ca255dc16c71d57091963138c19d0a57ffdcd8d9
13
Commits
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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> |
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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> |
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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> |
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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. |
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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.
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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) |
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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> |
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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> |
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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>
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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>
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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> |
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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 (
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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> |