Commit Graph
13 Commits
Author SHA1 Message Date
jpmschweitzerandClaude Sonnet 4.6 698c5eea9b fix(client): parse-order fixes for Protocol autoload and MetaScreen extends
Protocol.gd is an autoload — replace Messagepack class_name refs with
inline load() calls via a static helper. main_menu.gd extends MetaScreen
by class_name which fails at parse time; switch to path-based extends.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-03 09:27:22 +02:00
jpmschweitzerandClaude Opus 4.7 bc310a3ca5 fix(client): sprint 37 test-pass fixes — parse error + test hygiene
- character_creation.gd:1614: type-annotate dir_name to fix GDScript
  inference parse error. CARDINAL_DIRS is an untyped const Array, so
  `var dir_name := CARDINAL_DIRS[idx]` failed type inference and blocked
  test_character_creation_sprint28.gd test discovery. Runtime was lenient
  but gdUnit4's scanner is strict.
- test_merge_path_flows_sprint37.gd (_load_char_create): call add_child
  before _update_start_btn_state so @onready vars (_footer_start) are
  bound when the helper dereferences them. Unblocks 2 merge-path tests.
- test_anti_tedium.gd (test_bug_report_sends_unpause_on_close): call
  dialog.close() instead of the old dialog._close() rename casualty.
  `on_close()` is a lifecycle hook — it doesn't actually transition
  state; `close()` is what MetaScreen exposes.
- test_anti_tedium.gd (before_test): clear MetaStack._stack. Prior tests
  leave stale freed dialog refs on the stack; _any_pausing() iterates
  the stack during close() and crashes with "previously freed".

Net: sprint-37 test files (test_merge_path_flows_sprint37.gd,
test_anti_tedium.gd) now pass. Overall suite: 2428/2488 passing
(60 remaining failures are pre-existing, unrelated to sprint 37).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-22 09:06:51 +02:00
jpmschweitzerandClaude Sonnet 4.6 d72fcc7847 fix(protocol): drop PROTOCOL_VERSION lockstep — D-192 (#875)
Removes the version-mismatch guard from Protocol.decode_snapshot() and the
PROTOCOL_VERSION constant from the client (server side done in #874).

Core changes:
- protocol.gd: remove const PROTOCOL_VERSION, remove version mismatch guard,
  remove "version" from return dict, add gauntlet_mode/room_id decode
- sim_bridge.gd: remove handshake version check; relax handshake guard to
  require only a valid Dictionary (server no longer sends protocol_version);
  emit handshake_complete(0) for API compat
- loading_screen.gd: drop "· protocol N" suffix from version label
- test_harness.gd: replace Protocol.PROTOCOL_VERSION with literal 23

Test updates (21 files): replace "version": Protocol.PROTOCOL_VERSION with
"version": 23 in all snapshot bytes dicts; remove snapshot.version == N
assertions; remove version-rejection tests (test_rejects_version_6,
test_decode_snapshot_rejects_missing_version, test_decode_snapshot_rejects_old_version,
test_protocol_rejects_version_mismatch, test_sim_bridge_test_snapshot_uses_current_protocol_version).

Also includes: #872 bookmark_catalog carry-forward regression test, and
#873 merge-path flow tests (test_merge_path_flows_sprint37.gd).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-21 17:29:49 +02:00
jpmschweitzer 1b8e227413 refactor(ui): PR #134 review — MetaScreen/ESC chain tightening, D-192 reword
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.
2026-04-21 12:02:09 +02:00
jpmschweitzer effb83a0d6 fix(ui): PR #134 review — character creation bugs + protocol default
Addresses Hoshe's 3 code-quality items from the sprint-36 client review.

- character_creation: drop CARDINAL_NAMES (was [south, east, north,
  west]) and use CARDINAL_DIRS ([south, west, north, east]) for both
  facing and screenshot filename label. The two arrays indexed by the
  same _screenshot_cardinal_idx produced swapped labels at indices 1
  and 3 — screenshots at those positions had filenames that did not
  match the character's actual facing.
- character_creation: Enter/KP_ENTER now honors _footer_start.disabled.
  Without a bookmark selected the Start button disables, but the
  keyboard path called _on_start() unconditionally — a player could
  confirm creation with empty bookmark/location strings. Guard at the
  top of _on_start.
- protocol.gd: raw_bm.get("career", "tycoon") hardcoded a content
  default in the wire decoder — a missing server field silently became
  "tycoon". Empty string is the correct protocol default;
  _make_bookmark_card already skips the career label when empty.
2026-04-21 12:01:48 +02:00
jpmschweitzer 9d09ee548e fix(ui): loading screen blocks input + main menu polls during catalog wait
- loading_screen: opaque BG (was 0.75 alpha) + mouse_filter STOP so the
  loading state genuinely occludes the underlying screen
- main_menu: poll SimBridge.poll_snapshot in _process while waiting for
  the bookmark catalog so the new-game flow doesn't stall on the
  catalog round-trip introduced in Workstream 3 (#680)
2026-04-21 09:48:00 +02:00
jpmschweitzerandClaude Opus 4.6 682bd821e3 feat(ui): Skills tab stub content (Workstream 8, #618)
Replaces the W5 placeholder inside the Skills tab with a properly
framed stub per Araminta's spec. Final workstream of the #618 + #680
+ MetaScreen implementation.

