Commit Graph
8 Commits
Author SHA1 Message Date
jpmschweitzerandClaude Opus 4.6 3c106aa2d0 feat(simulation): complete interaction and monologue pipelines (#413, #414, #415)
Three fixes to make the gameplay loop functional end-to-end:

- Add Interactable component to NPC spawn so E-prompt detection works
- Build monologue trigger system (enter_location + time_idle) with
  MonologueBuffer/MonologueState components, wire through ObserverSnapshot
  as current_monologue field, decode on client and display via HUD
- Change PlayerAction::Interact from unit to struct variant carrying
  optional target_entity_id and verb fields

Bumps protocol version from 4 to 5. Regenerates MessagePack fixtures.
All 200 tests pass (170 unit + 30 integration).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 19:23:47 +01:00
jpmschweitzerandClaude Opus 4.6 67978d0819 feat(client): wire interaction prompt target+verb to server (#405)
Enable the interaction data attachment in main.gd game loop. When E
is pressed and the prompt is active, target_entity_id and verb are
attached to the Interact action before sending to the server. Without
a target, bare Interact is still sent as safe fallback.

Completes the v0.1 interaction prompt data flow:
server sends nearby_interactions → client shows prompt → E press
attaches target+verb → SimBridge encodes and sends to server.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 01:46:02 +01:00
jpmschweitzerandClaude Opus 4.6 6bebbd9933 feat(client): add interaction prompt system (#405)
Server-driven interaction prompt that displays "E - Talk" when near
an interactable NPC. Decodes v4 nearby_interactions from snapshot,
stores in GameState, renders via InteractionPrompt UI with fade
animation. Extensible interface (get_interaction_target/get_selected_verb)
for future radial verb menu (v0.2).

- Protocol: decode nearby_interactions array with nested VerbOption structs,
  entity relationship/observation fields, tick_rate in GameTime
- GameState: store/clear nearby_interactions per snapshot
- SimBridge: test mode generates v4 format with structured verbs
- InteractionPrompt: PanelContainer with fade in/out, polls GameState
- Tests: 19 new test cases covering protocol, state, sim bridge, UI, encoding
- Fixture assertions updated for v4 protocol version

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 23:43:37 +01:00
jpmschweitzerandClaude Opus 4.6 aa3a3fea7d fix(client): address PR review — invalidation, constants, tests
Review feedback from Hoshe + Tyre on PR #8:

- Extract shared TILE_SIZE to Constants class_name (Tyre #5, Hoshe #7)
- Fix tile invalidation: detect tile/visibility count changes instead
  of one-shot dirty flag, supports chunk loading (Tyre #3, #4)
- Fog dirty tracking: only re-render when visible_positions changes
- Add bounds warning for unknown tile types (Hoshe #1)
- Add player-not-found warning in GameState (Hoshe #5)
- Use Image.fill_rect() instead of pixel loops (Tyre #10)
- Document _player_pos as reserved for fog decay #113 (Tyre #6)
- Add TODO(#130) for D-033 relationship colors (Hoshe #3, Tyre #8)
- Add class_name to EntityRenderer, FogRenderer, TileRenderer
- 20 new rendering tests (D-030 Layer 1): entity lifecycle, fog
  registration, tile type mapping, snapshot completeness, constants
- 65 total tests passing, 0 failures

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 00:15:42 +01:00
jpmschweitzerandClaude Opus 4.6 dcf887cb49 feat(client): add tile rendering, fog overlay, and camera smoothing
Sprint 2 rendering pipeline: tiles (#129), fog (#131), camera (#116).

- tile_renderer.gd: programmatic TileSet with floor/wall/door/object
  placeholder tiles, renders from snapshot tile data
- fog_renderer.gd: TileMapLayer overlay with three visibility states
  (visible/fog-edge/hidden), computed from visible_positions data
- Camera2D: smoothing enabled (speed 6.0), 2x zoom, locked to player
- game_state.gd: stores visible_tiles and visible_positions from snapshots
- sim_bridge.gd: test data with 8x8 room, corridor, and Manhattan
  distance visibility for development without server
- Scene render order: Tiles -> FogOverlay -> Entities
- Background clear color set to near-black for unexplored areas

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 23:48:02 +01:00
jpmschweitzerandClaude Opus 4.6 bc9a691bc1 fix(client): address PR #4 review feedback
Hoshe critical fixes:
- _action_enum_to_wire uses InputMapper.Action constants instead of
  fragile integer literals; OPEN_MENU explicitly handled as client-only
- Remove int() coercion on tick/entity_id — use direct assignment since
  GDScript int is signed 64-bit (safe for realistic tick values)
- Check encode result before buffering in send_input() — reject empty
  bytes instead of corrupting the outbound stream
- Test snapshot now uses Protocol format {tick, entities} instead of
  legacy schema; GameState updated to derive player position from
  entity data; main.gd and world_renderer.gd updated accordingly

Hoshe warnings:
- 5 negative tests added (truncated bytes, wrong type, missing fields,
  empty bytes, encode validation) — 20/20 tests pass
- receive_bytes signal is emitted at consume time in poll_snapshot by
  design (documented in code)

Tyre suggestions:
- Remove duplicated root-level fixtures — single source of truth in
  client/tests/fixtures/msgpack/
- gen_fixtures.rs writes directly to client/ directory
- Add `make fixtures` target for regeneration

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 19:32:49 +01:00
jpmschweitzerandClaude Opus 4.6 57a67ecb0b fix(client): address PR review round 2 — camera tracking, minimap, monologue wiring
- Camera2D now tracks player_position from GameState (D-015)
- Add SubViewport child to minimap SubViewportContainer (fixes editor warning)
- Wire MonologueDisplay into main loop for D-016 perception data path

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 18:24:13 +01:00
jpmschweitzerandClaude Opus 4.6 603c24e177 feat(client): initialize Godot 4 project boilerplate (epic #277)
Set up the complete Godot 4.6 client foundation as a pure renderer (D-020):
- project.godot with 2D rendering, autoloads, input actions
- Main scene: Game > World (TileMapLayer, Entities, FogOverlay) + Camera2D + UILayer
- Autoloads: SimBridge (connection state machine + test mode), GameState, InputMapper
- Rendering stubs: WorldRenderer, EntityRenderer, FogRenderer
- UI stubs: HUD (health/perception/time), Minimap, MonologueDisplay
- Input mapping: WASD/arrows, E (interact), Tab (perception), Esc (menu), Space (pause)
- gdUnit4 smoke tests: scene loads, autoloads registered (2/2 passing)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 16:52:27 +01:00