Commit Graph
107 Commits
Author SHA1 Message Date
jpmschweitzerandClaude Opus 4.6 eeac6405d6 fix(ui): HUD layout pass — resolve overlapping elements (#792)
- HUD status panel moved to y=80 (below TimeDisplay at 16-70)
- Removed redundant time row from HUD (TimeDisplay handles it)
- Debug overlay starts at y=150 (below HUD status panel)
- Stance indicator moved below minimap (y=192, was overlapping at y=16)
- Interaction prompt moved to y=-240 (above dialogue box at -200)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 12:35:37 +02:00
jpmschweitzerandClaude Opus 4.6 26a63d3899 feat(ui): convert HUD status, stance, interaction prompt to implant theme (D-169)
- HUD: programmatically builds ImplantPanel with health/mode/time rows,
  replaces raw MarginContainer/VBoxContainer/Labels
- Stance indicator: ImplantPanel with color-coded ImplantDataRow,
  replaces custom _draw() with hardcoded bg/text
- Interaction prompt: applies implant theme StyleBox + colors to
  existing PanelContainer layout

Minimap left as-is — its circular frame is a distinct diegetic element,
not rectangular panel chrome.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 12:25:33 +02:00
jpmschweitzerandClaude Opus 4.6 a7fbf7a0d9 feat(ui): zoom-based LoD for star map labels
Labels now appear based on zoom level and system importance:
- Always: selected + hovered
- Zoom >= 1.2: hubs, junctions, gateway
- Zoom >= 2.0: all named systems
- Below 1.2: only selected/hovered

Prevents label soup at overview zoom levels.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 12:20:00 +02:00
jpmschweitzerandClaude Opus 4.6 3439b05e88 feat(ui): show all system names on star map, centered below dots
All named systems get a label below their dot. text_dim for default,
text_primary for selected/hovered. Removed duplicate label from
_draw_selection (now handled by _draw_systems).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 12:17:31 +02:00
jpmschweitzerandClaude Opus 4.6 3f611ae0f7 fix(ui): star map info — hop merged into corridor line, bodies on one line
"CORE corridor (hop 1)" with sector color. Bodies back to single line
"1 habitable · 1 inhabited" as originally formatted in the data.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 12:03:25 +02:00
jpmschweitzerandClaude Opus 4.6 5400044afe feat(ui): star map info panel — one item per line, GDP placeholder
Layout now shows each field on its own line:
  star type / hop / corridor / habitable / inhabited / pop / GDP
GDP shows "—" placeholder until economics data is available.
Population shows full number without ellipsis.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 11:57:49 +02:00
jpmschweitzerandClaude Opus 4.6 a01f7c9cfb fix(ui): cursor z-index 100, adjacent wraps, panel clamp with reset_size
- CursorRenderer z_index=100 so it renders above all HUD/implant layers
- Adjacent systems uses ImplantTextBlock (wraps) instead of ImplantDataRow (clips)
- Panel calls reset_size() before clamping to get accurate height on first frame

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 11:34:34 +02:00
jpmschweitzerandClaude Opus 4.6 7fb155c9a8 fix(ui): restore StarMap node in hud.tscn
Accidentally deleted when exploring reparenting options. The z-index
model means it stays as a child of HUD — no reparenting needed.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 11:28:31 +02:00
jpmschweitzerandClaude Opus 4.6 ffef2b3d54 fix(ui): gdlint ordering — signals before enums, signal uses int for Mode
Moved signals above enum per gdlint class-definitions-order rule.
app_changed signal uses int instead of Mode type to avoid the
forward-reference that forced wrong ordering. Callers compare
against HudGroups.Mode.FULLSCREEN etc unchanged.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 11:25:22 +02:00
jpmschweitzerandClaude Opus 4.6 2e01081de7 refactor(ui): HudGroups z-index model + gameplay occlusion (D-170)
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>
2026-04-05 11:21:31 +02:00
jpmschweitzerandClaude Opus 4.6 88c7407cb6 style(client): gdformat all 52 GDScript files — zero format warnings
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 11:09:10 +02:00
jpmschweitzerandClaude Opus 4.6 22d74ab6ad refactor(ui): star map registers as implant/map/starchart
Deeper taxonomy: map is a family of views (starchart, system, station,
planet, location), not one app. Same HudGroups mechanics — just a
more specific path.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 11:05:26 +02:00
jpmschweitzerandClaude Opus 4.6 5ad2452213 feat(ui): implant app hierarchy in HudGroups (D-170)
Implant apps use hierarchical groups: implant/map, implant/wiki,
implant/journal, etc. Apps are mutually exclusive with each other
and with gameplay. Opening implant/map hides gameplay + any other
implant app. Closing returns to gameplay.

