Commit Graph
12 Commits
Author SHA1 Message Date
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 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 Opus 4.6 c797869503 feat(client): add save/load game flow and move debug_overlay (#257, #561)
#257: Add Load Game screen to main menu with sorted save list, loading
overlay during quickload round-trip, and pending_load_path cross-scene
flow. F5/F6 quicksave/quickload were already wired.

#561: Move debug_overlay.gd from scripts/ui/ to ui/ for consistency
with all other UI components. Update scene and test references.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 11:07:10 +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
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 a82eb0748a fix(client): address PR #65 review — POI key, ToldBy parsing, KG dirty flag
- minimap.gd: fix "poi_category" → "category" key mismatch so POI
  colors and shapes render correctly
- journal_panel.gd: parse ToldBy(N) source format, resolve entity
  names from player_knowledge; move confidence/source labels to
  UIStrings per D-042
- observer/mod.rs: add Changed<KnowledgeGraph> dirty flag to skip
  per-tick KG serialization when unchanged
- types.rs: fix stale version doc comment (13 → 14)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 02:41:31 +01:00
jpmschweitzerandClaude Opus 4.6 03ff3c5fef feat(ui): entity-anchored dialogue log with keyboard selection
Log entries store entity IDs and resolve display names at render
time from _entity_display lookup — enables retroactive name update
when player learns an NPC's real name. Color index from server
replaces name-hash coloring for stable NPC colors.

Dialogue options: switched RichTextLabel to Label (fixes stacking
bug), added 1/2/3 number key selection, numbered option labels.

Interaction list: added background panel, mouse hover highlighting,
click-to-interact, pointing hand cursor.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 13:43:08 +01:00
jpmschweitzerandClaude Opus 4.6 952f994d59 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 20:51:40 +01:00
jpmschweitzerandClaude Opus 4.6 2edc7c3098 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 20:51:40 +01:00
jpmschweitzerandClaude Opus 4.6 2ab41a0f04 fix(client): address PR #25 review — 5 critical bugs, 4 warnings, 3 suggestions
Critical fixes:
- hide_dialogue() sent PAUSE instead of UNPAUSE, permanently freezing
  simulation after every dialogue (both reviewers)
- Confrontation monologue hardcoded in GDScript constant, violating
  D-042/D-020 — moved to ui-strings.yaml as dialogue.confrontation_beat
- Walk-away WASD didn't call set_input_as_handled(), letting movement
  event propagate and potentially stepping on the same frame
- is_dialogue_active() returned _is_showing only — interaction list
  could flash during 300ms fade gap. Now includes dialogue_active state
- Removed dead _last_dialogue_id / get_dialogue_id() state (never read)

Warnings addressed:
- Audio registry now scans res://audio/ recursively (subdirs registered)
- add_bus_effect guarded against duplicate calls in tests
- int64 encoder dead code tagged KNOWN-DEFECT, filed as ticket #516
- D-073 zone crossfade stub comment clarifies Sprint 9+ deferral
- listening_focus dip documents caller tick-gate responsibility (D-069/D-071)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 17:33:56 +01:00
jpmschweitzerandClaude Opus 4.6 fe3232377d refactor(content): move ui-strings.yaml to client/data/
UI microcopy strings belong in the client data directory where
the Godot client can load them directly, not in campaign content.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 17:54:55 +01:00