Commit Graph
65 Commits
Author SHA1 Message Date
jpmschweitzerandClaude Fable 5 d28d24fd26 feat(ui): step-canvas map component — RTT terrain + stepped zoom (D-255, T-1182)
The two-layer client rebuild per D-255(a)(b)(e), replacing the
_canvas.scale continuous-zoom model with one viewer, one path, all six
rungs:

- step_canvas_protocol.gd: StepCanvasRequest/Response codec against
  the T-1181 wire contract — incl. the discovered png_bytes subtlety
  (rmp_serde without serde_bytes emits a msgpack int-array, not bin;
  decode repacks via PackedByteArray before load_png_from_buffer) and
  the extent-echo rule (read the server-clamped extent, never assume
  the requested one).
- step_canvas/ component: transport (six-rung ladder, cursor-anchored
  scroll steps, edge-scroll/WASD pan with re-request on edge crossing,
  hard reset-to-Global), RTT terrain layer (Image.set_pixel colorize
  per the c1 measured ruling, texture.update reuse on step-cross,
  NEAREST coarse / LINEAR fine per rung), unscaled screen-space
  annotation sibling (courses + settlement markers at literal px),
  in-memory LRU cache (Tier 1; T-1183 layers the disk tiers beneath),
  request lifecycle (pending retry, staleness gate, extent echo).
- Full _canvas.scale retirement in the same change: the zoom-scaled
  canvas model, the _zs compensation family, select_rung /
  MAX_COVERAGE_M / compute_tile_grid, the orbital-mosaic-vs-window
  two-path split, _view_zoom/_canonical_fit_zoom — 10 source files
  deleted; their 14 test suites deleted with them (T-1157 dead-goldens
  rule; replacement visual-capture coverage is re-scoped T-1157).
- Surviving surfaces kept per the ticket: atlas_window_cache.gd's LRU
  shape (the ticket's named file atlas_window_tile_set.gd was the
  retiring orchestrator; the real LRU shape lives in
  atlas_window_cache.gd — cited in step_canvas_cache.gd), overlay
  colors, legend/overlay-bar chrome, AtlasViewer descend geometry.

Determinism boundary per D-255(e): the client interpolates only within
the closed server-supplied input set. 7 new gdUnit suites (164 cases)
incl. a real extent-echo bug caught by its own test during
implementation. Full client suite green (exit 0) with the live-gated
suites running against a worktree server build.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-25 08:53:48 +02:00
jpmschweitzer ce90d69ae8 feat(client): T-1153 + T-1152 client half — continuous cursor-anchored zoom ladder, Region-rung orbital entry, click-through retired
The atlas 'regional' screen now opens the LADDER at the canonical orbital
frame (Region granularity, whole body fitted and centered) and wheel zoom
descends continuously — cursor-anchored, unclamped across rungs, with
progressive refinement (held composite keeps drawing, finer rung swaps in
place on arrival; no blank frame, no mode flip). Full-zoom-out resets to
the canonical planetary frame per Jeroen's HARD condition
(is_fully_zoomed_out = extent >= body circumference, not a zoom-value
heuristic). The district_screen nav hop is deleted — D-013 restored:
descent is a zoom gesture, not a nav push. AtlasViewer's heightmap-texture
path is unreachable from nav (code intact; overlay surface deferred, see
report/tickets).

Rung selection: design doc §5's literal formula has NO legal District band
at any real viewport (visual-tolerance band and n=64 coverage ceiling
never overlap — pinned by executable boundary tests at 1600x900);
select_rung() splits it into a coverage ceiling (decides Region) then the
2x visual tolerance (District vs Quarter), documented at the function.
In practice the ladder steps Region -> Quarter directly.

Wire: window_granularity_v2 encoded (omitted at District for byte-compat),
granularity_v2 echoed value keyed + staleness-guarded end to end; Region
clamp mirror replicates the server's bounded halving loop (no closed
form). MIN/MAX_ZOOM widened to [0.0005, 64] — the old 0.5 floor would
have clamped a real body's canonical fit zoom, violating the reset
condition.

Real pre-existing bug fixed in atlas_window_overlay.gd: the draw path used
echoed n as both cell-grid dimension and district extent — only
coincidentally correct at District granularity; Quarter/Region would have
read wrong array offsets. cell_grid_side_for_window() now mirrors the
server's WindowGranularity::cell_grid_side.

