Half-sun on left edge, planets left-to-right with radius-based sizing
(Earth = 24px reference, unclamped — gas giants fill the view). Globe
textures loaded from wiki at runtime. Double-click on reach map opens
system view. M closes atlas from any screen, ESC navigates back.
Fixes Godot 4.6 type inference parse errors in main.gd (var zoom/speed).
Uses physical_keycode throughout for layout-independent key handling.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Replace raw KEY_F4 check with Input.is_action_just_pressed("free_camera") to
consume the registered project action (matches F3/F12 dev toggle pattern)
- Reset camera.zoom to Vector2.ONE when toggling free camera off so zoom does
not bleed into normal gameplay
- Add free_camera_mode guard to InputMapper._unhandled_input() so discrete
actions (INTERACT, stance, pause) are suppressed alongside movement
- Add client/tests/test_free_camera.gd: flag default, movement suppression,
discrete action suppression, zoom constant contracts
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Add free camera mode (F4 toggle): WASD pan, scroll zoom, decoupled
from player position (#898)
- Strip archetype-driven code: remove character_archetype, lattice_profile,
and lattice color palettes from client (#882)
- Fix confrontation_monologue signal not firing in headless test mode (#867)
- Revive fog state behavioral tests: EXP_EXPLORED persistence, grow-only
bounds, texture-resize copy, BoundaryWall handling (#879)
- Triage pre-existing test failures: fix examine_display dismiss timing,
fog test position fragility, rendering snapshot assertions,
time_display format (#871)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Addresses Tyre's 9 architecture items from the sprint-36 client review.
- decisions/architecture.md (Tyre #1): D-192 now says "deprecate; removal
tracked in #868" instead of "remove". The branch does not remove the
version field or guard — that belongs in the coordinated server+client
PR. The decision text now matches the code on this branch.
- meta_stack.gd (#2): handle_escape() on a screen with
closable_by_escape=false now consumes the event unconditionally. Was
returning whatever on_escape() returned, which default-returned false
and leaked ESC into main.gd's implant/settings chain — opening the
settings dialog behind the loading screen.
- debug_console.gd (#4): drop the direct KEY_ESCAPE branch in
_unhandled_input. ESC now falls through to main.gd → MetaStack, which
finds the console on top of the stack and closes it via the normal
path. Other keys are still consumed so movement/action can't leak.
- main.gd (#6, #10): extract the ESC priority chain into
_handle_menu_key() so "MetaStack → implant → settings" is a named
thing. Add a comment near connect_to_sim explaining that
GameState.bookmark_catalog survives the Option A scene transition via
the autoload.
- main_menu.gd (#7): header comment documenting the double LoadingScreen
lifecycle — safe today because main_menu.tscn and main.tscn never
co-exist, noted for future promotion to autoload if that changes.
- meta_screen.gd (#8): apply captures_input symmetrically in open()/
close() — was set in open() only, so a screen changing the flag
between open+close kept the opened value forever.
- meta_screen.gd (#9): on_escape() docstring clarifies the tri-state
(consume-and-hold / consume-and-close / ignore) — and that
closable_by_escape=false is the screen-wide way to say
"consume-and-hold".
- bug_report_dialog.gd (#11): capture_cancelled now emits from
on_close() (covers any close path — ESC, MetaStack pop, programmatic
close) rather than only on_escape(). A new _completed flag
distinguishes completion from cancel so the two signals stay
mutually exclusive.
main_menu now connects SimBridge before character_creation opens, gating
the transition on first ObserverSnapshot carrying a bookmark_catalog.
Loading screen is shown during the connect; on cancel the SimBridge
subprocess is torn down and the player returns to main_menu. Catalog is
read straight from GameState.bookmark_catalog in W6.
Flow (Option A):
1. New Game → SessionManager.new_game() creates save dir
2. main_menu pushes loading_screen via MetaStack with "Connecting to
simulation..." message
3. SimBridge.connect_to_sim() spawned; main_menu listens on
connection_state_changed, then on snapshot_received for the catalog
4. On catalog arrival: loading_screen closed, scene-transition to
character_creation
5. character_creation Cancel → SimBridge.disconnect_from_sim() + scene
transition back to main_menu (Tyre's recommendation: clean state per
session over warm-start savings)
6. character_creation Start → ConfirmBookmark sent (stubbed for W4 with
first catalog entry; real bookmark + location from W6's UI)
ESC priority chain in main.gd OPEN_MENU handler:
- MetaStack.handle_escape() first — closes the topmost meta overlay
- HudGroups.is_implant_active() / close_app() — closes active implant
- Fallback: toggle settings_dialog (existing W2 behavior)
Files:
- sim_bridge.gd: send_named_action(action_name, action_data) helper.
