Commit Graph
10 Commits
Author SHA1 Message Date
jpmschweitzerandClaude Opus 4.6 6d6b59c17b fix(client): address PR #24 review — 5 critical bugs, 3 warnings, 8 suggestions
Critical:
- Protocol test assertions updated v6→v7 (test_protocol_v6.gd)
- Dialogue signal connections wired (option_selected→DialogueResponse,
  dialogue_dismissed→DialogueEnd sent to server via SimBridge)
- Consume-once race fixed: _consume_dialogue() checks is_dialogue_active()
  before re-showing; dialogue_id tracking prevents re-trigger during fade
- Dialogue box responsive: _update_layout() clamps width to MAX_WIDTH_PX
  (832px) or 65% viewport, height to 20% viewport (MAX_HEIGHT_RATIO)
- Auto-pause added: SimBridge.send_input(PAUSE) on dialogue open/close

Warnings:
- Test coverage: 16 new tests in test_protocol_v7.gd (pending_recognitions
  decode, current_dialogue, GameState, SimBridge mock data, insert colors)
- queue_redraw() optimization: early return when no entities and no pings
- Fixed 200px height → responsive 20% viewport via _update_layout()

Suggestions:
- WASD detection refactored to _WALK_AWAY_ACTIONS array loop
- Button colors reference Constants.INSERT_COLOR_TEXT/HOVER/ACTIVE
- Named constants: COLOR_TRANSITION_START, SILHOUETTE_APPEAR_THRESHOLD,
  SILHOUETTE_SIZE with explanatory comments
- Bounds check: MAX_PENDING_RECOGNITIONS=64 with truncation warning
- Mock dialogue sustained across ticks (not 1-tick flash)
- COLOR_PING coupling with cursor documented as intentional
- Consume helpers extracted: _consume_monologue(), _consume_dialogue()

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 01:30:15 +01:00
jpmschweitzerandClaude Opus 4.6 2d56131221 feat(ui): add dialogue box — bottom screen, max 20% height, walk-away (#434)
D-061 compliant UI skeleton: NPC speech top, max 3 response options
below, left-aligned. Insert-styled colors (white-blue, amber hover,
green pressed). WASD walk-away fades over 300ms, no close button.
InsertOverlay (CanvasLayer 10, z-layer 6). Mock data in next commit.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 01:19:15 +01:00
jpmschweitzerandClaude Opus 4.6 9e8ccb13bf fix(client): address PR #22 review — 3 critical bugs, 2 warnings, 8 suggestions
Critical fixes:
- fog_state: guard _compute_bounds() against all-invalid tiles (negative Rect2i crash)
- fog_shader: read Camera2D zoom dynamically instead of hardcoded Vector2(2,2)
- world_radial: set custom_minimum_size in _ready() from spoke geometry

Warnings:
- fog.gdshader: tighten PERIPHERAL_LOW 0.15→0.55 to match D-059 peripheral band
- Extract color_for_entity_kind() to Constants.gd, decouple CursorRenderer from EntityRenderer

Documentation: shallow copy assumption, gradual decay TODO, tween guard rationale,
fade timing rationale, ToggleInsert TODO, monologue consume-once, hover offset safety,
v6 fixture gap TODO.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-15 23:23:11 +01:00
jpmschweitzerandClaude Opus 4.6 1fcf08d21f feat(client): Sprint 6 Touch — z-layer pipeline, cursor, fog, interactions, inventory, stance, radial
Three-scope z-layer rendering pipeline (D-049): world z:0-900 inside
CanvasGroup, insert overlay CanvasLayer 10, UI CanvasLayer 20, modal
CanvasLayer 30. Y-sort contract enforced (entities z_index=0). Reserved
ranges for VFX, airborne, lower floors documented in constants.gd.

Sprint 6 client tickets:
- #429: Cursor state machine — 4 states, 150ms transitions (D-056)
- #430: Fog shader rebuild — 5-layer fragment shader, animated noise (D-059)
- #432: Entity interaction list — vertical multi-verb, insert-styled (D-057)
- #433: World radial menu — 2 spokes, drag-release + click-click (D-058)
- #438: Inventory UI — 3x3 grid, 40x40px, 1-9 hotkeys (D-065)
- #439: Stance indicator — color-coded HUD, C/X keybinds (D-053)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-15 23:06:03 +01:00
jpmschweitzerandClaude Opus 4.6 470ec59b63 fix(ui): adapt client to new ui-strings.yaml structure
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>
2026-02-13 18:07:15 +01:00
jpmschweitzerandClaude Opus 4.6 5a04656781 feat(ui): add YAML-based UI string loading system (#409)
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>
2026-02-13 17:18:01 +01:00
jpmschweitzerandClaude Opus 4.6 6bebbd9933 feat(client): add interaction prompt system (#405)
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>
2026-02-12 23:43:37 +01:00
jpmschweitzerandClaude Opus 4.6 57a67ecb0b fix(client): address PR review round 2 — camera tracking, minimap, monologue wiring
- Camera2D now tracks player_position from GameState (D-015)
- Add SubViewport child to minimap SubViewportContainer (fixes editor warning)
- Wire MonologueDisplay into main loop for D-016 perception data path

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 18:24:13 +01:00
jpmschweitzerandClaude Opus 4.6 3368231396 fix(client): address PR review — input bug, bounds checks, fixture tests
- 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>
2026-02-11 17:53:24 +01:00
jpmschweitzerandClaude Opus 4.6 603c24e177 feat(client): initialize Godot 4 project boilerplate (epic #277)
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>
2026-02-11 16:52:27 +01:00