API: open_app(), close_app(), toggle_app(), is_app_active().
Star map uses implant/map. Future apps register their own group.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 11:04:19 +02:00
jpmschweitzerandClaude Opus 4.6 f037bcaa81 feat(ui): HUD visibility groups — gameplay vs implant layers (D-170)
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>
2026-04-05 11:01:28 +02:00
jpmschweitzerandClaude Opus 4.6 44cc8cda4c fix(ui): data rows clip to one line, panel clamped to screen
ImplantDataRow uses clip_text + ellipsis instead of wrapping — each
info item stays on one line. Panel position clamped so bottom edge
never exceeds screen bounds.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 10:57:35 +02:00
jpmschweitzerandClaude Opus 4.6 f0c6e97742 fix(ui): correct Godot 4.6 size flag constants
SIZE_FLAGS_FILL → SIZE_FILL, SIZE_FLAGS_SHRINK_END → SIZE_SHRINK_END.
The _FLAGS_ prefix was removed in Godot 4.6.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 10:54:11 +02:00
jpmschweitzerandClaude Opus 4.6 6ad1c8255f fix(ui): implant panel width constraint and text wrapping
Panel now clips content and constrains children to its width.
Components set autowrap and SIZE_FLAGS_FILL so text wraps within
the panel instead of overflowing. Bold markdown markers stripped
in ImplantTextBlock constructor.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 10:51:25 +02:00
jpmschweitzerandClaude Opus 4.6 962596fd57 feat(ui): implant component library + star map refactor (D-169)
New component library at client/ui/implant/:
- ImplantTheme: shared Resource with colors, spacing, font sizes
- ImplantPanel: PanelContainer root with themed background/border
- ImplantHeader: title + subtitle
- ImplantSeparator: themed horizontal rule with above/below spacing
- ImplantDataRow: single-line text with optional color override
- ImplantTextBlock: RichTextLabel for wrapping narrative text
- default_implant.tres: default theme resource

Star map info panel refactored from 140 lines of manual draw_string
calls to 50 lines of component composition via _rebuild_info_panel().

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 10:47:23 +02:00
jpmschweitzerandClaude Opus 4.6 8d02b110ae fix(ui): star map info panel spacing — split separator padding
Separators now have explicit above (6px) and below (12px) spacing
relative to text baselines. Previously a single 8px block didn't
account for baseline positioning, causing text to merge with
separator lines. Line height bumped to 18px.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 10:35:05 +02:00
jpmschweitzerandClaude Opus 4.6 d2ea687ec3 fix(ui): star map info panel — dynamic height measurement
Panel now measures all variable content (GTTR text, adjacent systems)
before calculating height. Fixes clipping on hub systems with many
neighbors and long GTTR excerpts. Unified separator spacing (8px).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 10:27:45 +02:00
jpmschweitzerandClaude Opus 4.6 4eb54a6f7a fix(client): resolve all gdlint warnings — zero warnings policy
Fix 354 gdlint warnings across 65 files: 194 class-definitions-order
(reorder declarations), 138 max-line-length (split long lines),
22 code issues (unused args, no-else-return, naming). Update .gdlintrc
to exclude addons/ and raise max-public-methods for test files.
No logic changes — declaration order, whitespace, and naming only.

Ticket: #783

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 09:59:56 +02:00
jpmschweitzerandClaude Opus 4.6 8eb9e0a383 feat(ui): star map click-through with wiki/GTTR popup and edge visibility
Show system profile popup on select: name, star type, hop distance,
corridor, GTTR excerpt, body count, population, adjacent systems.
Edge rendering changed to show no edges by default, only selected
system's gate lines on click. Star map data extended with wiki fields
for all 301 systems.

