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>
Decode poi_list, examine_result, and player_knowledge from
ObserverSnapshot. Add GameState.discovered_pois,
current_examine_result, and player_knowledge fields populated
from snapshot apply handlers.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Build _tile_by_coord dictionary from member visible_tiles (covers both
test-mode "tiles" key and live-server "visible_tiles" key), then replace
the linear scan with a single dict lookup. Net-zero complexity: adds one
dict-set per tile in an existing iteration, removes the separate scan loop.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
tile_renderer: only render z=0 tiles on FloorTiles layer (D-049 z-stack).
entity_renderer: fix footprint from 24x24 to 24x32 per D-044, split
ENTITY_SIZE into ENTITY_WIDTH/ENTITY_HEIGHT with separate offsets.
game_state: add follow_target_id stub for server ticket #241.
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>
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>
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>
Fix SOUND_EVENT_ASSETS walk-speed keys to match actual filename
(sfx_footstep_metal_walk), add play_loop null guard, source indicator
colors from Constants, extract CAMERA_DEFAULT_ZOOM, document
consume-once semantics on close_sound_events.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
DIALOGUE_MAX_WIDTH: correct to 640px (20 × TILE_SIZE) per Tyre architecture
review. D-076 updated in decisions/perception.md with amendment note.
Initial 1920px was D-061 "max-width" but readability wins at 640px.
D-067 recognition chime: wire sfx_monologue_chime to fog entity recognition
onset. AudioManager.CHIME_RECOGNITION constant added. main.gd tracks seen
entity IDs in _known_recognition_ids; fires chime on first appearance in
pending_recognitions, expires when entity leaves the queue. UISounds bus
(not WorldSFX) per D-038 "monologue chime is a UI sound." Tests added
to test_audio_bus_routing.gd (Layer 2b).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
#345: entity_renderer.gd already used entity_id; added regression tests
confirming old "id" field is rejected and "entity_id" is accepted.
#447 (OQ-29): DIALOGUE_MAX_WIDTH = 1920 added to constants.gd. Full
viewport width at target resolution (60 × TILE_SIZE), per D-061 Lead
directive "max-width". Recorded as D-076 in decisions/perception.md.
#126: SoundIndicatorRenderer — fog-edge directional arrows for medium-range
sound events (D-018). Node2D at z:951 in World scene. Color-coded per
D-018/D-069 (neutral/voice/danger). GameState.medium_sound_events
partitions Medium events from snapshot sound_events field. Tests added
to test_rendering.gd; Hoshe's test_sound_indicators.gd stubs updated.
#125: Close-range stereo audio pipeline wired. AudioManager.play_sound_event()
maps event_type to D-038 asset key (Footstep/FootstepSprint → sfx_footstep_*).
GameState.close_sound_events partitions Close events. main.gd calls
_play_close_sound_events() each snapshot tick. test_audio_bus_routing.gd
Layer 4 stubs upgraded to real tests.
Co-Authored-By: Claude Sonnet 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>
Hoshe:
- COLOR_FADE_DURATION 0.7 → 0.5 to match D-033 spec ("0.5s fade")
- Gauntlet guard tests now exercise InputMapper._unhandled_input()
with synthesized InputEventKey instead of asserting a bool
- Buffer clearing tests use SimBridge pipeline instead of manual nulls
- Add mid-transition re-trigger test (rapid relationship changes)
- Add relationship field to test snapshot NPC
Tyre:
- Add _teleport_in_progress flag to defer smoothing re-enable by one
frame after teleport (prevents same-_process() re-enable race)
- Add _test_gauntlet_mode to SimBridge test snapshot
- Extract TELEPORT_DISTANCE_THRESHOLD constant, mirror in tests
- Add comments: flash preemption, modulate/color independence
- Rename "hub teleport" → "Gauntlet dev teleport" in code comments
to clarify this is not production fast-travel
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Home key sends TeleportToHub in Gauntlet mode. Camera snaps to hub
spawn with 0.3s fade-from-black. Clears dialogue/monologue buffers
on teleport. Teleport detection uses distance threshold (>5 tiles)
so future teleport types get the transition for free.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Warnings: facing indicator tests use Godot-normalized rotation range
(-PI, PI] instead of raw addition (SW/W/NW in test_rendering,
West in test_client_p3). Suggestions: cache font in world_radial
_draw(), fix docstring on deactivate_insert() trigger, document
tile-coordinate system on _eval_player_near (D-066), add public
reset_facing_state() to InputMapper (D-030 testability).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Critical:
- deactivate_insert() now called when selecting non-Insert spoke,
cancelling with no selection, or pressing Escape while insert is
active. Fixes simulation staying paused permanently after Insert.
