator = _make_evaluator([{
"id": "mono-3", "condition_type": "expected_monologue",
"contains": "test",
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).override_failure_message(
"expected_monologue: null monologue should not match"
).is_equal(0)
func test_eval_expected_dialogue_match() -> void:
GameState.current_dialogue = {"npc_name": "Kael", "speech": "Who are you?", "options": []}
var evaluator = _make_evaluator([{
"id": "dlg-1", "condition_type": "expected_dialogue",
"contains": "Who are you",
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).is_equal(1)
func test_eval_expected_dialogue_no_match() -> void:
GameState.current_dialogue = {"npc_name": "Kael", "speech": "Hello.", "options": []}
var evaluator = _make_evaluator([{
"id": "dlg-2", "condition_type": "expected_dialogue",
"contains": "Goodbye",
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).is_equal(0)
func test_eval_expected_dialogue_null() -> void:
GameState.current_dialogue = null
var evaluator = _make_evaluator([{
"id": "dlg-3", "condition_type": "expected_dialogue",
"contains": "test",
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).override_failure_message(
"expected_dialogue: null dialogue should not match"
).is_equal(0)
func test_eval_interaction_verb_match() -> void:
GameState.nearby_interactions = [{
"entity_id": 13,
"entity_type": "Object",
"distance": 1,
"verbs": [
{"kind": "Take", "label": "Pickup", "priority": 1, "available": true},
{"kind": "Observe", "label": "Examine", "priority": 2, "available": true},
],
}]
var evaluator = _make_evaluator([{
"id": "verb-1", "condition_type": "expected_interaction_verb",
"entity_id": 13, "verb": "Pickup",
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).is_equal(1)
func test_eval_interaction_verb_by_kind() -> void:
GameState.nearby_interactions = [{
"entity_id": 13,
"entity_type": "Object",
"distance": 1,
"verbs": [
{"kind": "Take", "label": "Pickup", "priority": 1, "available": true},
],
}]
var evaluator = _make_evaluator([{
"id": "verb-kind", "condition_type": "expected_interaction_verb",
"entity_id": 13, "verb": "Take",
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).override_failure_message(
"expected_interaction_verb: should match by kind='Take' as well as label"
).is_equal(1)
func test_eval_interaction_verb_wrong_entity() -> void:
GameState.nearby_interactions = [{
"entity_id": 13,
"entity_type": "Object",
"distance": 1,
"verbs": [{"kind": "Take", "label": "Pickup", "priority": 1, "available": true}],
}]
var evaluator = _make_evaluator([{
"id": "verb-wrong", "condition_type": "expected_interaction_verb",
"entity_id": 99, "verb": "Pickup",
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).override_failure_message(
"expected_interaction_verb: wrong entity_id should not match"
).is_equal(0)
func test_eval_interaction_verb_unavailable() -> void:
GameState.nearby_interactions = [{
"entity_id": 13,
"entity_type": "Object",
"distance": 1,
"verbs": [{"kind": "Take", "label": "Pickup", "priority": 1, "available": false}],
}]
var evaluator = _make_evaluator([{
"id": "verb-unavail", "condition_type": "expected_interaction_verb",
"entity_id": 13, "verb": "Pickup",
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).override_failure_message(
"expected_interaction_verb: unavailable verb should not match"
).is_equal(0)
func test_eval_interaction_verb_no_interactions() -> void:
GameState.nearby_interactions = []
var evaluator = _make_evaluator([{
"id": "verb-none", "condition_type": "expected_interaction_verb",
"entity_id": 13, "verb": "Pickup",
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).is_equal(0)
# -- Latching Tests ------------------------------------------------------------
func test_latching_condition_stays_met() -> void:
# Condition met on first evaluate, stays met even when state changes.
GameState.player_facing = "East"
var evaluator = _make_evaluator([{
"id": "latch-1", "condition_type": "player_facing",
"direction": "East",
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).is_equal(1)
# Change state so condition would be false if re-evaluated fresh
GameState.player_facing = "North"
evaluator.evaluate()
assert_that(evaluator.get_met_count()).override_failure_message(
"Latched condition should stay met even after state changes"
).is_equal(1)
func test_latching_monologue_transient() -> void:
# Monologue appears for one tick, then disappears. Condition should latch.
var evaluator = _make_evaluator([{
"id": "mono-latch", "condition_type": "expected_monologue",
"contains": "recalibrated",
}])
# Tick 1: no monologue
GameState.current_monologue = null
evaluator.evaluate()
assert_that(evaluator.get_met_count()).is_equal(0)
# Tick 2: monologue fires
GameState.current_monologue = {"id": "m1", "text": "Systems recalibrated.", "duration_seconds": 3.0}
evaluator.evaluate()
assert_that(evaluator.get_met_count()).is_equal(1)
# Tick 3: monologue consumed (null)
GameState.current_monologue = null
evaluator.evaluate()
assert_that(evaluator.get_met_count()).override_failure_message(
"Monologue condition should stay latched after monologue disappears"
).is_equal(1)
func test_multiple_conditions_partial_latching() -> void:
var evaluator = _make_evaluator([
{"id": "c1", "condition_type": "player_facing", "direction": "East"},
{"id": "c2", "condition_type": "entity_present", "entity_id": 5},
{"id": "c3", "condition_type": "player_near", "x": 50, "y": 50, "radius": 1.0},
])
# Tick 1: only facing matches
GameState.player_facing = "East"
GameState.visible_entities = []
GameState.player_position = Vector2(0, 0)
evaluator.evaluate()
assert_that(evaluator.get_met_count()).is_equal(1)
assert_that(evaluator.get_total_count()).is_equal(3)
# Tick 2: entity also visible
GameState.visible_entities = [{"entity_id": 5, "x": 1.0, "y": 1.0, "z": 0, "kind": "Npc"}]
evaluator.evaluate()
assert_that(evaluator.get_met_count()).is_equal(2)
# Tick 3: player moves to target
GameState.player_position = Vector2(50.0, 50.0)
evaluator.evaluate()
assert_that(evaluator.get_met_count()).is_equal(3)
assert_that(evaluator.is_complete()).is_true()
# -- Room Change Tests ---------------------------------------------------------
func test_room_change_resets_per_room_conditions() -> void:
var evaluator = ChecklistEvaluatorScript.new()
# Manually set conditions to avoid file loading
evaluator._room_conditions = [
{"id": "r1-c1", "condition_type": "player_facing", "direction": "East"},
]
evaluator._loaded = true
GameState.player_facing = "East"
evaluator.evaluate()
assert_that(evaluator.get_met_count()).is_equal(1)
# Simulate room change by loading a new "room"
evaluator._current_room_id = "old_room"
evaluator._room_conditions = [
{"id": "r2-c1", "condition_type": "player_facing", "direction": "North"},
]
# Clear latches for the new room (simulating load_room behavior)
evaluator._latched.clear()
evaluator.evaluate()
assert_that(evaluator.get_met_count()).override_failure_message(
"After room change, old latches should be cleared; new condition not met"
).is_equal(0)
func test_reset_clears_all_state() -> void:
var evaluator = _make_evaluator([
{"id": "c1", "condition_type": "player_facing", "direction": "East"},
])