Tests: +26 pure-function geometry tests, new 30-test zoom-ladder suite,
extensions across the window cache/request/overlay/delivery suites.
Full suite 3518 green; cold-parse clean.
2026-07-22 11:41:37 +02:00
jpmschweitzer 3e87fd5b4f feat(simulation): T-1151 window par_iter + T-1150 granularity carrier (five touch points + aliasing tests)
T-1151: build_district_window_layer dispatches one Rayon task per row
(pure derive_window_cell via derive_at_metres), scattered row-major into
the flat arrays; a cfg(test) serial path backs the bit-identical
parallel-vs-serial golden.

T-1150: serde-default window_granularity (1=district, 4=quarter) +
window_min_wl_m on AtlasLayerRequest — additive, no sixth demux shape,
old frames decode unchanged (tested). Quarter mode = full
reclassification at 512m spacing over the same world rect ((4n)x(4n)
cells); WIRE_CAP_CELLS=4096 enforces n*granularity <= cap (quarter
clamps n to 16, the design doc's worked example). Granularity + min_wl
key ALL five touch points: DistrictWindowLayer echo, server FIFO-256
cache key (now a 5-tuple), per-connection coalescing key, client
request codec (omitted-at-default wire fields), client LRU key.

Mandatory aliasing regressions on both ends: identical (body, center, n)
at granularity 1 vs 4 produce distinct cache entries and correct
per-granularity payload shapes (server, 3-thread queue to avoid the
AnalyzeBody thread contention found while writing it) and distinct
client cache keys (gdUnit). Replay fixture regenerated — the layer
struct grew two echoed fields (231->254 bytes, content verified).

Client requests stay district-granularity by default — quarter requests
arrive with T-1153's rung selection.
2026-07-22 00:27:40 +02:00
jpmschweitzerandClaude Fable 5 9e1e6db614 feat(ui): T-1138 regional map screen — click-through descent, fixed planetary view, windowed composite (D-226 T-1124 SS5)
Entry per Jeroen's 2026-07-21 revision: planetary heightmap is now
FIXED — all drag-pan/wheel-zoom input removed (set_view/get_view_*
capture API survives for the golden harness); hover shows a
not-to-scale bracket reticle with the real extent labeled (a true
n=32 rectangle is sub-pixel on the planetary canvas — the honest
representation given the morph transition is deferred), and a click
that misses every city marker descends (city-click wins — one
gesture, two contextual reads, no modifier). Descent pushes a new
'district' nav screen centered on the click point's DistrictPos via
atlas_descend_geometry.district_pos_at (the pixel-to-district inverse
of the server mapping, verified against scale.rs).

Regional mode: atlas_window_viewer draws the composite (morphology x
elev_q lightness base; temp/moisture/veg toggles — temp reuses the
region-ramp colorizer exactly; Marine=6 transparent; glaciation
always-on tint matching apply_ice_tint's REAL gate, None|Light no-op,
over the amendment's looser prose — documented); pan-on-held-composite
with edge-crossing refetch + border-fade during the queue-based
derive wait; zoom never refetches. atlas_window_cache: LRU keyed
(body_id, center, n), touch-on-read, evict-only, no freshness (D-227).
atlas_window_request mirrors the generation-proxy pending-retry shape
for None-until-derived. Codec: window params omitted from the wire
when absent — byte-identical for every existing caller.

Live-verified against the T-1137 server in-worktree: real round-trip
on a GJ380c coastal district (6 fields x 1024 cells), echo staleness
guard, genuine ~1.4s background-derive wait, pan-edge refetch to an
adjacent window, cache-hit on re-descent with zero network. Full
client suite 3194/3194; gdlint clean on all 18 files.