Warnings:
- Checklist conditions with empty id excluded from get_results() and
get_total_count() — prevents impossible-to-complete checklists.
Warns at load time when empty-id conditions are found.
- _content_base now checks res://content/ first (exported builds),
falls back to ../content for editor/dev mode.
- 26 new tests for D-054 functions: _angle_to_octant (8 octants),
_snap_to_octant_dir (9 cases incl. zero/tiny), _wasd_to_world_dir
(8 facing/movement combos). New test file: test_input_mapper_facing.gd.
Suggestions:
- Cached get_theme_default_font() in checklist overlay _ready().
- Documented InputMapper → GameState coupling as intentional.
- Documented YAML parser # truncation limitation.
- _insert_active reset on Escape dismiss (Tyre #3).
- SimBridge test mode SetFacing reads action_data.facing instead of
InputMapper global (Tyre #4).
- Removed dead _facing_to_rotation() from entity_renderer.gd (Tyre #5).
- Fixed 2 failing facing indicator tests to use InputMapper.facing_angle
instead of GameState.player_facing.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Mouse position now determines facing direction as a client-side float.
WASD remapped: W=toward cursor, S=away, A/D=strafe. Facing octant
derived from mouse angle and sent to server via SET_FACING action only
when it changes. EntityRenderer facing indicator uses continuous angle
for smooth rotation. SimBridge test mode updated to handle SetFacing.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Generated by headless --import after audio merge. These are needed
for stable UID references across editor sessions.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Cast Variant to String via str() before passing to _on_room_change
- Clear _current_room_id on null room transition (fixes re-entry skip)
- Add push_error for failed dir creation and file writes in _save_report
- Fix docstring: tests/gauntlet-stats.json → user://dev/gauntlet-stats.json
- Namespace stats path to user://dev/ to avoid save data collision
- Replace print() with push_warning in _save_report (codebase consistency)
- Downgrade client-only wire guard from push_warning to silent return
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
F12 pauses simulation, shows modal LineEdit prompt, saves three files
to user://bug-reports/gauntlet-t{tick}-{timestamp}/: snapshot.json
(full ObserverSnapshot), render.txt (simplified client-side text
render), description.txt (tester notes + tick/room/stance metadata).
Esc cancels without saving. Double-activation guard prevents stacking.
BUG_REPORT action added to InputMapper with wire guard in SimBridge
(client-only, never sent to server). Dialog on ModalLayer (CL 30).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
GauntletHUD in UILayer shows TIMER: MM:SS (PB: MM:SS). Timer starts on
room entry, resets on room change, records personal bests to
user://gauntlet-stats.json. Session summary printed on disconnect.
Hidden in non-gauntlet mode (anti-tedium guard).
Adds room_id and gauntlet_mode fields to GameState, parsed from
ObserverSnapshot. Main.gd wires update_from_state() and finalize().
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Critical fixes:
- hide_dialogue() sent PAUSE instead of UNPAUSE, permanently freezing
simulation after every dialogue (both reviewers)
- Confrontation monologue hardcoded in GDScript constant, violating
D-042/D-020 — moved to ui-strings.yaml as dialogue.confrontation_beat
- Walk-away WASD didn't call set_input_as_handled(), letting movement
event propagate and potentially stepping on the same frame
- is_dialogue_active() returned _is_showing only — interaction list
could flash during 300ms fade gap. Now includes dialogue_active state
- Removed dead _last_dialogue_id / get_dialogue_id() state (never read)
Warnings addressed:
- Audio registry now scans res://audio/ recursively (subdirs registered)
- add_bus_effect guarded against duplicate calls in tests
- int64 encoder dead code tagged KNOWN-DEFECT, filed as ticket #516
- D-073 zone crossfade stub comment clarifies Sprint 9+ deferral
- listening_focus dip documents caller tick-gate responsibility (D-069/D-071)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Define VIS_HIDDEN/PERIPHERAL/FORWARD and EXP_UNEXPLORED/EXPLORED/
VISIBLE in FogState. Replaces 7 magic number usages in _resize() and
update_from_state(). Provides stable assertion targets for fog tests.
Implements #476.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Three client input/bridge fixes:
1. Pause toggle: add UNPAUSE action and toggle logic based on
GameState.game_time.tick_rate. Wire UNPAUSE in sim_bridge.gd.
