feat(ui): HUD visibility groups — gameplay vs implant layers (D-170)
New HudGroups autoload manages show/hide of related HUD elements as groups. Exclusive groups (gameplay, implant) are mutually exclusive — opening the star map hides stance indicator, minimap, interaction prompts, etc. Closing it restores them. Gameplay nodes registered in main.gd _ready(). Star map registers as implant group and uses toggle_group() instead of direct visibility. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -28,6 +28,7 @@ UIStrings="*res://scripts/autoloads/ui_strings.gd"
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FogState="*res://scripts/autoloads/fog_state.gd"
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AudioManager="*res://scripts/autoloads/audio_manager.gd"
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SessionManager="*res://scripts/autoloads/session_manager.gd"
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HudGroups="*res://scripts/autoloads/hud_groups.gd"
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HardwareDetector="*res://ui/hardware_detector.gd"
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[audio]
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@@ -0,0 +1,88 @@
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extends Node
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## HUD visibility group manager (D-170).
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##
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## Nodes register themselves into groups. When a group's visibility changes,
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## all registered nodes show/hide together. This replaces per-panel manual
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## hide/show of individual HUD elements.
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##
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## Groups:
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## "gameplay" — stance indicator, minimap, health/time, interaction prompts,
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## cursor renderer, inventory, news ticker, examine display
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## "implant" — star map, travel planner, GTTR reader, station profile
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## "modal" — settings, bug report, loading screen, debug console
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## "debug" — debug overlay, gauntlet HUD, checklist
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## "always" — nodes that never hide (reserved for future use)
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##
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## Usage from any node:
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## HudGroups.register(self, "gameplay")
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## HudGroups.show_group("implant") # shows implant, hides gameplay
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## HudGroups.show_group("gameplay") # shows gameplay, hides implant
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## HudGroups.toggle_group("implant") # toggle between gameplay and implant
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## Which groups are mutually exclusive — showing one hides the others.
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## Modal and debug are independent (they overlay on top of anything).
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const EXCLUSIVE_GROUPS: Array[String] = ["gameplay", "implant"]
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var _groups: Dictionary = {} # group_name -> Array[Control]
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var _active_exclusive: String = "gameplay"
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func register(node: Control, group: String) -> void:
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if not _groups.has(group):
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_groups[group] = []
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if node not in _groups[group]:
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_groups[group].append(node)
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# Apply current visibility state
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if group in EXCLUSIVE_GROUPS:
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node.visible = (group == _active_exclusive)
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func unregister(node: Control, group: String) -> void:
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if _groups.has(group):
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_groups[group].erase(node)
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## Show a group. If it's exclusive, hide the other exclusive groups.
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func show_group(group: String) -> void:
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if group in EXCLUSIVE_GROUPS:
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_active_exclusive = group
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for g: String in EXCLUSIVE_GROUPS:
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_set_group_visible(g, g == group)
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else:
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_set_group_visible(group, true)
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## Hide a group. If exclusive, falls back to "gameplay".
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func hide_group(group: String) -> void:
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if group in EXCLUSIVE_GROUPS:
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show_group("gameplay")
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else:
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_set_group_visible(group, false)
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## Toggle between gameplay and the specified group.
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func toggle_group(group: String) -> void:
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if _active_exclusive == group:
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show_group("gameplay")
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else:
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show_group(group)
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## Check if a group is currently active.
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func is_group_active(group: String) -> bool:
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if group in EXCLUSIVE_GROUPS:
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return _active_exclusive == group
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# Non-exclusive: check if any member is visible
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if _groups.has(group):
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for node: Control in _groups[group]:
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if is_instance_valid(node) and node.visible:
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return true
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return false
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func _set_group_visible(group: String, vis: bool) -> void:
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if not _groups.has(group):
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return
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for node: Control in _groups[group]:
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if is_instance_valid(node):
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node.visible = vis
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@@ -62,6 +62,14 @@ func _ready() -> void:
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camera.global_position = GameState.player_position * Constants.TILE_SIZE
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_camera_anchored = true
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# D-170: Register HUD nodes into visibility groups
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# Gameplay group — hidden when implant panels are open
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for node: Control in [hud, minimap, stance_indicator, cursor_renderer,
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interaction_prompt, interaction_list, inventory_grid, news_ticker,
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examine_display, world_radial]:
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if node:
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HudGroups.register(node, "gameplay")
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# #775: Initialize extracted components
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_consumers = SnapshotConsumers.new().init({
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"monologue_display": monologue_display,
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@@ -118,6 +118,9 @@ func _ready() -> void:
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_info_panel.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(_info_panel)
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# D-170: Register with HUD visibility groups
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HudGroups.register(self, "implant")
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_load_data()
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if _data_loaded:
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_compute_layout()
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@@ -140,9 +143,10 @@ func set_insert_active(active: bool) -> void:
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visible = false
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## Toggle visibility (e.g., from a keybind or button).
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## Toggle visibility via HUD group system (D-170).
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## Shows implant group (hides gameplay) or vice versa.
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func toggle_visible() -> void:
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visible = not visible
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HudGroups.toggle_group("implant")
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if visible:
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_dirty = true
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@@ -622,4 +622,21 @@ Technical foundation decisions that constrain implementation: engine, client-ser
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---
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### D-170: HUD visibility groups — gameplay vs implant layers
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- **Date:** 2026-04-05
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- **Decision:** HUD elements register into named visibility groups via a `HudGroups` autoload. Groups control show/hide of related elements as a unit. Exclusive groups (gameplay, implant) are mutually exclusive — showing one hides the other. Non-exclusive groups (modal, debug) overlay independently.
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- **Rationale:** Full-screen implant panels (star map, travel planner, GTTR reader) need to hide gameplay HUD elements (stance, minimap, health, interaction prompts). Without groups, each panel manually hides/shows individual nodes — error-prone and unsustainable as the panel count grows.
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- **Groups:**
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- `gameplay` — stance indicator, minimap, HUD status, interaction prompts, cursor, inventory, news ticker, examine display. Visible during normal gameplay.
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- `implant` — star map, travel planner, GTTR reader, station profile. Fullscreen implant overlays. Showing this hides gameplay.
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- `modal` — settings, bug report, loading screen, debug console. Independent — overlays on top of anything.
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- `debug` — debug overlay, gauntlet HUD, checklist. Independent.
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- `always` — reserved for elements that never hide.
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- **API:** `HudGroups.register(node, "gameplay")`, `HudGroups.show_group("implant")`, `HudGroups.toggle_group("implant")`, `HudGroups.is_group_active("implant")`
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- **Implementation:** `client/scripts/autoloads/hud_groups.gd` — lightweight autoload, no scene tree manipulation beyond `node.visible`.
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- **Raised by:** Jeroen, 2026-04-05 — "Walk" badge visible over fullscreen star map.
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- **Dissent:** None.
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---
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*50 decisions. Last updated: 2026-03-24 (D-101 partial supersession noted; D-166 development cascade added)*
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