Ticket: #780

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 09:59:18 +02:00
jpmschweitzerandClaude Opus 4.6 469114cb0e fix(ui): wire M keybind for star map toggle, clean up info panel
- 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>
2026-04-05 08:33:07 +02:00
jpmschweitzerandClaude Opus 4.6 c94c5d7acb fix(client): address PR #109 review — 6 warnings + 5 suggestions
Star map (W1-W3, S3):
- _process visibility guard + dirty flag (no redraw when hidden/unchanged)
- _system_hash masked to 31-bit positive range
- Extracted _find_nearest_system() shared helper

game_state.gd (W4):
- Inline load() in apply_snapshot() replaces per-tick overhead; safe at
  runtime because script is already in resource cache

Data pipeline (W5-W6):
- Script-relative path resolution via __file__
- --check mode + make check-star-map staleness target

Minor (S1-S2, S5):
- Removed redundant bone_idx assignment
- Simplified double-negative test assertion
- Documented autoload parse-order convention in CLAUDE.md

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-05 00:12:48 +02:00
jpmschweitzerandClaude Opus 4.6 0d5323f66c fix(client): resolve GDScript autoload parse-order errors
Autoload scripts are parsed before regular scripts, so class_name
types (CharacterVisualDescriptor, TestHarness, YamlParser) are not
available at parse time. Replace type annotations with untyped vars
and use load() for in-body class references. Fixes all 14 headless
parse errors (9 pre-existing + 5 from Sprint 30 changes).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 23:40:28 +02:00
jpmschweitzerandClaude Opus 4.6 aed513eb71 feat(ui): star map insert module — concentric hop-ring view (#674)
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>
2026-04-04 23:34:36 +02:00
jpmschweitzerandClaude Opus 4.6 bc168c861a feat(client): hair highlight swatch + manifest JSON for exports (#719, #720)
#719: Add display-only hair highlight swatch (Option B) — auto-derived
from primary tint, non-interactive (MOUSE_FILTER_IGNORE).

#720: Remove DirAccess.open() fallback scanning (breaks in PCK exports).
Fully populate manifest.json (11 body types, 14 hair, 4 heads, 4
eyebrows, 8 clothing). Add tooling/generate-character-manifest script
and make manifest target for regeneration.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 23:34:23 +02:00
jpmschweitzerandClaude Opus 4.6 4d9840b68f feat(client): character creator overhaul — manifest, segments, eye color
Major changes from runtime testing and iteration:
- Asset manifest (manifest.json) controls all available content —
  replaces filesystem scanning, solves DirAccess/PCK export issue
- Dynamic tabs: only show tabs with manifest content
- Body segmentation: face-based exclusive assignment, hips split from
  torso, torso_upper independent (not a variant)
- Eye color with iris-only mask from T_Eye_Split.png green channel
- Eyebrows tinted with hair color (from body segment, not separate GLB)
- Hair/clothing loaded as skinned meshes on shared skeleton
- Segment hiding disabled for clothing (solidify handles coverage)
- Gender-aware randomizer (no facial hair on female/teen)
- Clothing slots hidden when empty in manifest
- UI: color docks docked to bottom on all tabs, padding, flow layout
- Debug tab with per-segment visibility toggles
- Screenshot automation with test config JSON

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-23 17:42:33 +01:00
jpmschweitzerandClaude Opus 4.6 2614c3c57a fix(client): build tab panel entirely in code — remove from .tscn
TabContainer and its VBoxContainer parent vanish during scene
instantiation when loaded as a child of MainMenu in Godot 4.6.
Moving the entire tab panel construction to _ready() resolves
the issue — the .tscn now only defines the preview side and footer.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-22 19:11:37 +01:00
jpmschweitzerandClaude Opus 4.6 307a221527 fix(client): resolve TabContainer via find_child instead of @onready
@onready path resolution fails when the scene is instantiated as a
child of MainMenu — the node path is valid in the .tscn but the
layout hierarchy breaks during child instantiation in Godot 4.6.
Using find_child() is more robust for scenes that are dynamically
added to another scene's tree.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-22 18:51:09 +01:00
jpmschweitzerandClaude Opus 4.6 a2ef1c34cb fix(client): create TabContainer children programmatically
Godot 4.6 TabContainer silently destroys children defined in .tscn
during scene instantiation ("Parent path has vanished"). Moving tab
shell creation to _ready() fixes the right-side settings panel.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-22 18:41:24 +01:00
jpmschweitzerandClaude Opus 4.6 acb1119b2a fix(client): add explicit type annotations for GDScript strict mode
Dictionary.get() returns Variant, which fails GDScript's strict type
inference (warnings-as-errors). Add explicit type casts on all
dictionary access in clothing and accessory tab code.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-22 18:21:50 +01:00
jpmschweitzerandClaude Opus 4.6 145d8fec17 refactor(client): remove archetype selection, fix Randomise→Randomize
- Remove character_select.tscn and character_select.gd entirely
  (Smuggler/Detective archetypes removed per v0.2 pivot)
- New Game goes straight to character creation
- Rename Randomise→Randomize throughout (US English convention)
- Add *.import and *.uid to client gitignore (import artifacts)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-22 18:18:47 +01:00
jpmschweitzerandClaude Opus 4.6 ebac8c9580 fix(client): address PR #99 review round 2 — 3 doc/comment fixes
1. character_creation.gd:125 — cam_pitch_idx comment: 2=overhead(0°) → (-80°)
2. character_visual.gd:37 — segment arithmetic: 17+2+2=21 → 14+2+2=18
3. decisions/scope.md D-158 — overhead angle: 0° → -80° to match code

