W1/A2: add SimBridge.CONNECTED guard before send_input in toggle handler
W2/A1: assert PlatformInfo != null in HardwareDetector._ready();
add ordering comment in project.godot [autoload] section
W3: replace FileAccess.open() with get_file_as_string() in
read_benchmark_cache() — auto-closes, no leak
W4/A3: add _extract_bool_setting() helper in game_state.gd that handles
both {"Bool": true} and plain bool; push_warning on type mismatch
S5: sync _pre_battery_pref from GameState after load_ai_pref() in
HardwareDetector._ready() — closes race if system starts on battery
S6: separate "red" TPT status into its own arm with STATUS_RED dot and
label colour — three-colour mapping: green/yellow/red now distinct
A4: replace DebugConsole.PREFS_PATH compile-time dependency in
_save_ai_pref() with local SETTINGS_CFG_PATH constant
S7 (battery CI guard) already applied by Hoshe in test file.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Player autonomy wins: AI Dialogue toggle is only greyed out for RAM fail
(< 1.6 GB free). Battery suspend shows a warning label instead of
disabling the toggle — player can override the auto-suspend at any time.
Changes:
- settings_dialog: toggle disabled = hw_status == "fail" only
- settings_dialog: add _ai_battery_warning_label (STATUS_YELLOW) shown
when _ai_inference_suspended; hidden when plugged back in via
set_ai_inference_suspended()
- settings_dialog: is_ai_dialogue_toggle_enabled() no longer checks
_ai_inference_suspended
- settings_dialog: set_ai_inference_suspended() updates warning label
visibility, not toggle disabled state
- ui-strings: add settings.ai_battery_warning "High battery usage"
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Platform abstraction:
- New PlatformInfo autoload (extends Node, registered first in project.godot).
Owns all OS queries: power state monitoring (30s poll), memory (on demand),
file path resolution (user_data_dir, config_dir, benchmark_cache_path,
install_dir, executable_path, cache_dir, model_dir).
- PowerProfile enum (FULL/BATTERY/POWER_SAVER), power_profile_changed signal.
Uses OS.callv("get_power_info") to defer resolution to runtime — avoids
compile errors on Godot 4.6 headless builds without power API.
HardwareDetector refactor:
- check_ram() now delegates to PlatformInfo.refresh_memory() + free_memory_mb.
All direct OS.get_memory_info() calls removed.
- classify_power_state(int) and should_suspend_inference(int) delegate to
PlatformInfo for single source of truth.
- check_power_state() → {power_state, classification, should_suspend}.
- Battery suspend/resume: on PowerProfile.BATTERY, stores pre-battery pref and
sends ChangeSettings(false) to server. On FULL restore, sends ChangeSettings
with saved pref if it was enabled. inference_suspended member tracks state.
Settings dialog:
- is_ai_inference_suspended() / set_ai_inference_suspended(bool) — testable API
per Hoshe's test contract. Reads HardwareDetector.inference_suspended on open.
- Toggle now disabled when battery-suspended OR hardware fails (not only fail).
- get_ai_dialogue_label_text() wired to UIStrings ("settings.ai_dialogue_toggle")
instead of hardcoded string.
Cleanup:
- Deleted ai_dialogue_detector.gd and .uid (orphaned duplicate, dead code).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Implements the full AI-Enhanced Dialogue feature for Sprint 26:
- HardwareDetector autoload (extends Node): three-layer detection —
Layer 1 RAM classification (pass/marginal/fail, thresholds 2GB/1.6GB),
Layer 2 TPT benchmark cache (green/yellow/red, thresholds 6/3 t/s),
Layer 3 degradation monitoring (>40% drop → yellow). load_ai_pref()
restores toggle state from user://settings.cfg on startup.
- Settings dialog AI section: toggle, colored status dot, status message
label, testable API (get_ai_dialogue_label_text, set_ai_dialogue_
hardware_status, is_ai_dialogue_toggle_enabled). Only RAM "fail" greys
out toggle — player always overrides yellow/red recommendations (D-138).
- GameState.ai_enhanced_dialogue_enabled (default true, opt-out model).
GameState.settings_response (v20 one-shot settings dump from server).
apply_snapshot() hydrates ai_enhanced_dialogue_enabled from full dump.
- Protocol v19→v20, settings_response decoding in decode_snapshot().
Protocol converted to extends Node autoload (enables test has_method).
encode_change_settings() helper for test inspection.
- InputMapper: CHANGE_SETTINGS, REQUEST_ALL_SETTINGS, DELETE_SETTING.
SimBridge: wire mappings for all three. RequestAllSettings queued after
handshake to hydrate client state from server SQLite on connect.
settings_response carry-forward in receive_bytes().