GameState.player_facing = "East"
evaluator.evaluate()
assert_that(evaluator.get_met_count()).is_equal(1)
evaluator.reset()
assert_that(evaluator.is_loaded()).is_false()
assert_that(evaluator.get_met_count()).is_equal(0)
assert_that(evaluator.get_total_count()).is_equal(0)
# -- get_results Tests ---------------------------------------------------------
func test_get_results_structure() -> void:
var evaluator = _make_evaluator([
{"id": "c1", "description": "Test condition", "condition_type": "player_facing", "direction": "North"},
])
GameState.player_facing = "North"
evaluator.evaluate()
var results: Array = evaluator.get_results()
assert_that(results.size()).is_equal(1)
assert_that(results[0]["id"]).is_equal("c1")
assert_that(results[0]["description"]).is_equal("Test condition")
assert_that(results[0]["condition_type"]).is_equal("player_facing")
assert_that(results[0]["met"]).is_true()
func test_get_results_unmet() -> void:
var evaluator = _make_evaluator([
{"id": "c1", "description": "Test", "condition_type": "player_facing", "direction": "South"},
])
GameState.player_facing = "North"
evaluator.evaluate()
var results: Array = evaluator.get_results()
assert_that(results[0]["met"]).is_false()
# -- Overlay Visibility Tests --------------------------------------------------
func _make_checklist_overlay() -> Control:
var overlay = Control.new()
overlay.set_script(ChecklistOverlayScript)
auto_free(overlay)
add_child(overlay)
return overlay
func test_overlay_hidden_in_non_gauntlet_mode() -> void:
var overlay := _make_checklist_overlay()
GameState.gauntlet_mode = false
overlay.update_from_state()
assert_that(overlay.visible).override_failure_message(
"Checklist overlay must be hidden in non-gauntlet mode"
).is_false()
func test_overlay_visible_in_gauntlet_mode() -> void:
var overlay := _make_checklist_overlay()
GameState.gauntlet_mode = true
GameState.room_id = "test_room"
overlay.update_from_state()
assert_that(overlay.visible).override_failure_message(
"Checklist overlay must be visible in gauntlet mode"
).is_true()
func test_overlay_hides_on_gauntlet_deactivation() -> void:
var overlay := _make_checklist_overlay()
GameState.gauntlet_mode = true
GameState.room_id = "test_room"
overlay.update_from_state()
assert_that(overlay.visible).is_true()
GameState.gauntlet_mode = false
overlay.update_from_state()
assert_that(overlay.visible).override_failure_message(
"Overlay must hide when gauntlet mode deactivates"
).is_false()
func test_overlay_evaluator_accessible() -> void:
var overlay := _make_checklist_overlay()
var evaluator = overlay.get_evaluator()
assert_that(evaluator).override_failure_message(
"Overlay should expose evaluator via get_evaluator()"
).is_not_null()
func test_overlay_in_main_scene() -> void:
var scene: PackedScene = load("res://scenes/main.tscn")
var instance: Node = scene.instantiate()
auto_free(instance)
add_child(instance)
instance._process(0.016)
var overlay: Node = _find_node_recursive(instance, "ChecklistOverlay")
assert_that(overlay).override_failure_message(
"ChecklistOverlay node should exist in main scene tree"
).is_not_null()
if overlay is CanvasItem:
assert_that((overlay as CanvasItem).visible).override_failure_message(
"ChecklistOverlay should be hidden by default (non-gauntlet mode)"
).is_false()
# -- Integration: Snapshot -> Evaluation ----------------------------------------
func test_integration_snapshot_to_evaluator() -> void:
# Integration test: GameState snapshot data -> evaluator -> correct results.
# Tests the evaluator directly (overlay wiring tested separately).
var evaluator = ChecklistEvaluatorScript.new()
evaluator._room_conditions = [
{"id": "int-1", "description": "Player entity present", "condition_type": "entity_present", "entity_id": 1},
{"id": "int-2", "description": "Player faces East", "condition_type": "player_facing", "direction": "East"},
]
evaluator._loaded = true
# Simulate gauntlet snapshot with player entity
GameState.visible_entities = [
{"entity_id": 1, "x": 10.0, "y": 10.0, "z": 0, "kind": "Player"},
]
GameState.player_facing = "North"
evaluator.evaluate()
# Entity present should be met, facing should not
assert_that(evaluator.get_met_count()).is_equal(1)
assert_that(evaluator.get_total_count()).is_equal(2)
# Change facing — second condition should also latch
GameState.player_facing = "East"
evaluator.evaluate()
assert_that(evaluator.get_met_count()).is_equal(2)
assert_that(evaluator.is_complete()).is_true()
# Verify results array contains both conditions as met
var results: Array = evaluator.get_results()
for r in results:
assert_that(r["met"]).override_failure_message(
"Condition '%s' should be met after snapshot sequence" % r["id"]
).is_true()
# -- Edge Cases ----------------------------------------------------------------
func test_empty_entity_list_entity_present() -> void:
GameState.visible_entities = []
var evaluator = _make_evaluator([{
"id": "edge-empty", "condition_type": "entity_present",
"entity_id": 0,
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).is_equal(0)
func test_empty_entity_list_entity_absent() -> void:
GameState.visible_entities = []
var evaluator = _make_evaluator([{
"id": "edge-absent-empty", "condition_type": "entity_absent",
"entity_id": 99,
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).override_failure_message(
"entity_absent with empty visible_entities should be met"
).is_equal(1)
func test_zero_radius_player_near() -> void:
GameState.player_position = Vector2(10.0, 20.0)
var evaluator = _make_evaluator([{
"id": "edge-zero-radius", "condition_type": "player_near",
"x": 10, "y": 20, "radius": 0.0,
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).override_failure_message(
"player_near with radius 0 at exact position should be met"
).is_equal(1)
func test_unknown_condition_type() -> void:
var evaluator = _make_evaluator([{
"id": "edge-unknown", "condition_type": "nonexistent_type",
}])
evaluator.evaluate()
assert_that(evaluator.get_met_count()).override_failure_message(
"Unknown condition type should not be met"
).is_equal(0)
func test_no_conditions_loaded() -> void:
var evaluator = ChecklistEvaluatorScript.new()
assert_that(evaluator.is_loaded()).is_false()
assert_that(evaluator.get_total_count()).is_equal(0)
assert_that(evaluator.get_met_count()).is_equal(0)
assert_that(evaluator.is_complete()).is_false()
# -- Helper: recursive node search --------------------------------------------
func _find_node_recursive(root: Node, target_name: String) -> Node:
if root.name == target_name:
return root
for child in root.get_children():
var found := _find_node_recursive(child, target_name)
if found != null:
return found
return null
+132
View File
@@ -0,0 +1,132 @@
extends Control
## #503: Auto-checklist HUD overlay — shows condition progress in Gauntlet mode.
## Renders below the GauntletHUD timer. Each condition shows a check/dash + description.
## Only visible in gauntlet_mode. Latched conditions stay checked.
##
## Spec ref: D-030 (testability), #503, Sprint 10 Completion Proof.
const _ChecklistEvaluator = preload("res://scripts/checklist/checklist_evaluator.gd")
const BG_COLOR := Color(0.05, 0.05, 0.08, 0.45)
const MET_COLOR := Color("#6bc9a6") # Friendly green — condition met
const UNMET_COLOR := Color("#8890a0") # Dim grey — condition pending
const HEADER_COLOR := Color("#c8d0e0") # Insert text color — header/summary
const COMPLETE_COLOR := Color("#e8c547") # Amber — all conditions met
const FONT_SIZE := 11
const LINE_HEIGHT := 16
const PADDING := Vector2(8, 6)
const MAX_DESC_CHARS := 52 # Truncate long descriptions
var _evaluator = null # ChecklistEvaluator instance
var _last_room_id: Variant = null
func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE
visible = false
_evaluator = _ChecklistEvaluator.new()
func update_from_state() -> void:
if not GameState.gauntlet_mode:
if visible:
visible = false
return
if not visible:
visible = true
var room_id: Variant = GameState.room_id
if room_id == null:
if _evaluator.is_loaded():
_evaluator.reset()
_last_room_id = null
queue_redraw()
return
# Load checklist on room change
if room_id != _last_room_id:
_evaluator.load_room(str(room_id))
_last_room_id = room_id
# Evaluate conditions against current snapshot
_evaluator.evaluate()
queue_redraw()
func _draw() -> void:
if _evaluator == null or not _evaluator.is_loaded():
return
var font := get_theme_default_font()
var results: Array = _evaluator.get_results()
if results.is_empty():
return
var met_count: int = _evaluator.get_met_count()
var total_count: int = _evaluator.get_total_count()
var all_complete: bool = _evaluator.is_complete()
# Header line: "CHECK: 5/8"
var header_text := "CHECK: %d/%d" % [met_count, total_count]
var header_color: Color = COMPLETE_COLOR if all_complete else HEADER_COLOR
# Calculate box height: header + one line per condition + padding
var line_count: int = 1 + results.size()
var box_height: float = PADDING.y * 2 + line_count * LINE_HEIGHT
# Calculate box width from longest line
var max_width: float = font.get_string_size(header_text, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE).x
for r in results:
var desc: String = r.get("description", r.get("id", ""))
if desc.length() > MAX_DESC_CHARS:
desc = desc.substr(0, MAX_DESC_CHARS - 1) + "..."