Bridges named tag-enum PlayerActions (RequestBookmarkCatalog,
ConfirmBookmark) into the existing outbound buffer, parallel to
send_input's InputMapper.Action handling.
- loading_screen.gd: set_message(text) for the connecting/loading label.
- main_menu.gd: full Option A flow rewrite. Tracks _waiting_for_catalog
so re-clicking New Game during connect is a no-op.
- character_creation.gd: _on_back disconnect path + _on_start
ConfirmBookmark stub. MAIN_MENU_SCENE / GAME_SCENE constants.
- main.gd: connect_to_sim guard (don't reconnect when Option A leaves
it CONNECTED). ESC chain wiring.
Verification:
- gdlint clean
- godot --headless --path client --quit — no SCRIPT ERROR
- test_protocol 62/62, test_implant_nav_stack 52/52, test_client_p3
24/24, test_ui_framework_sprint15 54/54
Pre-existing failing suites unchanged: test_sprint2_proof,
test_dialogue_sprint18, test_client_p2 (camera-smoothing assertions
that pre-date W4 — main.gd has disabled position_smoothing_enabled
since #117 / #501 / #117 manual-lerp; tests were stale).
Workstream 5 (3-tab restructure of character_creation: Bookmark /
Appearance with sub-nav / Skills / Debug) lands next.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Relocates main_menu, character_creation, settings_dialog, debug_console,
bug_report_dialog, loading_screen from flat client/ui/ into structured
client/ui/meta/screens/<name>/. All six now extend MetaScreen instead
of Control; the base handles open/close lifecycle, visibility,
captures_input, and — for overlays — the sim-pause contract.
Screen policies set per Tyre's proposal:
- settings_dialog: pauses_sim=false, PUSHES onto MetaStack
- debug_console: pauses_sim=true, PUSHES (D-088 routing via base)
- bug_report_dialog: pauses_sim=true, PUSHES
- loading_screen: closable_by_escape=false, PUSHES
- main_menu, character_creation: scene-roots, extend MetaScreen for
the lifecycle contract only, do NOT push onto the stack
character_creation stays at its current surface (tabs, descriptor,
creation_confirmed signal unchanged). Tab consolidation and
CharacterProfile migration happen in Workstreams 5 and 6.
Knock-on changes:
- main.tscn ModalLayer CanvasLayer renamed to MetaLayer; main.gd
@onready refs updated; constants.gd comment updated; test_client_p3
and test_ui_framework_sprint15 assertions updated; test_monologue_display
and .tscn header comments updated.
- OPEN_MENU handler now pushes settings_dialog onto MetaStack before
calling open(). Full ESC priority chain lands in Workstream 4.
- atlas_app.gd: _unhandled_key_input signature widened from
InputEventKey to InputEvent with an is-check, per Godot 4 API. Pre-
existing narrowing was silently tolerated until main.tscn started
fully instantiating under the new pattern.
- test_client_p3: entity_renderer type annotations corrected from
ColorRect to Sprite2D (stale since a prior refactor); facing
indicator rotation assertion switched to angle_difference() for
modular-safe comparison.
Verification:
- gdlint client/scripts/ client/ui/ — zero problems
- godot --headless --path client --quit — no SCRIPT ERROR
- test_client_p3: 24/24 pass
- test_ui_framework_sprint15: 54/54 pass
- test_implant_nav_stack: 52/52 pass
- test_implant_registry: 42/42 pass
- test_implant_app_lifecycle: 36/36 pass
Workstream 1 foundation (84105916) remains unchanged. Workstreams 3-8
follow: protocol layer, Option A sequencing, 3-tab restructure,
Bookmark tab, location picker, Skills stub.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Three architectural review comments implemented per Tyre's proposals:
#3 — scene_path consumption (full, Option A)
- ImplantRegistry.instantiate_all(parent) loads and instantiates all
registered apps with a declared scene_path. Manifests with empty
scene_path are treated as metadata-only (silently skipped).
- ImplantRegistry.get_app_instance(app_path) returns the live instance.
- hud.tscn no longer direct-instances AtlasApp or EconomicsApp — an
AppsContainer Control holds the registry-managed children.