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- protocol.gd: replace capitalize() with explicit match for archetype
string mapping, push_error on unknown input with Detective fallback
- main.gd: clear _known_triangle_ids in _teleport_transition() alongside
_known_recognition_ids so chime re-fires after room change
- news_ticker.gd: defer get_minimum_size() via call_deferred to run
after layout pass, fixing first-frame scroll distance
- 3 new tests: unknown archetype fallback, triangle dedup per-id,
independent triangle ID firing
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
TestHarness: remove deprecated tiles/visible_positions keys, add tile
type (floor/wall/door) to visible_tiles, expand radius to 5. Bug report
dialog: capture viewport screenshot before showing overlay, save as
screenshot.png in report bundle. time_display: use maxf() instead of
max() to match float argument types.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Add D-088 Overlay pause/unpause signals to DebugConsole, wire in main.gd
so sim does not advance while typing debug commands
- Settings dialog reads live DebugConsole.is_enabled() instead of ConfigFile
directly, preventing checkbox/state divergence
- append_response respects disabled state — no auto-open when user disabled
console via settings
- tp command warns on invalid z value instead of silently defaulting to 0
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Reset _npc_entity_colors/_npc_entity_id/_next_npc_color in _end_player_conversation()
to prevent palette exhaustion across long sessions with many unique NPCs
- Re-enforce contrast floor after passive desaturation (_enforce_contrast after _desaturate)
- Add TestDialogueSpeakerColors suite: palette allocation, entity reuse, reset, fallback
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Maintains Dict[entity_id → Color] in dialogue_box for player conversations.
On first encounter, assigns a round-robin palette color; reuses on subsequent lines.
Eliminates position-based name-hash coloring for player dialogue.
Changes:
- Add _npc_entity_colors dict, _npc_entity_id, _next_npc_color fields
- Add _assign_npc_color(entity_id) — registers palette color on first encounter
- show_dialogue: accept npc_entity_id param, register entity color
- append_line: optional speaker_entity_id/target_entity_id stored in log entries
- append_player_line: pass _npc_entity_id as target_entity_id
- append_dialogue_response: accept entity_id, register, pass to append_line
- _format_entry else branch: look up _npc_entity_colors before name-hash fallback
- main.gd: pass _last_dialogue_npc_id to show_dialogue, speaker_entity_id to append_dialogue_response
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Sprint 22 "Wire" briefings for server, client, visual, CI, and
planning teams. Also track Godot .import and .uid files that were
previously untracked.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Defer LOAD_GAME dispatch until SimBridge reaches CONNECTED (critical)
- Guard _build_saves_list() against queue_free() race on rapid reopen
- Disable save entries with empty newest_save, guard in _on_save_selected
- Send before show_loading on F6 quickload, skip overlay on send failure
- Clear pending_load_path in _on_new_game()/_on_continue() (stale path)
- Add hide_loading(success: bool) API for future failure-state UI
- Add test_save_load_flow_sprint21.gd covering LoadingScreen + GameState
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
#257: Add Load Game screen to main menu with sorted save list, loading
overlay during quickload round-trip, and pending_load_path cross-scene
flow. F5/F6 quicksave/quickload were already wired.
#561: Move debug_overlay.gd from scripts/ui/ to ui/ for consistency
with all other UI components. Update scene and test references.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace 3 direct GameState.dialogue_active mutations and all
AudioManager.apply_dip/clear_dip calls with signals:
dialogue_state_changed, audio_dip_requested, audio_dip_cleared.
dialogue_box.gd now has zero references to GameState or AudioManager.
main.gd wires coordinator handlers in _ready() (D-020).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- 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>
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>
protocol.gd decoded server's poi_category as "category", minimap.gd
read "category" — both now use "poi_category" matching the wire format.
Protocol falls back to "category" for older server snapshots.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- 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>
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>
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>
- test_journal_sprint18.gd: replace references to removed
CONFIDENCE_LABELS/SOURCE_LABELS with UIStrings key tests and
regression guards
- dialogue_box.gd: escape ] as [rb] in _escape_bbcode for complete
BBCode injection protection
- dialogue_box.gd: fix _expire_entries to skip pinned entries with
continue instead of break, cleaning expired entries behind pins
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- minimap.gd: fix "poi_category" → "category" key mismatch so POI
colors and shapes render correctly
- journal_panel.gd: parse ToldBy(N) source format, resolve entity
names from player_knowledge; move confidence/source labels to
UIStrings per D-042
- observer/mod.rs: add Changed<KnowledgeGraph> dirty flag to skip
per-tick KG serialization when unchanged
- types.rs: fix stale version doc comment (13 → 14)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Right-side insert panel toggled with J key. Facts grouped by entity
with confidence, source, and state metadata. Contradicted entries
in amber with strikethrough (THE FRIEND arc surface). Stale entries
dimmed. Mutual exclusion with dialogue box. All labels via UIStrings.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Confrontation options use RichTextLabel with italic tags for
first-person voice (D-063). Examine result overlay auto-dismisses
after 5s with confidence-based color tinting. Dismisses when
dialogue opens. D-062 invisible locked options confirmed correct.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Circular 160px diegetic insert overlay on CanvasLayer 10. Nearby
POIs as colored dots (diamond=danger, square=evidence, circle=default),
distant POIs as directional border arrows. Player centered, fixed-north.