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-22 17:54:53 +01:00
jpmschweitzerandClaude Opus 4.6 33d7d6996b fix(ui): address PR #99 review — character creation editor fixes
13 fixes from PR #99 review on #705 (character editor):

- #10/#11: Add _get_swatch_color() helper; fix stale closure in
  _make_color_swatch (reads current color at click time, not
  construction time); fix _on_modal_ok to use helper instead of
  wrong get_child(0) traversal
- #12: Replace HSV palette with D-165 hardcoded hex values (6×9
  rows, muted HSL per spec — reds/greens/blues/purples/browns/grays)
- #13: Fix fallback asset IDs to match actual files — hair: bald/
  bob/buzzed/long; heads: head_001–004; facial hair: beard/moustache/
  mutton_chops (stubble removed — no asset)
- #14: Remove invented "slot field" TODO comment; replace with
  name-prefix convention note
- #15: Fix overhead camera pitch 0.0°→-80.0° (0° was horizontal,
  not top-down as intended per D-158)
- #16: Make hair highlight swatch non-interactive (_make_display_swatch);
  remove _on_hair_highlight_changed and _hair_highlight_auto flag
- #17: Remove no-op self-assignment in _on_hair_selected; remove
  redundant assignment inside _hair_highlight_auto block
- #18: Store _clothing_dock_container/_accessory_dock_container as
  instance vars — eliminates fragile get_child(3).get_child(0) chain
- #19: Fix test_r_key_triggers_randomise — replaces assert_bool(true)
  with a real assertion checking body_type or skin_tone changed
- #20: Cache scan results in _cached_hair_ids/_cached_head_ids during
  tab build; _on_randomise() reads cache (no re-scan per keypress)
- #21: Fix character_visual.gd docstring "21 segments" → "18 segments"
- #22: Fix _get_accessory_ids_for_slot — apply slot name-prefix
  filtering instead of returning all accessories for every slot

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-22 17:46:10 +01:00
jpmschweitzerandClaude Opus 4.6 56e8c70081 feat(client): character creation screen with live 3D preview (#705)
Full character creation UI with 5-tab customisation panel (Body, Head,
Hair, Clothing, Accessories), live 3D compositor preview via SubViewport,
D-165 color picker modal, keyboard navigation, and game flow integration.

- CharacterCreation scene + script (~1440 lines) implementing wireframe spec
- SubViewport with Camera3D (frontal/dramatic/overhead presets per D-158)
- Cardinal rotation (Q/E) per D-155, randomise (R), Tab/Enter/Esc navigation
- Body type grid (11 types, D-159), skin tone dock (9 tones, shared state)
- Head template, hair, facial hair, eyebrow grids with DirAccess asset scanning
- Clothing slot selector with per-item Primary/Secondary/Accent tints
- Accessory slot selector with Primary/Secondary tints (Array[Color] descriptor)
- 54-swatch color picker modal (D-165) with hex input and recent colors
- Auto-derive flags for highlight, eyebrow tint, facial hair tint from hair primary
- Game flow: main_menu → archetype select → character creation → game start
- GameState.character_visual_descriptor field for gameplay consumption
- Updated accessory_tints from single Color to Array[Color] in descriptor + compositor
- 40+ GdUnit tests covering scene structure, signals, keyboard nav, color derivation