Content:
- MarginContainer (8 px sides, 4 px top — matches existing tab
  padding)
- Single centered Label: "Skills allocation — coming soon."
- DIM_TEXT color, font_body size (11 px), horizontally and vertically
  centered inside the tab content area

No inputs, no interactivity — real skill allocation lands in a future
sprint when the skills system exists server-side. Players selecting
a bookmark still proceed to Start regardless of what they see on this
tab.

Closes the implementation half of #618 (CK3-style character creation
screen) and #680 (location picker) — Hoshe's revised test plans for
MetaScreen pattern, #618, and #680 can now run end-to-end.

Verification:
- gdlint clean
- Headless parse + widened scanner check (per hardened pr-push skill)
  clean; pre-existing autoload class_name noise filtered.
- test_character_creation_sprint28 88/88, test_protocol 62/62,
  test_client_p3 24/24, test_ui_framework_sprint15 54/54

Next: Hoshe runs her full revised test gauntlet against the shipped
shape; if green, the PR pushes via /pr-push.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-20 20:44:48 +02:00
jpmschweitzerandClaude Opus 4.6 fb7cd357b8 feat(ui): location picker in Bookmark tab (Workstream 7, #680)
Adds the starting-location picker as a sub-component of the Bookmark
tab detail view, per Araminta's spec and D-128's "culture implicit in
location" constraint. Fills the space W6 reserved below the CAREER /
CAPITAL data rows.

Picker structure:
- "STARTING LOCATION" section label (DIM_TEXT, 10px, all-caps).
- ScrollContainer min_height=80 → VBoxContainer of selectable items.
- Each item: Button with child VBox carrying the location name Label
  (PRIMARY_TEXT, 12px) and an optional culture tag Label (DIM_TEXT,
  10px, mouse_filter IGNORE per D-128). Culture label is NOT rendered
  when `allowed_locations_cultures[i]` is empty — no "Unknown"
  placeholder, the row just shrinks.

Behavior:
- Clicking a bookmark card auto-selects its default_location in the
  picker (handled via _selected_location_id + _update_location_selection).
- Clicking a location item updates _selected_location_id and re-gates
  the Start button (already checked in W6).
- Switching bookmarks rebuilds the picker list for the new
  allowed_locations; prior selection cleared.
- Parallel-array length mismatch defended: reads
  `cultures[i] if i < cultures.size() else ""` so a short cultures
  array won't crash rendering.

D-128 compliance:
- No culture dropdown or filter anywhere.
- Culture tag Label is strictly display: MOUSE_FILTER_IGNORE, no
  signal handlers.
- CharacterProfile carries only start_location_id; no culture_id.

Other: removes W6's placeholder "Starting Location: X" ImplantDataRow
since the picker supersedes it; separator before the picker preserved.

Verification:
- gdlint clean
- Headless parse + scanner check (widened per hardened pr-push skill):
  no new errors. Pre-existing autoload class_name noise filtered per
  CLAUDE.md.
- test_character_creation_sprint28 88/88, test_protocol 62/62,
  test_implant_* all green, test_client_p3 24/24,
  test_ui_framework_sprint15 54/54.

Workstream 8 (Skills tab stub content) lands next — #618 closes then.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-20 20:28:02 +02:00
jpmschweitzerandClaude Opus 4.6 35858fa0fa feat(ui): Bookmark tab content + CharacterProfile signal payload (Workstream 6)
Fills in the Bookmark tab stubbed in W5 with the full spec from
Araminta: card list + detail view + start-button gating. Also changes
the creation_confirmed signal to carry a CharacterProfile instead of
bare CharacterVisualDescriptor, consolidating bookmark + location
selection into one payload object.

Bookmark tab (left pane, 35%):
- ScrollContainer over VBoxContainer of card Buttons, one per entry in
  GameState.bookmark_catalog. Each card: title (PRIMARY_TEXT,
  font_header 15px) / subtitle (DIM_TEXT, font_small 10px, clipped) /
  career badge (ACCENT_ACTIVE, all-caps). Selected state uses existing
  ITEM_SELECTED_BG + ITEM_SELECTED_BORDER. custom_minimum_size
  Vector2(180, 64).