var prefix: String = "[x] " if r.get("met", false) else "[ ] "
var line_width: float = font.get_string_size(prefix + desc, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE).x
if line_width > max_width:
max_width = line_width
var box_width: float = max_width + PADDING.x * 2
# Background
draw_rect(Rect2(Vector2.ZERO, Vector2(box_width, box_height)), BG_COLOR)
# Header
var y: float = PADDING.y + FONT_SIZE
draw_string(font, Vector2(PADDING.x, y), header_text, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, header_color)
# Condition lines
for r in results:
y += LINE_HEIGHT
var is_met: bool = r.get("met", false)
var prefix: String = "[x] " if is_met else "[ ] "
var desc: String = r.get("description", r.get("id", ""))
if desc.length() > MAX_DESC_CHARS:
desc = desc.substr(0, MAX_DESC_CHARS - 1) + "..."
var color: Color = MET_COLOR if is_met else UNMET_COLOR
draw_string(font, Vector2(PADDING.x, y), prefix + desc, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, color)
# -- Public API ---------------------------------------------------------------
func get_evaluator():
return _evaluator
func get_met_count() -> int:
if _evaluator == null:
return 0
return _evaluator.get_met_count()
func get_total_count() -> int:
if _evaluator == null:
return 0
return _evaluator.get_total_count()
func is_complete() -> bool:
if _evaluator == null:
return false
return _evaluator.is_complete()
+17
View File
@@ -0,0 +1,17 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://ui/checklist_overlay.gd" id="1_checklist"]
; #503: Auto-checklist overlay — below GauntletHUD timer, right-aligned
[node name="ChecklistOverlay" type="Control"]
layout_mode = 3
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -420.0
offset_top = 78.0
offset_right = -16.0
offset_bottom = 400.0
grow_horizontal = 0
mouse_filter = 2
script = ExtResource("1_checklist")
+12 -12
View File
@@ -120,24 +120,24 @@ func _confirm_selection() -> void:
func _activate_insert() -> void:
# TODO(v7): replace PAUSE toggle with dedicated ToggleInsert action in protocol
# #518/D-058: Send PauseSimulation when insert opens. Idempotent —
# if already paused (e.g. Gauntlet interlude), server ignores duplicate.
if not _insert_active:
_insert_active = true
_send_pause()
func _send_pause() -> void:
SimBridge.send_input({
"action": InputMapper.Action.PAUSE,
"timestamp_msec": Time.get_ticks_msec(),
})
SimBridge.send_input({
"action": InputMapper.Action.PAUSE,
"timestamp_msec": Time.get_ticks_msec(),
})
func deactivate_insert() -> void:
# Called when closing insert view — send Pause again (toggle)
# #518/D-058: Send ResumeSimulation when insert closes.
if _insert_active:
_insert_active = false
_send_pause()
SimBridge.send_input({
"action": InputMapper.Action.UNPAUSE,
"timestamp_msec": Time.get_ticks_msec(),
})
func _draw() -> void:
@@ -174,7 +174,7 @@ func _draw() -> void:
# Label
var label: String = SPOKE_NAMES.get(spoke, "")
var font := ThemeDB.fallback_font
var font := get_theme_default_font()
var text_size := font.get_string_size(label, HORIZONTAL_ALIGNMENT_CENTER, -1, 11)
var label_pos := icon_center + Vector2(-text_size.x / 2.0, ICON_SIZE + 14.0)
draw_string(font, label_pos, label, HORIZONTAL_ALIGNMENT_LEFT, -1, 11, color)