Open follow-ups flagged in-code: header location label always falls
back to coordinates (nearest-settlement needs a join the district
window does not carry); atlas_standalone.gd's 'atlas_app.gd is never
modified' doc line is now imprecise.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 13:32:06 +02:00
jpmschweitzerandClaude Fable 5 90c562a6a3 feat(ui): T-1133 data browser — implant/browser app, six index+detail screens (D-254 SS4)
New implant app (app_path implant/browser, key B, fullscreen), sibling
to the Atlas per Jeroen's IA ruling: kind picker -> generic filterable
index (live search-mode typing) -> generic detail, parameterized per
kind, composed entirely from D-169 components. available_in_companion
left unset (default true) — the app appears in the companion shell
automatically via the generic-host seam, zero companion-side wiring.

browser_adapter.gd is the sole home of literal wire field names: maps
Oscar's BrowseResponse contract ({id, primary, secondary} index rows;
BrowseDetail enum-as-single-key-map) to view models for all six kinds,
folding join partners (system economy/factions/culture, corporation
presence, commodity production chains with nested Leontief inputs).
browse_protocol.gd split out of protocol.gd (max-file-lines);
sim_bridge gains browse_response_received + request_browse_index/detail.

Live-data catch: a present-but-NULL key (unnamed asteroid belt
proper_name) bypasses Dictionary.get fallbacks and rendered '<null>' —
_display_or() null-vs-absent helper applied across all six detail
mappers, 4 regression tests distinct from the absent-key cases.

43 gdUnit adapter cases; full suite 3074 green. Live-verified against
a real server + real systems.db: all six kinds Ready with real row
counts (301/3240/466/165/36/28), detail drill-down, NotFound on bogus
ids. Spawn-mode DB resolution issue found during verification is
pre-existing (cwd-relative data/systems.db) — server-side fix follows
separately.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 10:24:39 +02:00
jpmschweitzerandClaude Fable 5 cffe760d36 feat(client): T-1132 standalone Atlas companion shell + make atlas (D-254 SS3)
New atlas_standalone scene/script: attach-or-spawn boot (one REAL
connect_to_sim attempt at SR_PORT-or-9876 — a separate throwaway TCP
probe was proven by live run to kill a pre-accept-loop server via
broken handshake pipe; never abandon a connected socket), else spawn
--port 0 via new ServerProcess.start_with_pipe + LISTENING:{port}
stdout parse, retry against the resolved port. Reader role wired end
to end: protocol.encode_startup_message optional role param (empty
omits the wire key — byte-identical for all existing callers),
sim_bridge.connection_role suppresses the post-handshake
RequestAllSettings auto-send, hud_groups skips AutoPause/AutoResume
sends for readers (all three would otherwise burn Reader violation
strikes per the T-1130 matrix — endorsed by Oscar).

Generic implant host per D-254 SS3: the shell instantiates ALL
registered implant apps; implant_app_manifest gains
available_in_companion (opt-out, default true) and
implant_registry.instantiate_all a standalone filter param (default
preserves hud.gd behavior byte-identically). Boot order is
instantiate_all THEN open_app (reverse renders a permanently black
window — app_changed fires with no listener; matches hud.gd's order).
Owned-server lifecycle: _exit_tree stops a spawned child, attached
servers survive companion close. Known engine limitation documented:
raw SIGTERM bypasses all Godot notifications and orphans a spawned
server; WM close paths verified clean.