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-22 17:16:47 +01:00
jpmschweitzerandClaude Sonnet 4.6 f51366b3f5 fix(ui): address PR #90 review — 8 items (W1–W4, S5–S6, A3–A4)
W1/A2: add SimBridge.CONNECTED guard before send_input in toggle handler
W2/A1: assert PlatformInfo != null in HardwareDetector._ready();
       add ordering comment in project.godot [autoload] section
W3: replace FileAccess.open() with get_file_as_string() in
    read_benchmark_cache() — auto-closes, no leak
W4/A3: add _extract_bool_setting() helper in game_state.gd that handles
       both {"Bool": true} and plain bool; push_warning on type mismatch
S5: sync _pre_battery_pref from GameState after load_ai_pref() in
    HardwareDetector._ready() — closes race if system starts on battery
S6: separate "red" TPT status into its own arm with STATUS_RED dot and
    label colour — three-colour mapping: green/yellow/red now distinct
A4: replace DebugConsole.PREFS_PATH compile-time dependency in
    _save_ai_pref() with local SETTINGS_CFG_PATH constant

S7 (battery CI guard) already applied by Hoshe in test file.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-13 11:39:47 +01:00
jpmschweitzerandClaude Sonnet 4.6 9108e5d9ed feat(ui): add get_battery_warning_visible() getter to settings_dialog
Testable API for Hoshe's battery warning visibility assertions (#646).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-13 10:54:54 +01:00
jpmschweitzerandClaude Sonnet 4.6 41d16d01ae fix(ui): toggle stays clickable during battery suspend — D-138 player autonomy
Player autonomy wins: AI Dialogue toggle is only greyed out for RAM fail
(< 1.6 GB free). Battery suspend shows a warning label instead of
disabling the toggle — player can override the auto-suspend at any time.

Changes:
- settings_dialog: toggle disabled = hw_status == "fail" only
- settings_dialog: add _ai_battery_warning_label (STATUS_YELLOW) shown
  when _ai_inference_suspended; hidden when plugged back in via
  set_ai_inference_suspended()
- settings_dialog: is_ai_dialogue_toggle_enabled() no longer checks
  _ai_inference_suspended
- settings_dialog: set_ai_inference_suspended() updates warning label
  visibility, not toggle disabled state
- ui-strings: add settings.ai_battery_warning "High battery usage"

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-13 10:49:06 +01:00
jpmschweitzerandClaude Sonnet 4.6 d7a4e3268a feat(ui): PlatformInfo abstraction + battery detection + fixes (#646 D-138)
Platform abstraction:
- New PlatformInfo autoload (extends Node, registered first in project.godot).
  Owns all OS queries: power state monitoring (30s poll), memory (on demand),
  file path resolution (user_data_dir, config_dir, benchmark_cache_path,
  install_dir, executable_path, cache_dir, model_dir).
- PowerProfile enum (FULL/BATTERY/POWER_SAVER), power_profile_changed signal.
  Uses OS.callv("get_power_info") to defer resolution to runtime — avoids
  compile errors on Godot 4.6 headless builds without power API.

HardwareDetector refactor:
- check_ram() now delegates to PlatformInfo.refresh_memory() + free_memory_mb.
  All direct OS.get_memory_info() calls removed.
- classify_power_state(int) and should_suspend_inference(int) delegate to
  PlatformInfo for single source of truth.
- check_power_state() → {power_state, classification, should_suspend}.
- Battery suspend/resume: on PowerProfile.BATTERY, stores pre-battery pref and
  sends ChangeSettings(false) to server. On FULL restore, sends ChangeSettings
  with saved pref if it was enabled. inference_suspended member tracks state.

Settings dialog:
- is_ai_inference_suspended() / set_ai_inference_suspended(bool) — testable API
  per Hoshe's test contract. Reads HardwareDetector.inference_suspended on open.
- Toggle now disabled when battery-suspended OR hardware fails (not only fail).
- get_ai_dialogue_label_text() wired to UIStrings ("settings.ai_dialogue_toggle")
  instead of hardcoded string.

Cleanup:
- Deleted ai_dialogue_detector.gd and .uid (orphaned duplicate, dead code).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-13 10:41:07 +01:00
jpmschweitzerandClaude Sonnet 4.6 01b0583265 feat(ui): AI-Enhanced Dialogue toggle + hardware detection (#646, D-138)
Implements the full AI-Enhanced Dialogue feature for Sprint 26:

- HardwareDetector autoload (extends Node): three-layer detection —
  Layer 1 RAM classification (pass/marginal/fail, thresholds 2GB/1.6GB),
  Layer 2 TPT benchmark cache (green/yellow/red, thresholds 6/3 t/s),
  Layer 3 degradation monitoring (>40% drop → yellow). load_ai_pref()
  restores toggle state from user://settings.cfg on startup.

