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>
57 new tests in test_audio_sprint13.gd covering bus setup, dip profiles,
zone crossfade, recognition chime, and murmur wiring. Fix lambda capture
bug in 3 signal tests (String → Array wrapper for reliable closure
capture in Godot 4). Add bus volume reset to before_test() for test
isolation against prefs-loaded state.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Server-tracked zone_id on VisibleTile for D-073 zone crossfade and
D-059 deep fog temperature tint. ZoneMap resource backed by BTreeMap,
observer enrichment in snapshot assembly. Backwards-compatible: v10
payloads deserialize with zone_id: None.
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>
- main.gd: add has("entity_id") guard to _play_recognition_chimes()
(matches defensive pattern in _play_close_sound_events and update_sound_events)
- sound_indicator_renderer.gd: rename _color_for_type → color_for_type
(public testable API, not an internal-only method)
- test_rendering.gd: update test calls to match rename
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Adds rng_seed: Option<u64> to ObserverSnapshot. The WRONG button (#507) captures
inputs.jsonl and seed.txt for replay, but seed.txt was writing "unavailable"
because the server did not include the RNG seed in ObserverSnapshot.
Changes:
- bridge/types.rs: PROTOCOL_VERSION 9→10, rng_seed field with serde(default,
skip_serializing_if = "Option::is_none") for backward compatibility
- perception/observer/mod.rs: inject Res<SimRng> into compute_observer_snapshot,
populate rng_seed: Some(rng.seed()) each tick
- All test files: add rng_seed: None to ObserverSnapshot constructors
- tests/serialization.rs: bump protocol_version_constant assertion 9→10
- Regenerate msgpack fixtures and golden file for protocol v10
Completes the WRONG button capture loop: replays can now fully reproduce
observed bugs with the exact RNG seed from the capture.
Co-Authored-By: Claude Sonnet 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>
33 tests: 17 for ring buffer (capacity, overwrite, JSONL format, seed),
16 for insert-off behavior (diegetic test, cursor transitions, cross-system).
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>
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>
Entity renderer now tracks relationship per entity and tweens D-033
tint color over 0.7s when relationship changes (e.g. on confrontation
delivery). Uses manual lerp in _process() for testability instead of
SceneTree tweens. Cursor hover tint cascades automatically via
Constants.color_for_entity_kind().
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>
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>
- Add SimBridge._last_snapshot = null to P3 before_test() (contamination risk)
- Clarify mono.is_visible is custom property, not CanvasItem builtin
- Camera smoothing test uses approximate equality instead of exact
- Propagate inner _encode_message errors in array/dict encoding
- Add explanatory comment on int_64 encoder branch
- Document unfalsifiable gauntlet guard as intentional future-proof
- Remove loose D-053 citation from LERP_SPEED pin
- Assert FogOverlay is sibling of FogGroup under World
- Add CANVAS_MODAL=30 (ModalLayer) assertion in P3-Z04
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Fail on encode errors instead of silently writing empty .msgpack files
- Fail test on missing/empty fixture dir instead of silent skip
- Add all missing action variants (MoveSouth, MoveEast, MoveWest,
Unpause, ToggleStanceDown, WalkAway) to GDScript fixture generator
- Add GDScript fixture staleness check to make pre-pr
- Validate repo root detection before writing outside client/
- Add file.flush() before close in headless mode
- Document fixture failure recovery in DEVOPS.md
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Regression guards for Sprint 9 QA features:
- F12 bug report (2): no-crash without handler, no queued input action
(stubs for when #495 WRONG button lands)
- Gauntlet UI hidden (3): no gauntlet nodes visible in default mode,
no room_id/gauntlet_mode in normal snapshots, stays hidden across
multiple ticks
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The int_64 branch condition `-(1 << 63) <= value` overflowed in
GDScript's signed 64-bit arithmetic, making the branch unreachable.
Negative values beyond int_32 range were incorrectly encoded as
uint_64 (0xcf) instead of int_64 (0xd3). Replaced with `value < 0`.
Updated boundary tests BV-N15 and BV-N16 to expect correct int_64
header byte.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Bump PROTOCOL_VERSION from 7 to 8 to match server. Three changes:
1. Add dialogue_response field decoding (DialogueResponseEvent with
line_id, text, speaker_entity_id) from server #305/D-028.
2. Fix Interact encoding: server changed PlayerAction::Interact from
unit variant to struct variant with {target_entity_id, verb}.
Extract _encode_action() helper to handle this consistently.
3. Update all test assertions that checked version=7 or expected
Interact as a bare string.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
test_monologue_not_duplicated_after_consumption was failing because
poll_snapshot() in test mode returns _test_snapshot() without
consuming _last_snapshot. The carry-forward logic then incorrectly
preserved the monologue. Fix: directly clear _last_snapshot to
simulate the live-mode consumption path.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Update existing snapshot fixtures for protocol v8 (dialogue_response
field). Add 14 raw boundary value fixtures and 5 snapshot boundary
tick fixtures for encoding edge case coverage.
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>
10 gdUnit4 tests verifying camera behavior: SimBridge test mode
connection, snapshot pipeline, player position extraction, camera
anchor in _ready(), smoothing disable/re-enable cycle, camera tracking
across frames, and player movement following.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Version numbers in test filenames go stale every sprint. The file tests
bridge protocol features (stance, inventory, fixtures) not a specific
protocol version.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
New CognitiveDelay component buffers perception events before emitting
KnowledgeEvents. Normal delay: 6 ticks (0.6s), urgent: 3 ticks (0.3s).
Drain system runs after emit_observation_events, before process_knowledge_events.
Adds pending_recognitions to ObserverSnapshot (protocol v7) for client
fog entity visualization. Includes cancellation when entity leaves LOS.
Monologue fires during delay (not after) per D-060 — cross-system
wiring deferred to follow-up ticket #451.
Ref: D-060 (cognitive delay), D-031 (10 tps), D-059 (fog layers)
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>