Live-verified: spawn-mode (301 systems rendered from systems.db over
the wire), attach-mode, two simultaneous readers, clean shutdown with
zero orphan processes. 14 new gdUnit tests (port/LISTENING parsing).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 09:09:09 +02:00
jpmschweitzerandClaude Fable 5 3304ee30da fix(simulation): PR #176 review round — all 12 findings + 2 recommendations addressed
H1 demux: ShapeProbe defensive multi-shape rejection (union frames now Err, not first-match; +2 tests) and doc claim made honest. H2/T1 SystemIndex.reset_test_state() folded into SimBridge.reset_test_state() (load() inline per autoload rule) + has_pending_request() accessor. H3 no-op tests now assert the replay flag both directions. H4 retry test actually ingests a failure and asserts the retry semantic. H5 error fixture uses the normalized status string. H6 bridge_tcp e2e sends all five frame shapes over real TCP (star-map + city-names buffers asserted). H7 positive replay-on-CONNECTED test via the test_local_bridge test-mode-flip precedent (stub bridge captures + decodes the request bytes). H8/T2 stale PLACEHOLDER doc replaced with the confirmed contract. H9 is_capital doc matches the COALESCE reality. T-r1 demux ceiling written down (next shape = tagged envelope). T-r2 AtlasLayerResponse governance ceiling comment. Lead item: the four cargo-fmt-formatted files from the gate round are now committed (layer_proxy/plugin/bridge-mod/main). H10 note for the record: the 13 snapshot_*.msgpack fixtures in commit 845737617 were regenerated because they were stale against their own generator (pre-existing version-key removal) — verified harmless, no client reads that key.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 17:31:15 +02:00
jpmschweitzerandClaude Fable 5 845737617c feat(client): atlas roads/settlements overlays + legend + server-API data delivery (T-960, T-949)
T-960: gen_l2_roads (MaintenanceAuthority-colored polylines, rail styling, junction markers) + gen_l3_settlements (size-scaled markers, capital shape, name labels) overlays — cities render on generated bodies for the first time; left-side generation legend panel (D-226 item 3, data-driven per-overlay spec, implant component library); protocol.gd decodes road_graph/settlements + the two new response types. T-949: system_index/atlas_app/overview_screen migrated off the direct star_map_data.json read to StarMapRequest over the bridge (loading state + replay-on-connect, no silent file fallback); atlas_viewer _load_markers requests CityNamesResponse for non-Sol bodies; Sol keeps the legacy authored markers.json geometry read (D-236/T-1073, load-bearing guard). Lead fix: _send_star_map_request now carries the same guard as request_star_map — the autoload's _star_map_wanted leaked across gdUnit suites and the unguarded replay-on-CONNECTED crashed 8 pre-existing flow tests on a Nil bridge; reset_test_state clears the flag. Fixtures regenerated via gen_fixtures (road/settlement samples). Full suite 2946/2946.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 15:45:54 +02:00
jpmschweitzerandClaude Opus 4.7 69ed80c96c chore(client): gdformat pass on atlas codec scripts
Formatting-only cleanup of the #969/#960-A codec + bridge scripts to match
gdformat output (the pre-push gdformat check is advisory; these landed
un-formatted). No behavior change — 70/70 protocol tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-24 19:03:29 +02:00
jpmschweitzerandClaude Opus 4.7 03d0264eb0 feat(client): atlas request/response transport on the bridge (#960, D-225)
Client transport half of the layer-stream protocol.
- SimBridge.request_atlas_layers(body_id) sends an AtlasLayerRequest frame
  (live mode only; no-op in test mode); responses arrive via a new
  atlas_layers_received signal.
- receive_bytes now decodes each frame ONCE via Protocol.decode_inbound and
  branches by shape (snapshot vs atlas response) — avoids double-decoding the
  20 Hz snapshot path. decode_snapshot is split into decode_raw +
  _decode_snapshot_from_raw (public decode_snapshot unchanged, so the 70 protocol
  tests stay the regression guard); decode_inbound returns {kind, value}.

70/70 protocol tests pass, including the new decode_inbound classifier test.
(Pre-existing client-suite failures in server-dependent e2e/roundtrip + unrelated
audio/fog/dialogue suites are unchanged — verified identical at baseline.)

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-24 18:36:39 +02:00
jpmschweitzerandClaude Sonnet 4.6 94ab992da5 fix(client): sim_bridge — Messagepack parse-order + type annotations on untyped field calls
Replace Messagepack class_name ref with inline load() in _process().
Add explicit int/PackedByteArray annotations on locals derived from
untyped _bridge/_server fields (pid, err, bridge_status, msg, send_err)
so GDScript can type-check call sites.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-03 09:27:40 +02:00
jpmschweitzerandClaude Opus 4.6 702fed5922 fix(client): address PR #141 review — parse-order, tween guard, test fixes
- Fix autoload parse-order violations: sim_bridge.gd, input_mapper.gd,
  audio_manager.gd now use load() for class_name types instead of
  direct references (LocalBridge, ServerProcess, Constants)
- Collapse redundant tween validity guard in dialogue_box.gd to
  is_instance_valid(panel) only
- Add clarifying comments to fog test resize assertions (8-tile
  padding trigger, 32x32 fixture assumption)
- Fix test_examine_display_sprint18 case 2: GameState.has() →
  "field" in GameState (Node vs Dictionary API)
- Fix test_game_state_sprint20: rename before_each → before_test
  (GdUnit4 lifecycle hook)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-02 22:50:17 +02:00
jpmschweitzerandClaude Opus 4.6 3f5b4258ba feat(client): sprint 38 — free camera viewer, archetype strip, test fixes
- 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>
2026-05-02 10:19:11 +02:00
jpmschweitzerandClaude Opus 4.7 60733738f2 fix(client): PR #135 review — T1/T3/H4-H7 blocking + nits
Code changes addressing PR #135 review (Tyre + Hoshe):