- Settings dialog AI section: toggle, colored status dot, status message
  label, testable API (get_ai_dialogue_label_text, set_ai_dialogue_
  hardware_status, is_ai_dialogue_toggle_enabled). Only RAM "fail" greys
  out toggle — player always overrides yellow/red recommendations (D-138).

- GameState.ai_enhanced_dialogue_enabled (default true, opt-out model).
  GameState.settings_response (v20 one-shot settings dump from server).
  apply_snapshot() hydrates ai_enhanced_dialogue_enabled from full dump.

- Protocol v19→v20, settings_response decoding in decode_snapshot().
  Protocol converted to extends Node autoload (enables test has_method).
  encode_change_settings() helper for test inspection.

- InputMapper: CHANGE_SETTINGS, REQUEST_ALL_SETTINGS, DELETE_SETTING.
  SimBridge: wire mappings for all three. RequestAllSettings queued after
  handshake to hydrate client state from server SQLite on connect.
  settings_response carry-forward in receive_bytes().

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-13 10:34:48 +01:00
jpmschweitzerandClaude Opus 4.6 e0eb3cd35e fix(client): address PR #86 review — archetype validation, teleport clear, ticker layout
- 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>
2026-03-05 16:28:12 +01:00
jpmschweitzerandClaude Opus 4.6 61d454228d feat(client): character select, triangle activation consumer, news ticker
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>
2026-03-05 11:44:05 +01:00
jpmschweitzerandClaude Opus 4.6 fc24de6128 fix(client): test harness tile types, bug report screenshot, time_display maxf
TestHarness: remove deprecated tiles/visible_positions keys, add tile
type (floor/wall/door) to visible_tiles, expand radius to 5. Bug report
dialog: capture viewport screenshot before showing overlay, save as
screenshot.png in report bundle. time_display: use maxf() instead of
max() to match float argument types.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 08:41:18 +01:00
jpmschweitzerandClaude Opus 4.6 388df8000a fix(client): debug console review fixes — D-088 pause, settings state, response guard
- 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>
2026-03-04 22:31:52 +01:00
jpmschweitzerandClaude Sonnet 4.6 c3abf32185 feat(ui): add in-game debug console with tilde toggle and command dispatch (#581)
- debug_console.gd: new ModalLayer Control — tilde key toggles bottom-40% panel,
  command history (up/down), SimBridge dispatch for all DebugCommandKind variants:
  ticks, contaminate, tp, activate, triangle, npc, triangles, pop, status, help
- debug_console.tscn: minimal scene node; UI built programmatically in _ready()
- input_mapper.gd: DEBUG_COMMAND action added to Action enum
- sim_bridge.gd: DEBUG_COMMAND → "DebugCommand" wire mapping
- protocol.gd: v18 debug_response decode (command, text, success fields)
- game_state.gd: debug_response field + apply_snapshot one-shot handling
- main.gd: @onready ref, router registration, _consume_debug_response(), settings signal
- settings_dialog.gd: debug_console_toggled signal + CheckButton toggle row (+36px height),
  reads initial state from user://settings.cfg; CheckButton state loaded from PREFS_PATH
- main.tscn: DebugConsole node on ModalLayer, load_steps 27→28

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-04 09:50:23 +01:00
jpmschweitzerandClaude Sonnet 4.6 d30ab62bc0 fix(ui): clear color registry on conversation end, add speaker color tests (#573)
- Reset _npc_entity_colors/_npc_entity_id/_next_npc_color in _end_player_conversation()
  to prevent palette exhaustion across long sessions with many unique NPCs
- Re-enforce contrast floor after passive desaturation (_enforce_contrast after _desaturate)
- Add TestDialogueSpeakerColors suite: palette allocation, entity reuse, reset, fallback

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-04 09:50:02 +01:00
jpmschweitzerandClaude Sonnet 4.6 974bb2b28e feat(ui): bind dialogue speaker colors to entity identity (#573)
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>
2026-03-04 02:05:15 +01:00
jpmschweitzerandClaude Opus 4.6 a862426f84 docs(docs): add Sprint 22 briefings and track Godot auto-generated files
Sprint 22 "Wire" briefings for server, client, visual, CI, and
planning teams. Also track Godot .import and .uid files that were
previously untracked.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 12:20:02 +01:00
jpmschweitzerandClaude Opus 4.6 64bf4ec539 fix(client): address PR #73 review — race conditions and defensive guards (#257)
- 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>
2026-02-27 18:06:16 +01:00