Moved from UILayer to InsertOverlay per D-013/D-049.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- interaction_list.gd: skip queue_redraw() when position unchanged (Tyre #4)
- time_display.tscn: widen bounding rect 154x44→184x54, add clip note
for #314 wireframe (Tyre #3)
- test_time_display_sprint17.gd: document private state access pattern
in header (Tyre #5), add upper bound assertion for D-031 1439 max (Hoshe #6)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- constants.gd: clamp format_game_time input to 0..1439 (Hoshe #2)
- interaction_list.gd: add public hide_list() wrapper (Hoshe #3, Tyre #1)
- main.gd: call hide_list() instead of private _hide()
- time_display.gd: cache font geometry in update_from_state(), use boolean
_has_data flag instead of string guard (Tyre #2)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Phase 1: interaction_list.gd shows a 3px left-edge accent bar in
D-033 relationship color (teal/green/amber/red) at 85% alpha.
Cross-references entity_id against visible_entities via
_cache_entity_relationship(). NPC name and tier hint deferred to
Phase 2 (requires server protocol extension).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Time display on InsertOverlay (CanvasLayer 10) shows station local
time (HH:MM), day phase with cycle-tinted color, and day number.
Reads SimulationTime from GameState.game_time via update_from_state().
Adds Constants.format_game_time() helper for testability.
Placeholder layout — position refines when #314 wireframe lands.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- dialogue_box.gd: panel is always visible as permanent insert UI
element per D-061 — content fades but frame stays on screen
- protocol.gd: bump PROTOCOL_VERSION to 13
- Makefile: add check-protocol target that verifies server/client
protocol versions match, runs automatically before build
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
New .uid files from Godot 4 and updated .import metadata for
audio assets and fonts added during Sprint 14.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- bug_report_dialog: release_focus() before queue_free() prevents
stale focus on ModalLayer blocking input to lower layers
- dialogue_box: clear dialogue_active immediately on conversation
end instead of holding for entry_lifetime
- main.gd: permanent entity ID tracking per room stops recognition
chime re-triggering when NPCs oscillate in/out of fog queue
- audio_manager: correct path res://audio/ to res://assets/audio/
- world_radial.tscn: anchors_preset 15 to 0 (script sets size)
- bug_report_dialog: push_warning to print (informational)
- debug_overlay: max() to maxi() for integer line count
- monologue_display: remove unnecessary Tween cast
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Log entries store entity IDs and resolve display names at render
time from _entity_display lookup — enables retroactive name update
when player learns an NPC's real name. Color index from server
replaces name-hash coloring for stable NPC colors.
Dialogue options: switched RichTextLabel to Label (fixes stacking
bug), added 1/2/3 number key selection, numbered option labels.
Interaction list: added background panel, mouse hover highlighting,
click-to-interact, pointing hand cursor.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Critical: bump PROTOCOL_VERSION 8→9 for conversation_events/ended fields.
Hoshe review:
- Dirty flag (_log_dirty) prevents per-frame O(n) BBCode rebuild
- BBCode injection: _escape_bbcode() replaces [ with [lb] on server text
- D-064 regression: dialogue_active cleared in fade callback, not before
- YAML quoting: remove unnecessary quotes from numeric values
Tyre review:
- Carry-forward for dialogue_response, conversation_events, conversation_ended
in receive_bytes() — arrays merge, scalar falls through
- pause_requested/unpause_requested signals route through main.gd input
recording (_pending_record_inputs) for #507 replay determinism
- Fix version comments: dialogue_response is v8 (#305), not v9
- Remove dead _active_overheard dictionary
Araminta review:
- Passive lines: ┃ glyph prefix + _desaturate() for name colours
- Active conversation entries pinned (no timeout), unpinned with timestamp
reset on conversation end
- _enforce_contrast(): minimum luminance floor for name colour readability
- Simplified 1-on-1 attribution: "Speaker:" instead of "Speaker → You:"
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Refactors dialogue box into a scrolling conversation log. All dialogue
(player-NPC and overheard NPC-NPC) flows chronologically, oldest at top.
Player response options at the bottom during active conversations.