- **T3 (blocking):** test_merge_path_flows_sprint37.gd `_load_main_menu`
  and `_load_char_create` now assert the scene loaded instead of silently
  returning. Missing .tscn → red test, not falsely green.
- **T1:** sim_bridge.gd signal `handshake_complete(protocol_version: int)`
  was D-192 residue with no listeners. Drop the int parameter entirely
  and the literal-0 emit.
- **H4:** test_new_game_catalog_snapshot_resolves_loading_state now
  asserts SimBridge.state == CONNECTED terminus, not just the loading
  flag — guarantees full flow completion, not merely flag-clear.
- **H5:** test_protocol_bridge.gd file-level comment refreshed; drops
  reference to removed protocol-version check tests.
- **H6:** test_p0_regressions.gd `_make_snapshot_bytes` comment refreshed
  and version field removed from fixture dict (D-192: not required).
- **H7:** test_merge_path_flows_sprint37.gd `_make_catalog_snapshot`
  drops version field from fixture dict (D-192).

Follow-up tickets filed for reviewer suggestions:
- **T2:** #889 — revive EntityRenderer sprite constants coverage
  (D-044 ENTITY_WIDTH/HEIGHT, asserted by deleted test_sprite_integration).
- **T4:** #890 — UI timeout fallback for bookmark catalog wait in
  main_menu (systemic 'catalog never arrives' class beyond #872's
  TCP-batch race).
- **T5/T6:** #891 — scene-flow test tier docs + test-only reset
  helpers (SimBridge.reset_for_test, MetaStack.reset_for_test) +
  minimal public API on scenes so UI refactors don't break all four
  flow tests simultaneously.

Verification:
- `make lint-client` — no script errors
- `gdlint client/scripts/ client/ui/` — no problems
- `make test-client` — 2428/2488 passing. 60 remaining failures are
  pre-existing, unrelated to sprint 37 (test_dialogue_sprint20 #558
  signals, test_input_roundtrip integration-sans-server, etc.).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-22 10:06:39 +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
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 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 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 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 4c1e0e9c85 feat(client): wire CharacterVisualDescriptor into startup IPC (#718)
encode_startup_message() now accepts optional CharacterVisualDescriptor
as third param, serialized via to_dict(). sim_bridge passes the
descriptor from GameState on new game start. apply_snapshot() restores
descriptor from server snapshot on save/load cycle.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 23:34:11 +02:00
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 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 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 Opus 4.6 d591f44b35 feat(simulation): add world_seed IPC and EntanglementConfig (#175, #178)
Implements the StartupMessage protocol: client generates world_seed in
SessionManager.new_game(), sends it after handshake, server uses it to
seed SimRng and sample EntanglementConfig.

EntanglementConfig samples flat ∈ [25,35]%, intrigue ∈ [15,25]%, mundane
as remainder (D-029). Same seed produces identical config (D-010
determinism). Different seeds produce distinct configs in ≥90% of pairs.

Protocol flow: HandshakeMessage (server→client) → StartupMessage with
world_seed (client→server) → SimRng initialization → tick loop.

10 Rust tests (determinism, variation, bounds, sum invariant).
9 GDScript test stubs + 2 encode tests for client-side pipeline.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 14:26:31 +01:00
jpmschweitzer 30a5311f24 Merge remote-tracking branch 'origin/client'
# Conflicts:
#	CHANGELOG.md
2026-02-25 16:54:29 +01:00
jpmschweitzerandClaude Opus 4.6 e1ea07e746 feat(client): save/load client UI — F5/F6 quicksave/quickload (#554)
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>
2026-02-25 13:15:05 +01:00
jpmschweitzer a0ed10468b Merge remote-tracking branch 'origin/ci' 2026-02-25 13:09:47 +01:00
jpmschweitzerandClaude Opus 4.6 b6c4ecb302 feat(ci): protocol version handshake client + IPC benchmark (#556, #342)
#556: HANDSHAKING state in sim_bridge.gd — decodes first framed message
as HandshakeMessage, validates vs Protocol.PROTOCOL_VERSION, 5s timeout,
handshake_complete/handshake_failed signals.

