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>
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extends RefCounted
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## #503: Auto-checklist progress tracking — evaluates ObserverSnapshot against
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## checklist YAML conditions and latches satisfied conditions.
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##
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## Usage:
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## var evaluator := ChecklistEvaluator.new()
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## evaluator.load_room("inventory_warehouse")
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## evaluator.evaluate() # call each tick
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## var results := evaluator.get_results()
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##
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## Condition types (per checklist.schema.json):
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## player_near, player_facing, entity_present, entity_absent,
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## expected_monologue, expected_dialogue, expected_interaction_verb
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##
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## Spec ref: D-030 (testability), checklist.schema.json (#497).
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var _room_conditions: Array = [] # Conditions from per-room checklist
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var _cross_conditions: Array = [] # Conditions from cross_room_checks.yaml
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var _latched: Dictionary = {} # condition_id -> true (once met, stays met)
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var _current_room_id: String = ""
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var _content_base: String = "" # Absolute path to content/ directory
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var _loaded: bool = false
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func _init() -> void:
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var project_path := ProjectSettings.globalize_path("res://")
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_content_base = project_path.path_join("../content")
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## Load checklist for a room. Clears per-room latches; cross-room latches persist.
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func load_room(room_id: String) -> void:
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if room_id == _current_room_id and _loaded:
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return
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_current_room_id = room_id
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_room_conditions.clear()
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# Clear per-room latches (keep cross-room latches)
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var cross_ids := {}
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for cond in _cross_conditions:
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cross_ids[cond.get("id", "")] = true
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var kept := {}
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for cid in _latched:
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if cross_ids.has(cid):
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kept[cid] = true
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_latched = kept
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# Load per-room checklist
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var room_path := _content_base.path_join(
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"gauntlet/rooms/%s/checklist.yaml" % room_id)
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var room_data := _load_checklist_file(room_path)
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if room_data.has("conditions"):
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_room_conditions = room_data["conditions"]
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# Load cross-room checks (only on first load)
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if _cross_conditions.is_empty():
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var cross_path := _content_base.path_join("gauntlet/cross_room_checks.yaml")
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var cross_data := _load_checklist_file(cross_path)
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if cross_data.has("conditions"):
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_cross_conditions = cross_data["conditions"]
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_loaded = true
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## Evaluate all conditions against current GameState. Latches newly met conditions.
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func evaluate() -> void:
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for cond in _room_conditions + _cross_conditions:
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var cid: String = cond.get("id", "")
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if cid.is_empty() or _latched.has(cid):
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continue
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if _evaluate_condition(cond):
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_latched[cid] = true
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## Returns array of {id, description, met} for all loaded conditions.
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func get_results() -> Array:
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var results: Array = []
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for cond in _room_conditions + _cross_conditions:
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var cid: String = cond.get("id", "")
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results.append({
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"id": cid,
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"description": cond.get("description", ""),
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"condition_type": cond.get("condition_type", ""),
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"met": _latched.has(cid),
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})
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return results
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## Total number of loaded conditions.
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func get_total_count() -> int:
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return _room_conditions.size() + _cross_conditions.size()
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## Number of latched (met) conditions.
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func get_met_count() -> int:
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return _latched.size()
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## Whether all conditions are met.
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func is_complete() -> bool:
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return get_met_count() >= get_total_count() and get_total_count() > 0
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## Whether any checklist is loaded.
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func is_loaded() -> bool:
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return _loaded
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## Reset all state (room change to null, or disconnect).
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func reset() -> void:
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_room_conditions.clear()
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_cross_conditions.clear()
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_latched.clear()
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_current_room_id = ""
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_loaded = false
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# -- Condition evaluation ------------------------------------------------------
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func _evaluate_condition(cond: Dictionary) -> bool:
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match cond.get("condition_type", ""):
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"player_near":
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return _eval_player_near(cond)
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"player_facing":
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return _eval_player_facing(cond)
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"entity_present":
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return _eval_entity_present(cond)
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"entity_absent":
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return _eval_entity_absent(cond)
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"expected_monologue":
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return _eval_expected_monologue(cond)
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"expected_dialogue":
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return _eval_expected_dialogue(cond)
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"expected_interaction_verb":
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return _eval_expected_interaction_verb(cond)
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push_warning("ChecklistEvaluator: unknown condition_type '%s'" % cond.get("condition_type", ""))
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return false
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func _eval_player_near(cond: Dictionary) -> bool:
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var tx: float = float(cond.get("x", 0))
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var ty: float = float(cond.get("y", 0))
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var radius: float = float(cond.get("radius", 0.0))
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var target := Vector2(tx, ty)
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return GameState.player_position.distance_to(target) <= radius
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func _eval_player_facing(cond: Dictionary) -> bool:
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var direction: String = str(cond.get("direction", ""))
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# Schema uses 4-cardinal (North/South/East/West).
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# GameState uses 8-directional. Exact match only.
