11 Commits
Author SHA1 Message Date
jpmschweitzerandClaude Opus 4.6 3f5b4258ba feat(client): sprint 38 — free camera viewer, archetype strip, test fixes
- Add free camera mode (F4 toggle): WASD pan, scroll zoom, decoupled
  from player position (#898)
- Strip archetype-driven code: remove character_archetype, lattice_profile,
  and lattice color palettes from client (#882)
- Fix confrontation_monologue signal not firing in headless test mode (#867)
- Revive fog state behavioral tests: EXP_EXPLORED persistence, grow-only
  bounds, texture-resize copy, BoundaryWall handling (#879)
- Triage pre-existing test failures: fix examine_display dismiss timing,
  fog test position fragility, rendering snapshot assertions,
  time_display format (#871)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-02 10:19:11 +02:00
jpmschweitzerandClaude Opus 4.6 88c7407cb6 style(client): gdformat all 52 GDScript files — zero format warnings
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 11:09:10 +02:00
jpmschweitzerandClaude Opus 4.6 61d454228d feat(client): character select, triangle activation consumer, news ticker
Sprint 24 Signal — three client tickets delivering the player-facing
storyteller feedback loop:

- #588: Character archetype select screen between New Game and session
  start. Two-card UI (Smuggler/Detective), keyboard+mouse, ESC cancels.
  GameState.character_archetype persisted and sent in StartupMessage.
  PROTOCOL_VERSION bumped to 19.
- #590: Triangle crisis event consumer. Decodes triangle_crisis_events
  from snapshot, fires sfx_monologue_chime_urgent once per triangle per
  session via AudioManager.CHIME_ACTIVATION.
- #592: News ticker HUD element. Scrolling marquee on UILayer, visible
  only when current_ticker is present in snapshot (Last Shift zone).
  Zero-arg update_from_state reads from GameState.current_snapshot.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 11:44:05 +01:00
jpmschweitzerandClaude Opus 4.6 6fac224d55 fix(client): prevent signed overflow in world_seed generation and load
GDScript int is i64 — when randi() returns a value with bit 31 set,
left-shifting by 32 sets bit 63, producing a negative i64. MessagePack
encodes this as a negative integer, which Rust rmp_serde rejects when
deserializing as u64, causing ~50% startup failure rate.

Fix: mask bit 31 before shifting in new_game() to cap entropy at 63
bits. Also mask the sign bit in _read_seed_file() to handle save files
written before this fix.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 23:24:46 +01:00
jpmschweitzerandClaude Opus 4.6 50aba3adf6 fix(client): address PR #78 review comments
- Widen world_seed entropy from u32 to full u64 by combining two randi()
  calls (Hoshe warning #1)
- Persist world_seed to save directory and restore on resume_game() so
  loaded sessions maintain D-010 deterministic replay (Tyre warning #2)
- Constrain EntanglementConfig intrigue range based on flat value so
  mundane_ratio stays within D-029 spec [45,55]% (both reviewers)
- Remove dead VIS_PERIPHERAL constant and _grow_bounds() method
- Update test_client_p1 peripheral test for forward-only simplification
- Fix misleading exp_fade shader comment (filter_nearest = hard step)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 22:11:17 +01:00
jpmschweitzerandClaude Opus 4.6 d591f44b35 feat(simulation): add world_seed IPC and EntanglementConfig (#175, #178)
Implements the StartupMessage protocol: client generates world_seed in
SessionManager.new_game(), sends it after handshake, server uses it to
seed SimRng and sample EntanglementConfig.

EntanglementConfig samples flat ∈ [25,35]%, intrigue ∈ [15,25]%, mundane
as remainder (D-029). Same seed produces identical config (D-010
determinism). Different seeds produce distinct configs in ≥90% of pairs.

Protocol flow: HandshakeMessage (server→client) → StartupMessage with
world_seed (client→server) → SimRng initialization → tick loop.

10 Rust tests (determinism, variation, bounds, sum invariant).
9 GDScript test stubs + 2 encode tests for client-side pipeline.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 14:26:31 +01:00
jpmschweitzerandClaude Opus 4.6 3725a3df5e fix(client): address PR #70 review — event leak, quit flush, notification color
- input_mapper.gd: call set_input_as_handled() before early return on
  empty game_id so F5/F6 events don't propagate to other handlers
- session_manager.gd: defer scene change by one frame after buffering
  quit-save so SimBridge._process() flushes the outbound buffer
- monologue_display.gd: tag queued notifications with is_notification
  flag so drain path routes to _show_notification_line (correct color)
  instead of _show_line (lattice-profile fallback color)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 15:43:53 +01:00
jpmschweitzerandClaude Opus 4.6 e1ea07e746 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>
2026-02-25 13:15:05 +01:00
jpmschweitzerandClaude Opus 4.6 83a244fc2c fix(client): address PR #67 round 2 — broken tests, BBCode escape, expiry loop
- Add missing _test_input_queue proxy to SimBridge (26 call sites across
  6 test files broken by TestHarness extraction)
- Parent quit dialog to SceneTree root instead of caller node to prevent
  orphaned reference if caller freed before user responds
- Remove deprecated rng.randomize() call (Godot 4 auto-seeds)
- Clear debug overlay state (_npc_paths, tick timing) on session change
  via new GameState.game_id_changed signal to prevent entity ID collisions
- Update settings_dialog quit_to_menu() call site (no-arg signature)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:48:47 +01:00
jpmschweitzerandClaude Opus 4.6 5d1d0d000c fix(client): address PR #67 review — error propagation, test cleanup
SessionManager.new_game() now returns "" on dir creation failure
instead of proceeding with a broken game-id. Main menu guards
against empty return. Test suite tracks and cleans up created
save directories in after_test().

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:08:48 +01:00
jpmschweitzerandClaude Opus 4.6 ef135830f2 feat(client): game session management (#258, D-085)
Per-game save directories under user://saves/<timestamp>-<seed>/.
SessionManager autoload handles new_game(), resume_game(), quit flow.
Main menu scene with New Game / Continue / Quit buttons. Game-id
passed to server subprocess via --game-id flag.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 11:45:46 +01:00