#342: IPC benchmark now reads and validates HandshakeMessage before
starting the timing loop.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:57:59 +01:00
jpmschweitzerandClaude Opus 4.6 83a244fc2c fix(client): address PR #67 round 2 — broken tests, BBCode escape, expiry loop
- Add missing _test_input_queue proxy to SimBridge (26 call sites across
  6 test files broken by TestHarness extraction)
- Parent quit dialog to SceneTree root instead of caller node to prevent
  orphaned reference if caller freed before user responds
- Remove deprecated rng.randomize() call (Godot 4 auto-seeds)
- Clear debug overlay state (_npc_paths, tick timing) on session change
  via new GameState.game_id_changed signal to prevent entity ID collisions
- Update settings_dialog quit_to_menu() call site (no-arg signature)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:48:47 +01:00
jpmschweitzerandClaude Opus 4.6 c4f210a2f6 refactor(client): extract test simulation from SimBridge to TestHarness
Moves ~300 lines of test simulation logic (Bresenham LOS, collision,
procedural room generation, movement physics, dialogue triggers) from
the production sim_bridge.gd autoload into a dedicated TestHarness
class at scripts/protocol/test_harness.gd. Enforces D-020 information
boundary — no game logic in the production client.

SimBridge retains thin proxy properties and methods for backward
compatibility with 13+ test files (zero test changes needed).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:23:36 +01:00
jpmschweitzerandClaude Opus 4.6 ef135830f2 feat(client): game session management (#258, D-085)
Per-game save directories under user://saves/<timestamp>-<seed>/.
SessionManager autoload handles new_game(), resume_game(), quit flow.
Main menu scene with New Game / Continue / Quit buttons. Game-id
passed to server subprocess via --game-id flag.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 11:45:46 +01:00
jpmschweitzerandClaude Opus 4.6 e19887c5a9 fix(ui): address PR #52 review — 10 items across Hoshe, Tyre, Araminta (#535)
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>
2026-02-20 20:39:12 +01:00
jpmschweitzerandClaude Opus 4.6 1d0ba5f7d8 feat(ui): unified dialogue log with overheard NPC conversations (#535)
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>
2026-02-20 20:10:40 +01:00
jpmschweitzerandClaude Opus 4.6 44d9941f04 fix(client): address PR #40 review — 13 suggestions
- Rename _insert to insert_state in main.gd (Hoshe #1)
- Add after_each() to test_bug_report_ring_buffer.gd for GameState
  cleanup on assertion failure (Hoshe #2)
- Add after_each() to test_insert_off_behavior.gd for stance/interaction
  restore on assertion failure (Hoshe #3)
- Fix assertion message: "unknown" → "unavailable" (Hoshe #4)
- Document memory ceiling of 60 JSON snapshots in ring buffer (Hoshe #5)
- Add precision warning for u64 rng_seed via JSON float (Hoshe #6)
- Promote _action_enum_to_wire to public action_enum_to_wire (Tyre #1)
- Add @warning_ignore for unused _tick parameter (Tyre #5)
- Document insert_active assumption for future no-insert characters (Tyre #4)
- Restructure OQ-07 decision amendments as bullet points (Tyre #7)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 12:19:41 +01:00
jpmschweitzerandClaude Opus 4.6 7640a9ab87 fix(client): address PR #38 review — 6 warnings + 4 suggestions
Hoshe:
- COLOR_FADE_DURATION 0.7 → 0.5 to match D-033 spec ("0.5s fade")
- Gauntlet guard tests now exercise InputMapper._unhandled_input()
  with synthesized InputEventKey instead of asserting a bool
- Buffer clearing tests use SimBridge pipeline instead of manual nulls
- Add mid-transition re-trigger test (rapid relationship changes)
- Add relationship field to test snapshot NPC

Tyre:
- Add _teleport_in_progress flag to defer smoothing re-enable by one
  frame after teleport (prevents same-_process() re-enable race)
- Add _test_gauntlet_mode to SimBridge test snapshot
- Extract TELEPORT_DISTANCE_THRESHOLD constant, mirror in tests
- Add comments: flash preemption, modulate/color independence
- Rename "hub teleport" → "Gauntlet dev teleport" in code comments
  to clarify this is not production fast-travel