- hud.gd._ready() calls ImplantRegistry.instantiate_all($AppsContainer).
- main.gd drops @onready vars for atlas_app/economics_app; looks up
both from the registry at the top of _ready().
#6c — schema_version on manifest
- ImplantAppManifest: @export var schema_version: int = 1 (first field).
- ImplantRegistry: const CURRENT_SCHEMA_VERSION := 1; tiered check in
_scan() — older-than-current emits print_verbose, newer-than-current
emits push_warning, both proceed best-effort.
- apps/atlas/app.tres + apps/economics/app.tres: schema_version = 1.
#10 — absorb _on_screen_changed boilerplate into ImplantApp
- Base class gains _screens: Dictionary, _current_screen_id: String,
register_screen(id, screen), current_screen_id(), and a real default
_on_screen_changed implementation that handles leave+hide+enter+show
with has_method guards and same-screen-replace detection.
- atlas_app: deletes _current_screen_id, _get_screen(),
_on_screen_changed() override; on_install() collapses to construct →
setup → wire → register_screen(id, screen) per screen. Preserves
direct screen refs for atlas-specific signal wiring and method calls.
- economics_app: deletes same scaffolding; on_install() reduces to three
lines (construct overview_screen, register_screen, nav.set_default).
Also: replaced Resource.get(name, default) dict-style calls with direct
property access on typed ImplantAppManifest reads (2-arg get() is
Dictionary-only; causes "Too many arguments" parse errors on Resources).
_is_valid_manifest gained a Resource type guard and a property-exists
check.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Seven nit-level fixes from PR review:
- Remove dead signal insert_deactivated from ImplantApp; the hook method
on_insert_deactivated() is the actual contract.
- Rewrite _on_atlas_economics_link comment in main.gd to reflect the
actual flow (AtlasApp closes as a consequence of HudGroups single-
active-app, not before emitting anything).
- Document the "pop never empties below default" invariant on
ImplantNavStack.pop() with a pointer to reset_to_default.
- Add _mutating re-entrancy guard on ImplantNavStack mutation methods.
push_error + early return if called during a screen_changed emission.
- main.gd registry loop now uses typed ImplantAppManifest property
access (manifest.app_path, manifest.default_key) instead of
dictionary-style .get() calls. Empty app_path triggers push_warning.
- Document the economics [/] hotkey exception in main.gd and reference
the planned handle_global_key lifecycle hook. Arch doc Follow-up
section gains a bullet for the new hook.
- Comment the independent-version-read rationale above client_ver and
proto_ver in loading_screen.gd.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Addresses 6 mechanical issues from PR review:
- ImplantAppManifest: drop dead display_name and icon_path fields.
default_key carries a TODO noting its future migration to a keybinds
manifest (input concern in app manifest is a layering violation,
tracked explicitly).
- default_mode wire format is now a String ("fullscreen" / "insert") for
mod-author discovery. ImplantRegistry parses via _MODE_MAP, caches the
resolved int in _resolved_modes, and exposes get_resolved_mode(app_path).
main.gd reads the resolved int directly instead of re-parsing.
- Extract client/ui/implant/widgets/system_index.gd (class_name SystemIndex,
static get_sorted_systems). Removes duplicated star_map_data.json loader +
sort lambda from atlas_app and economics overview_screen.
- ImplantApp.on_insert_deactivated() default auto-closes only when the app
is active in INSERT mode. FULLSCREEN apps no longer spuriously close on
insert state changes.
- tooling/db/sqlite-query and sqlite-exec: --help output goes to stderr
(exit 0). Keeps stdout reserved for JSON payloads so JSON-parsing
callers can't get silently corrupted.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Per D-191, the atlas is the star map extended downward — not a separate
app. AtlasPanel now owns the full Reach → system → planet → heightmap
zoom hierarchy as a single HudGroups app (implant/map).
- Add REACH_MAP as Level 0 of AtlasPanel's zoom hierarchy; renumber the
enum so higher index = deeper zoom
- Port hop-ring rendering (pan/zoom, system markers, hover/info, sector
layout) from star_map.gd into AtlasPanel methods
- Change AtlasPanel.APP_PATH from "implant/map/atlas" to "implant/map"
- main.gd: KEY_M toggles unified atlas; KEY_A binding removed
- Symmetric nav: ORBITAL_DIAGRAM back goes to REACH_MAP (not
SYSTEM_PICKER), matching the forward skip
- hud_groups.gd docstring documents the unified path and flags the
legacy starchart path as kept-for-compat (retirement tracked in #852)
star_map.gd's HudGroups registration stays live but inert — no key
binding reaches it. Full retirement follows in #852 after a sprint of
soak on the unified panel.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
4. AtlasPanel and AtlasViewer now compose their title + hint from an
ImplantHeader child rather than hand-rolling them via draw_string, so the
D-169 "theme swap changes the implant hardware appearance" invariant
holds end-to-end. _refresh_screen_header() drives content per level and
on system navigation.