2. Hold-to-move: replace press-event movement with polled _process()
direction sampling. Composite diagonals via simultaneous keys
(W+D → northeast). Client-side throttle per stance (D-053):
Sprint=200ms, Walk=400ms, Careful=600ms, Crouch=800ms.
3. Snapshot carry-forward: when a newer snapshot overwrites an
unconsumed one, carry forward current_monologue and current_dialogue
so one-shot events aren't silently dropped.
Fixes bugs #5 (monologue lost on overwrite) and #6 (overwrite spam).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Fog entity cognitive delay rendering (D-059/D-060): sonar-style sound
pings (3 concentric rings, 1.5s fade), unrecognized grey blobs with
breathing pulse, D-033 color transition at 50% recognition progress,
±0.5 tile position drift. FogEntities node at z:950 between fog
shader and InsertOverlay.
Protocol v7 bump to match server PR #23 (pending_recognitions field).
Wires dialogue box and fog entities into game loop with mock test data.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Upgrade client protocol bridge from v5 to v6 to match server.
Adds player_stance (4 variants) and player_inventory decode to
ObserverSnapshot. Adds TOGGLE_STANCE_UP/DOWN to InputMapper.
Includes 25 gdUnit4 tests for v6 decode + server serialization
test gap fix.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
These are auto-generated by Godot 4 to provide stable resource
references across renames. Tracking them prevents UID divergence.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
The copy team rewrote ui-strings.yaml with multi-level nesting,
renamed sections, and inline comments. Update the YAML parser to
use a stack-based approach for arbitrary nesting depth, update HUD
and interaction prompt to reference the new key names, and align
tests with the new structure.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Adds UIStrings autoload that loads display text from a YAML file,
replacing hardcoded strings in HUD and interaction prompt. Copy team
can now author UI microcopy in client/data/ui-strings.yaml without
touching GDScript. Includes 38 strings across 5 categories and 16
gdUnit4 tests for the parser and lookup API.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Client was sending Time.get_ticks_msec() (e.g. 12345) as the input
tick, but the server's drain_for_tick only processes inputs where
tick <= current_tick (a small frame counter). Inputs accumulated in
the queue and were never processed, making movement keys unresponsive
in live mode. Use GameState.current_tick from the latest snapshot.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Protocol decoder now reads tile_kind from VisibleTile and maps it to
the client's tile type string (floor/wall/door/object). GameState
falls back to visible_tiles when the test-mode tiles array is absent,
enabling live server tile rendering.
Fix entity-to-tile alignment: server sends tile-center render coords
(tile 16 -> 16.5) but entity renderer was using raw floats, placing
entities half a tile off. Now floors the coords to get the tile index.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add SR_LIVE=1 environment variable to switch SimBridge from test mode
to TCP connection. Default behavior unchanged (test mode).
- sim_bridge.gd: read SR_LIVE env var instead of hardcoded test_mode
- game_state.gd: find player entity by kind.variant == "Player" instead
of hardcoded entity_id 1 (real server assigns different IDs)
- Makefile: add 'make game' (builds server, starts it, launches client
with SR_LIVE=1, kills server on exit) and 'make stop' helper
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Server team shipped strict PROTOCOL_VERSION enforcement (c05ff7b),
1-indexed verb priorities, and "Observe" label for ExamineNpc.
Updates all test snapshots to include version: 4, fixes sim_bridge
test mode priorities (0-indexed → 1-indexed) and labels, replaces
v1 backward-compat tests with strict version rejection tests.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
Client now rejects snapshots where version != PROTOCOL_VERSION (4).
Returns null with error log on mismatch. Test snapshot updated to
use Protocol.PROTOCOL_VERSION and v4 game_time format (tick_rate
replaces paused field).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Three E2E proof tests verify all acceptance criteria through the real
server pipeline: player movement, v2 snapshot with visible_tiles,
wall hiding (NPC behind wall invisible), corner reveal (move around
wall to see NPC). Dynamic test snapshot tracks player position from
queued inputs with simple LOS and Manhattan-distance visibility for
standalone demo mode. 88 client + 112 server tests passing.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Server shipped ObserverSnapshot v2 with game_time, player_facing,
visible_tiles (with visibility sectors), and per-entity visibility.
Protocol decoder was silently ignoring these fields. Now extracts
all v2 data with null defaults for backward compatibility.
GameState gains game_time, player_facing, visibility_sectors vars.
Derives visible_positions from visible_tiles when present (for real
server mode). Test snapshot updated with v2 fields.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>