Establishes the faux-game-menu base pattern for non-diegetic UI,
analogous to ImplantApp but for pre-gameplay and meta-overlay
screens (main menu, character creation, settings, debug console,
bug report, loading screen). Workstream 1 of the MetaScreen
refactor — foundation only, no screen migrations yet.
- client/ui/meta/meta_screen.gd: base class (Control) with
HIDDEN/OPENING/OPEN/CLOSING phase tracking, three orthogonal
policy booleans (pauses_sim, closable_by_escape, captures_input),
open/close lifecycle, on_escape contract, closed + escape_pressed
signals, subclass hooks (on_open, on_close).
- client/ui/meta/meta_stack.gd: autoload coordinator. Overlay stack
with push/pop/top/is_active; handle_escape chain; sim-pause
coordination via SimBridge when pauses_sim=true; meta_active_changed
signal. All class references kept inside method bodies — no
top-level class_name refs, matching HudGroups / GameState
autoload parse-order discipline.
- client/scripts/character_profile.gd: Resource wrapping the
visual descriptor with bookmark_id and start_location_id.
Target of the creation_confirmed signal once the character
creation flow migrates.
- client/project.godot: MetaStack registered as autoload after
HudGroups, before ImplantRegistry.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
Port proven shaders (toon, toon_masked, outline) and skin tone textures
from quaternius-aesthetic spike to production client. Import 65-bone
armature and Universal Animation Libraries (UAL1 + UAL2). Set
gltf/embedded_image_handling=3 in project.godot (critical import setting).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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>
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>
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>
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>
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>
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>
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>
Add Michroma-Regular.ttf (OFL license) as the game font. Create
FontVariation with +1px tracking and a global Theme resource with
cyan-white (#E0F7FA) implant text color. Wire theme into project.godot
so all Label/RichTextLabel/Button/LineEdit nodes inherit automatically.
Add IMPLANT_TEXT_COLOR/DIM/PULSE constants to constants.gd.
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>
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>
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>
Wire SimBridge to use LocalBridge for TCP transport in non-test mode:
_process() polls for incoming snapshots and flushes outbound inputs.
Add 4 diagonal movement variants (NE, SE, SW, NW) to InputMapper and
wire mapping, ordered clockwise. Register diagonal input actions in
project.godot.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Fix input_mapper double-check bug (redundant InputEventKey + pressed filter)
- Add bounds checking for position arrays in entity_renderer and game_state
- Make test snapshot deterministic (incrementing counter, not wall clock)
- Fix tween overlap in monologue_display (cancel active tween before new one)
- Extract TILE_SIZE constant from magic number 32
- Add 5 D-030 Layer 1 fixture tests for snapshot parsing (7/7 total passing)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>