5. AtlasViewer exposes city_canvas_pos(), get_hovered_city(),
get_selected_city(), and get_overlay_defs() as public API — the marker
overlay no longer reaches into underscore-prefixed state, which is
especially important because viewer is an untyped var in the overlay.
6. KEY_N now consumes unconditionally while the viewer is visible, and
main.gd's global economics-monitor toggle is gated on
!HudGroups.is_app_active("implant/map/atlas"). Previously pressing N
without a selected city fell through and closed the fullscreen atlas as
a side effect.
7. OVERLAY_DEFS lives in AtlasViewer as the single source of truth.
AtlasOverlayBar reads the list via viewer.get_overlay_defs(), and
AtlasViewer derives _overlay_visibility / _overlay_locked from the same
table at _ready() — no more hand-maintained parallel lists, so the bar
and the guard in set_overlay_visible can't drift.
8. AtlasOverlayBar drops `class_name`: it now loads via
load("res://ui/implant/atlas_overlay_bar.gd") from AtlasViewer, the same
pattern AtlasPanel uses for AtlasViewer. _init(viewer_ref = null) keeps
the required-arg footgun off the editor's introspection path.
9. `star-map-data` make target added to regenerate
client/data/star_map_data.json from systems.db + wiki, and
`check-star-map` wired into pre-pr-validate + pre-pr-client so any
commit that touches the generator (or any downstream systems.db change
like server #839) fails pre-pr until the JSON is regenerated. The
terrain_reference data-availability dependency is no longer tribal
knowledge.
Also addresses review #15 (push_warning on unknown overlay id in
set_overlay_visible) and #16 (disabled always-on buttons drop handler
churn) as part of the same refactor.
Adds Level.HEIGHTMAP_VIEWER to AtlasPanel. The viewer loads a body's
terrain_reference heightmap PNG, pairs it with markers.json (roads, rail, POIs,
cities, rivers/oceans/mountains), and renders markers in texture-space via an
AtlasMarkerOverlay Node2D child of a transformed canvas — pan = offset,
zoom = scale.
Pan/zoom is cursor-centred (wheel zooms under the mouse, drag pans), with a
fit-to-view reset on R. Empty markers.json state renders a bare heightmap;
missing terrain_reference shows a themed "terrain data pending (#839)" notice
instead of crashing.
City data sidebar rebuilds from the selected city: name, pop tier, function,
currency zone, Commission presence, shadow zone, gate distance. Pressing N on
a selected city emits economics_link_requested(system_id) — main.gd bridges
this to EconomicsPanel.select_system() + HudGroups.open_app("implant/economics")
as an insert overlay, satisfying the D-191 Phase 2/3 cross-panel integration.
The overlay renders all nine D-191 overlay layers off of per-overlay visibility
flags in AtlasViewer. Overlay toggling for the regional view (#836) plugs into
set_overlay_visible(); the five always-on layers (terrain, infrastructure,
named features, gate markers, political zones) draw by default, the four
toggleable layers draw from placeholder data, and the two locked layers
(stockpile_weeks, production_vs_baseline) remain off until unlocked.
Per D-191 criteria 1, 4, 5.
3-level atlas navigation as an implant/map/atlas FULLSCREEN app (D-170 z=20):
system picker (◄ ► cycle, Enter opens orbital) → orbital diagram (star centre,
bodies grouped by orbit_index with moons sub-orbiting parents, stations as
markers, click-to-open body or mini station panel) → body entry (data sheet,
Enter stub for #835 heightmap viewer, Esc back). Composed from the ImplantPanel
component library (D-169).
Wires the panel into hud.tscn, adds an A-key toggle in main.gd, propagates
insert_state via snapshot_consumers. Extends generate-star-map-data.py to emit
per-system orbit_bodies + stations arrays (with currency_zone, atmosphere,
population, terrain_reference, etc.) from systems.db; star_map_data.json
regenerated deterministically.
Per D-191 §6, Phase 3.