- Entries expire after configurable timeout (equal for all message types)
- Walk-away clears options but preserves log entries (fair information)
- Per-character name colors from dialogue-theme.yaml (hash-indexed palette)
- Overheard lines render at 90% opacity (D-078)
- Protocol decode for conversation_events + conversation_ended
- GameState fields for conversation_events, conversation_ended, dialogue_response
- Mock Mira/Soren NPC-NPC conversation in test snapshot
- Also wires #511 debug overlay into main.gd and main.tscn
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Critical: bump PROTOCOL_VERSION 8→9 for conversation_events/ended fields.
Hoshe review:
- Dirty flag (_log_dirty) prevents per-frame O(n) BBCode rebuild
- BBCode injection: _escape_bbcode() replaces [ with [lb] on server text
- D-064 regression: dialogue_active cleared in fade callback, not before
- YAML quoting: remove unnecessary quotes from numeric values
Tyre review:
- Carry-forward for dialogue_response, conversation_events, conversation_ended
in receive_bytes() — arrays merge, scalar falls through
- pause_requested/unpause_requested signals route through main.gd input
recording (_pending_record_inputs) for #507 replay determinism
- Fix version comments: dialogue_response is v8 (#305), not v9
- Remove dead _active_overheard dictionary
Araminta review:
- Passive lines: ┃ glyph prefix + _desaturate() for name colours
- Active conversation entries pinned (no timeout), unpinned with timestamp
reset on conversation end
- _enforce_contrast(): minimum luminance floor for name colour readability
- Simplified 1-on-1 attribution: "Speaker:" instead of "Speaker → You:"
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Refactors dialogue box into a scrolling conversation log. All dialogue
(player-NPC and overheard NPC-NPC) flows chronologically, oldest at top.
Player response options at the bottom during active conversations.
- Entries expire after configurable timeout (equal for all message types)
- Walk-away clears options but preserves log entries (fair information)
- Per-character name colors from dialogue-theme.yaml (hash-indexed palette)
- Overheard lines render at 90% opacity (D-078)
- Protocol decode for conversation_events + conversation_ended
- GameState fields for conversation_events, conversation_ended, dialogue_response
- Mock Mira/Soren NPC-NPC conversation in test snapshot
- Also wires #511 debug overlay into main.gd and main.tscn
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Warnings fixed:
- BBCode injection (line 153): escape [ → [lb] in server text before interpolation
- sort_custom on silent-drop (line 125): sort now only runs on actual insertion/replacement
- clip_contents: add clip_contents=true to MonologueDisplay Control (overflow guard)
- confrontation tick guard (main.gd): _last_confrontation_tick deduplicates same-tick signals
- GameState decoupling: show_monologue() reads lattice_profile once and passes it through
_show_line() → _build_line_node(); renderer no longer reaches into autoload (D-020)
- Equal-priority eviction: >= tiebreak (was >); FIFO for equal-priority queue overflow
Suggestions fixed:
- Minimum duration clamp: maxf(duration, FADE_IN_SEC + 0.1) — line survives own fade-in
- _label_text bounds check: guard against empty _visible before indexing [0]
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
show_monologue() now returns early when text.is_empty(), preventing:
- ghost visible slots with blank labels
- stagger timer advancing on empty calls
- empty strings queuing when slots are full
Tests: add test_show_monologue_with_empty_text_does_not_set_displaying and
two companion cases (stagger timer unchanged, no enqueue when full) anticipating
Hoshe's QA additions to the test suite.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Remove premature Voice/VoiceConversation from SOUND_EVENT_ASSETS (D-072
defers murmur to end-to-end sprint). Extract current_zone_id in
GameState.apply_snapshot() as first-class field, eliminating O(N) tile
scan in main.gd (D-020 server-authoritative). Add dir.list_dir_end()
after registry scan. Add rapid zone-crossing + _load_prefs() roundtrip
tests. Enhance comments on hub/workplace same-asset pattern, station
base hum, and confrontation dip replacement semantics.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
AudioManager: volume slider persistence (ConfigFile), settings UI with
5 teal-bordered sliders, default_bus_layout.tres for editor. Zone
crossfade: defensive zone_id read from snapshot tiles, 1.5-2s ambient
tween, auto-activates when server ships OQ-09. Dip profiles: dialogue
dip in show/hide_dialogue, ListeningFocus 30-tick gate via
stationary_ticks in game_state.gd. NPC murmur: client plumbing for
event-driven World SFX playback, no-ops until audio asset arrives.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Upgrades bug_report_dialog.gd from single-tick MVP to 60-tick rolling
history. Pre-allocated ring buffers for inputs and snapshots. Outputs
inputs.jsonl (replay-compatible), snapshots.jsonl, and seed.txt on F12.
Inter-frame input accumulation ensures no inputs lost between server ticks.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Option (a): cursor shape still changes (body orients to targets), but
verb labels and interaction prompts are suppressed when insert_active
is false. Amends D-056 and D-057 with resolution note.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>