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return GameState.player_facing == direction
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func _eval_entity_present(cond: Dictionary) -> bool:
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var entity_id: int = int(cond.get("entity_id", -1))
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return _find_entity(entity_id)
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func _eval_entity_absent(cond: Dictionary) -> bool:
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var entity_id: int = int(cond.get("entity_id", -1))
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return not _find_entity(entity_id)
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func _eval_expected_monologue(cond: Dictionary) -> bool:
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var contains: String = str(cond.get("contains", ""))
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if GameState.current_monologue == null:
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return false
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var text: String = str(GameState.current_monologue.get("text", ""))
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return text.find(contains) >= 0
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func _eval_expected_dialogue(cond: Dictionary) -> bool:
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var contains: String = str(cond.get("contains", ""))
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if GameState.current_dialogue == null:
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return false
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var text: String = str(GameState.current_dialogue.get("speech", ""))
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return text.find(contains) >= 0
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func _eval_expected_interaction_verb(cond: Dictionary) -> bool:
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var entity_id: int = int(cond.get("entity_id", -1))
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var verb: String = str(cond.get("verb", ""))
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for interaction in GameState.nearby_interactions:
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if not interaction is Dictionary:
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continue
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if int(interaction.get("entity_id", -1)) != entity_id:
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continue
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var verbs: Array = interaction.get("verbs", [])
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for v in verbs:
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if not v is Dictionary:
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continue
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if str(v.get("label", "")) == verb or str(v.get("kind", "")) == verb:
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if v.get("available", true):
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return true
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return false
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# -- Helpers -------------------------------------------------------------------
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func _find_entity(entity_id: int) -> bool:
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for entity in GameState.visible_entities:
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if not entity is Dictionary:
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continue
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if int(entity.get("entity_id", -1)) == entity_id:
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return true
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return false
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# -- YAML parsing (checklist-specific) -----------------------------------------
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# Handles the constrained checklist YAML format: top-level key:value pairs,
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# a conditions array of flat dictionaries. No nested arrays or anchors.
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func _load_checklist_file(path: String) -> Dictionary:
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if not FileAccess.file_exists(path):
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return {}
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var file := FileAccess.open(path, FileAccess.READ)
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if file == null:
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push_warning("ChecklistEvaluator: cannot open %s" % path)
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return {}
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var text := file.get_as_text()
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file.close()
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return parse_checklist_yaml(text)
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static func parse_checklist_yaml(text: String) -> Dictionary:
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var result := {}
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var conditions: Array = []
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var current_item: Dictionary = {}
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var in_conditions := false
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for line in text.split("\n"):
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var stripped := line.strip_edges(false, true)
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if stripped.is_empty() or stripped.strip_edges().begins_with("#"):
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continue
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var indent := line.length() - line.lstrip(" ").length()
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var content := stripped.strip_edges()
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# Detect conditions: array header
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if content == "conditions:":
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in_conditions = true
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continue
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if not in_conditions:
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# Top-level key: value
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var colon := content.find(":")
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if colon >= 0:
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var key := content.substr(0, colon).strip_edges()
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var val_str := content.substr(colon + 1).strip_edges()
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result[key] = _parse_value(val_str)
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else:
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if content.begins_with("- "):
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# New array item — flush previous
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if not current_item.is_empty():
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conditions.append(current_item)
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current_item = {}
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var rest := content.substr(2).strip_edges()
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var colon := rest.find(":")
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if colon >= 0:
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var key := rest.substr(0, colon).strip_edges()
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var val_str := rest.substr(colon + 1).strip_edges()
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current_item[key] = _parse_value(val_str)
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elif indent >= 2 and not current_item.is_empty():
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# Continuation of current array item
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var colon := content.find(":")
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if colon >= 0:
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var key := content.substr(0, colon).strip_edges()
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var val_str := content.substr(colon + 1).strip_edges()
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current_item[key] = _parse_value(val_str)
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elif indent == 0:
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# Back to top level — shouldn't happen in valid checklist YAML
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in_conditions = false
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if not current_item.is_empty():
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conditions.append(current_item)
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current_item = {}
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var colon := content.find(":")
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if colon >= 0:
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var key := content.substr(0, colon).strip_edges()
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var val_str := content.substr(colon + 1).strip_edges()
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result[key] = _parse_value(val_str)
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# Flush last item
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if not current_item.is_empty():
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conditions.append(current_item)
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if not conditions.is_empty():
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result["conditions"] = conditions
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return result
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static func _parse_value(val: String) -> Variant:
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if val.is_empty():
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return ""
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# Strip inline comments (not inside quotes)
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if not val.begins_with("\""):
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var comment_pos := val.find(" #")
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if comment_pos >= 0:
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val = val.substr(0, comment_pos).strip_edges()
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# Quoted string
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if val.begins_with("\""):
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var end_quote := val.find("\"", 1)
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if end_quote > 0:
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return val.substr(1, end_quote - 1)
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return val.substr(1)
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# Boolean
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if val == "true":
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return true
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if val == "false":
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return false
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# Float (contains decimal point)
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if val.contains(".") and val.is_valid_float():
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return val.to_float()
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# Integer
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if val.is_valid_int():
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return val.to_int()
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# Plain string
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return val
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