Detail view (right pane, 65%):
- ImplantPanel composed via add_component:
  - ImplantHeader (bookmark.title, bookmark.subtitle)
  - ImplantSeparator
  - ImplantTextBlock (flavor, autowrap, PRIMARY_TEXT)
  - ImplantSeparator
  - ImplantDataRow CAREER (accent_active) / CAPITAL (accent_positive,
    format "%d Tractus") / STARTING LOCATION
  - ImplantSeparator
  - [location picker space reserved — W7 fills it]

Selection:
- Card click stores _selected_bookmark_id, auto-assigns
  _selected_location_id from bookmark.default_location, rebuilds
  detail view.
- Start button (footer) gated on both _selected_bookmark_id and
  _selected_location_id non-empty.
- Randomize while Bookmark tab is active picks a random bookmark +
  one of its allowed_locations and skips appearance randomization.

Signal contract change:
- creation_confirmed(profile: CharacterProfile) replaces
  creation_confirmed(descriptor: CharacterVisualDescriptor).
- CharacterProfile now extends RefCounted (was Resource) with
  non-exported fields — it's a one-shot signal payload, never
  persisted. This also sidesteps the scanner error that the prior
  @export var descriptor: CharacterVisualDescriptor on a Resource
  caused (RefCounted types cannot be @export-ed).
- _on_start emits a CharacterProfile built from _descriptor +
  _selected_bookmark_id + _selected_location_id, then sends
  ConfirmBookmark via SimBridge.send_named_action before scene
  transition.

Test updates:
- test_character_creation_sprint28.gd signal receivers switched to
  untyped to accept CharacterProfile without hitting class_name
  parse-order at test-suite scan time. 88/88 pass.

Verification:
- gdlint clean
- godot --headless --path client --quit — no SCRIPT ERROR (prior
  character_profile.gd scanner noise now gone after the RefCounted
  conversion)
- test_character_creation_sprint28 88/88, test_protocol 62/62,
  test_implant_nav_stack 52/52

Workstream 7 (location picker as sub-component of the Bookmark detail
view) follows. W8 fills the Skills tab.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-20 19:36:00 +02:00
jpmschweitzerandClaude Opus 4.6 256703e9b7 feat(ui): 3-tab restructure of character creation (Workstream 5)
Consolidates the character creation TabContainer from 8 flat tabs
(Body / Head / Hair / Clothing / Accessories / Debug plus the two
being-added Skills / Bookmark) into 4 top-level tabs per Araminta's
revised spec: Bookmark, Appearance, Skills, Debug.

The existing five appearance sub-tabs (Body, Head, Hair, Clothing,
Accessories) now live inside the Appearance tab as a horizontal
segmented sub-navigation using the existing `_make_slot_btn()` pattern
— consistent with the Clothing/Accessories slot row vocabulary.
Selected sub-section uses existing ITEM_SELECTED_BG / BORDER styling.

Structural changes:
- New APPEARANCE_SUB_NAMES const lists the five sub-sections.
- Renamed _tab_search → _appearance_search, _tab_grids →
  _appearance_grids. Scope changed from "top-level tabs" to
  "Appearance sub-sections" but index 0..4 semantics preserved.
- Added _appearance_active_idx, _appearance_sub_btns,
  _appearance_sub_sections state.
- _ready() builds exactly 4 top-level tabs; tab builders invoked
  explicitly per index.
- New _build_bookmark_tab / _build_skills_tab render TEXT_DIM
  placeholder labels ("Bookmark content lands in Workstream 6", etc.)
  — actual content in W6/W8.
- _build_appearance_tab constructs the sub-nav strip and stacks all
  5 sub-sections up front with visibility-toggle swap
  (_on_appearance_sub_selected). Comment explains the up-front build
  choice and the free-and-rebuild fallback if performance regresses.
- Existing _build_body_tab / _head / _hair / _clothing / _accessories /
  _debug remain unchanged — they now receive Appearance sub-section
  Controls as their tab argument instead of top-level tabs. _make_tab_vbox
  anchors full-rect in both parent contexts, so layout is preserved.

Verification:
- gdlint clean
- godot --headless --path client --quit — no SCRIPT ERROR
- test_protocol 62/62, test_client_p3 24/24, test_ui_framework_sprint15
  54/54, test_implant_nav_stack 52/52, test_implant_registry 42/42,
  test_implant_app_lifecycle 36/36

Workstream 6 (Bookmark tab content: card list + detail view + location
picker per Araminta's spec) lands next. W7 (location picker as a
sub-component of Bookmark tab) follows. W8 (Skills stub content) is
last. Hoshe's parallel Task #21 (test hygiene triage) commits
separately.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-20 18:11:46 +02:00
jpmschweitzerandClaude Opus 4.6 2104348000 feat(client): Option A pre-game flow + ESC priority chain (Workstream 4)
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>
2026-04-20 11:30:15 +02:00
jpmschweitzerandClaude Opus 4.6 f24d08f756 refactor(ui): migrate 6 meta screens to MetaScreen pattern (Workstream 2)
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>
2026-04-19 21:58:24 +02:00
jpmschweitzerandClaude Opus 4.6 84105916cd feat(ui): introduce MetaScreen pattern foundation (#618, #680)
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>
2026-04-19 20:18:29 +02:00