E is claimed by InputMap "interact" action — InputMapper consumes
it before _unhandled_key_input. N is free, adjacent to M (star map),
reads as "Numbers" for the economics monitor.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Economics panel: replace dead _gui_input LEFT/RIGHT with public
navigate() method, wire [ ] keys in main.gd (avoids movement
key conflict, fixes focus_mode=NONE issue)
- Debug console: add explicit effect guard in econ inject no-commodity
branch so invalid effects don't fall to commodity-form error
- Snapshot consumer: null-clear GameState.economy_snapshot after
consuming (matches one-shot consumer invariant)
- Star map: remove duplicate doc comment above set_insert_active()
- Generate script: remove stale comment, dead _WORKTREE_PARENT var,
dead field extraction in parse_wiki_index, add try/except around
DB queries
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
New implant panel at implant/economics: system selector, 6-commodity
price table with trend indicators, GDP strip. Composed from D-169
component library. Ring buffer caches last 20 ticks per system.
Snapshot routing wired through snapshot_handler → GameState →
snapshot_consumers → economics_panel. Placeholder prices shown
until server ships EconomySnapshot (#822).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
HUD: merge TimeDisplay into ImplantPanel (time/health/perception in one
panel), remove dead tscn nodes, move HUD to InsertOverlay for D-051 bloom.
Interaction prompt: convert from PanelContainer+StyleBoxFlat to Control
with ImplantPanel+ImplantDataRow, fix panel height for 42px minimum.
Tests updated for new scene structure and public API.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
CursorRenderer must always render on top — shouldn't have its z-index
managed by HudGroups. It's a world-space renderer, not a HUD element.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Replaced visibility toggling with z-index layer management. Nothing
gets hidden — fullscreen apps render on top, gameplay stays underneath.
Supports future hybrid layouts (insert-mode map alongside gameplay).
Added gameplay_occluded signal: WorldRenderer skips tile/fog/entity
updates when a fullscreen implant app covers it. Prevents wasted
render work behind opaque overlays. Other renderers can connect to
the same signal.
Modes: GAMEPLAY (z=0), INSERT (z=10), FULLSCREEN (z=20), MODAL (z=30).
Star map uses app_changed signal to toggle its own visibility based
on whether its app is active.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
CursorRenderer extends Node2D, not Control — can't be registered in
HudGroups. Removed from gameplay group. Also dropped typed array
annotation to avoid runtime type mismatch errors.
Co-Authored-By: Claude Opus 4.6 (1M context) <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>
- Add _unhandled_key_input to main.gd: M toggles star_map.toggle_visible()
- Remove topology line from info panel (internal data, not player-facing)
- Cast aperture_count to int (was showing decimal point)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
New StarMapRenderer: 301 systems in concentric hop-rings from player
location, sector-colored, click-to-select with info panel, pan/zoom.
Integrated into HUD (hidden by default), insert state propagation
wired in main.gd. Data enriched from systems.db + star-map.json via
tooling/generate-star-map-data.py regeneration script.
Co-Authored-By: Claude Opus 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>
- 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>
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>
- 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>
New SnapshotEventRouter class (46 lines) provides callable-based
snapshot dispatch via register(), register_always(), and dispatch().
main.gd _process() now calls _router.dispatch(snapshot) instead of
15+ inline if-has blocks. Handlers registered in _ready().
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>
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>
- 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>
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>
Remove stale smoothing re-enable comments from main.gd (Hoshe #1).
Add DIALOGUE_MAX_WIDTH=640 regression test (Hoshe #2).
Extract GROUND_FLOOR const in tile_renderer (Tyre #3).
Clean up entity_renderer migration comment (Hoshe #3).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Critical: DIALOGUE_MAX_WIDTH 1200 → 640 to match D-076 spec.
tile_renderer: clarify z = server floor level, not scene z_index.
Add z-filter unit test (tiles at z!=0 must be skipped).
Camera test: is_equal → distance check for float safety, convergence
test frames 40 → 120 for robustness at lower smoothing speeds.
Teleport: remove redundant first snap in _teleport_transition (the
camera block in _process handles it via _teleport_in_progress flag).
entity_renderer: document y-sort bottom-anchor migration path.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace Godot built-in Camera2D smoothing with manual lerp using
CAMERA_SMOOTHING_SPEED (8.0) in constants.gd — same exponential
smoothing pattern as entity_renderer.gd. Teleport snap preserved
via _teleport_in_progress flag. D-015 fixed-north camera lock intact.
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>
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>
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>