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 09:06:42 +01:00
jpmschweitzerandClaude Opus 4.6 7274151671 feat(client): hub teleport UX — Home key, fade transition (#501)
Home key sends TeleportToHub in Gauntlet mode. Camera snaps to hub
spawn with 0.3s fade-from-black. Clears dialogue/monologue buffers
on teleport. Teleport detection uses distance threshold (>5 tiles)
so future teleport types get the transition for free.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 08:46:02 +01:00
jpmschweitzerandClaude Opus 4.6 919ef39cbd fix(client): address PR #36 review — 10 items from Hoshe + Tyre
Critical:
- deactivate_insert() now called when selecting non-Insert spoke,
  cancelling with no selection, or pressing Escape while insert is
  active. Fixes simulation staying paused permanently after Insert.

Warnings:
- Checklist conditions with empty id excluded from get_results() and
  get_total_count() — prevents impossible-to-complete checklists.
  Warns at load time when empty-id conditions are found.
- _content_base now checks res://content/ first (exported builds),
  falls back to ../content for editor/dev mode.
- 26 new tests for D-054 functions: _angle_to_octant (8 octants),
  _snap_to_octant_dir (9 cases incl. zero/tiny), _wasd_to_world_dir
  (8 facing/movement combos). New test file: test_input_mapper_facing.gd.

Suggestions:
- Cached get_theme_default_font() in checklist overlay _ready().
- Documented InputMapper → GameState coupling as intentional.
- Documented YAML parser # truncation limitation.
- _insert_active reset on Escape dismiss (Tyre #3).
- SimBridge test mode SetFacing reads action_data.facing instead of
  InputMapper global (Tyre #4).
- Removed dead _facing_to_rotation() from entity_renderer.gd (Tyre #5).
- Fixed 2 failing facing indicator tests to use InputMapper.facing_angle
  instead of GameState.player_facing.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 13:09:38 +01:00
jpmschweitzerandClaude Opus 4.6 97cb69e6a4 feat(client): mouse-relative facing and movement (#526, D-054)
Mouse position now determines facing direction as a client-side float.
WASD remapped: W=toward cursor, S=away, A/D=strafe. Facing octant
derived from mouse angle and sent to server via SET_FACING action only
when it changes. EntityRenderer facing indicator uses continuous angle
for smooth rotation. SimBridge test mode updated to handle SetFacing.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 12:53:19 +01:00
jpmschweitzerandClaude Opus 4.6 dd8718c762 fix(client): address PR #34 review — 8 items from Hoshe and Tyre
- Cast Variant to String via str() before passing to _on_room_change
- Clear _current_room_id on null room transition (fixes re-entry skip)
- Add push_error for failed dir creation and file writes in _save_report
- Fix docstring: tests/gauntlet-stats.json → user://dev/gauntlet-stats.json
- Namespace stats path to user://dev/ to avoid save data collision
- Replace print() with push_warning in _save_report (codebase consistency)
- Downgrade client-only wire guard from push_warning to silent return

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 11:06:56 +01:00
jpmschweitzerandClaude Opus 4.6 d7755698b2 feat(client): add WRONG button F12 bug report capture (#495)
F12 pauses simulation, shows modal LineEdit prompt, saves three files
to user://bug-reports/gauntlet-t{tick}-{timestamp}/: snapshot.json
(full ObserverSnapshot), render.txt (simplified client-side text
render), description.txt (tester notes + tick/room/stance metadata).
Esc cancels without saving. Double-activation guard prevents stacking.

BUG_REPORT action added to InputMapper with wire guard in SimBridge
(client-only, never sent to server). Dialog on ModalLayer (CL 30).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 10:53:15 +01:00
jpmschweitzerandClaude Opus 4.6 bfc699c15d feat(ui): implement dialogue pipeline — selection, walk-away, confrontation
Protocol: decode current_dialogue with structured options {text,
response_id, priority, confrontation} and npc_entity_id (#435).
Dialogue box: priority sort, max 3 visible, RichTextLabel for BBCode
italic confrontation options (D-063), 1.5s monologue beat with audio
dip before confrontation send. Walk-away: WASD triggers WalkAway
input, 300ms fade, dialogue_active flag gates movement (D-064).
Implements #435, #437, #436.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 16:34:55 +01:00
jpmschweitzerandClaude Opus 4.6 ee3ac75578 fix(client): add pause toggle, hold-to-move, snapshot event carry-forward
Three client input/bridge fixes:

1. Pause toggle: add UNPAUSE action and toggle logic based on
   GameState.game_time.tick_rate. Wire UNPAUSE in sim_bridge.gd.

2. Hold-to-move: replace press-event movement with polled _process()
   direction sampling. Composite diagonals via simultaneous keys
   (W+D → northeast). Client-side throttle per stance (D-053):
   Sprint=200ms, Walk=400ms, Careful=600ms, Crouch=800ms.

3. Snapshot carry-forward: when a newer snapshot overwrites an
   unconsumed one, carry forward current_monologue and current_dialogue
   so one-shot events aren't silently dropped.

Fixes bugs #5 (monologue lost on overwrite) and #6 (overwrite spam).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 23:26:07 +01:00
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 2659de0c28 feat(client): add fog entity visualization and wire Sprint 7 UI (#431, #434)
Fog entity cognitive delay rendering (D-059/D-060): sonar-style sound
pings (3 concentric rings, 1.5s fade), unrecognized grey blobs with
breathing pulse, D-033 color transition at 50% recognition progress,
±0.5 tile position drift. FogEntities node at z:950 between fog
shader and InsertOverlay.

Protocol v7 bump to match server PR #23 (pending_recognitions field).
Wires dialogue box and fog entities into game loop with mock test data.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 01:19:24 +01:00
jpmschweitzerandClaude Opus 4.6 24cce41379 feat(client): protocol v6 bridge — stance, inventory, input mapping
Upgrade client protocol bridge from v5 to v6 to match server.
Adds player_stance (4 variants) and player_inventory decode to
ObserverSnapshot. Adds TOGGLE_STANCE_UP/DOWN to InputMapper.
Includes 25 gdUnit4 tests for v6 decode + server serialization
test gap fix.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-15 23:05:47 +01:00
jpmschweitzerandClaude Opus 4.6 3c106aa2d0 feat(simulation): complete interaction and monologue pipelines (#413, #414, #415)
Three fixes to make the gameplay loop functional end-to-end:

- Add Interactable component to NPC spawn so E-prompt detection works
- Build monologue trigger system (enter_location + time_idle) with
  MonologueBuffer/MonologueState components, wire through ObserverSnapshot
  as current_monologue field, decode on client and display via HUD
- Change PlayerAction::Interact from unit to struct variant carrying
  optional target_entity_id and verb fields

Bumps protocol version from 4 to 5. Regenerates MessagePack fixtures.
All 200 tests pass (170 unit + 30 integration).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 19:23:47 +01:00
jpmschweitzerandClaude Opus 4.6 e810abdcaf fix(client): use server tick for movement input processing
Client was sending Time.get_ticks_msec() (e.g. 12345) as the input
tick, but the server's drain_for_tick only processes inputs where
tick <= current_tick (a small frame counter). Inputs accumulated in
the queue and were never processed, making movement keys unresponsive
in live mode. Use GameState.current_tick from the latest snapshot.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 02:07:38 +01:00
jpmschweitzerandClaude Opus 4.6 473eda03cd feat(client): add live server mode with make game target
Add SR_LIVE=1 environment variable to switch SimBridge from test mode
to TCP connection. Default behavior unchanged (test mode).

- sim_bridge.gd: read SR_LIVE env var instead of hardcoded test_mode
- game_state.gd: find player entity by kind.variant == "Player" instead
  of hardcoded entity_id 1 (real server assigns different IDs)
- Makefile: add 'make game' (builds server, starts it, launches client
  with SR_LIVE=1, kills server on exit) and 'make stop' helper

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 01:46:09 +01:00
jpmschweitzerandClaude Opus 4.6 52972e6f21 fix(client): align tests and data with server v4 protocol changes
Server team shipped strict PROTOCOL_VERSION enforcement (c05ff7b),
1-indexed verb priorities, and "Observe" label for ExamineNpc.
Updates all test snapshots to include version: 4, fixes sim_bridge
test mode priorities (0-indexed → 1-indexed) and labels, replaces
v1 backward-compat tests with strict version rejection tests.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 00:04:58 +01:00
jpmschweitzer 7af8de0117 Merge remote-tracking branch 'origin/main' into client
# Conflicts:
#	CHANGELOG.md
#	client/scripts/autoloads/sim_bridge.gd
2026-02-12 23:45:48 +01:00