- 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>
Server #580 bumped to 18 for debug_response field. Client was still
at 17, causing every snapshot to be rejected — game unplayable.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
4 new tests in test_fog_sprint22.gd verify BoundaryWall tiles populate
boundary_positions (not visible_positions), get VIS_FORWARD without
EXP_VISIBLE, stay EXP_UNEXPLORED after leaving LOS, and clear on new
snapshot. Comment in tile_renderer.gd documents implicit rendering path.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- game_state.gd: add boundary_positions Dictionary field; BoundaryWall tiles from
visible_tiles go to boundary_positions instead of visible_positions — rendered by
tile_renderer but not tracked as explored fog memory
- fog_state.gd: update_from_state() writes VIS_FORWARD for boundary_positions so fog
lifts over margin wall content; boundary tiles excluded from exploration step so they
don't persist as EXP_EXPLORED when player turns away
- tile_renderer.gd: no changes needed — renders all visible_tiles by type, sector-agnostic
- test_fog_shader.gd: 4 new tests — boundary excluded from visible_positions, tracked in
boundary_positions, cleared each snapshot, fog lifts to VIS_FORWARD
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Same Sprite2D correction applied to test_client_p2.gd entity color tests
(Terrain, Player) — ColorRect was replaced with Sprite2D in entity_renderer.gd.
Minor comment clarification in test_rendering.gd rotation test.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- 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>
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>
Fixes 7 pre-existing failures in test_entity_renderer tests:
- ColorRect → Sprite2D cast; .color → .self_modulate for D-033 color checks
- Position offset: (TILE_SIZE-24)/2 → EntityRenderer.ENTITY_OFFSET_{X,Y} (0.0)
- Rotation accuracy: expected values updated for raw un-normalised Godot rotation
Also adds SoundIndicatorRenderer to global_script_class_cache.cfg so test_rendering.gd parses.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Add debug_response: None to all ObserverSnapshot constructors in
integration tests
- Bump PROTOCOL_VERSION assertion 17 → 18 in serialization tests
- Regenerate golden proof_room_tick_10.json (BoundaryWall tiles)
- Regenerate client msgpack fixtures for new snapshot fields
- Fix debug.rs resource optionality (Option<ResMut> for
ContaminationActive/EventQueue)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Godot 4.6 OpenGL3 compatibility mode does not support 'return' in
fragment(). The early returns on lines 68 and 82 caused silent shader
compilation failure, making the fog overlay render as a no-op — the
root cause of the Sprint 22 fog regression.
Restructured to if/else-if/else chain preserving identical logic.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The 5-layer fog model's deep fog sub-zone (alpha 0.55-0.70) was designed
for the old peripheral sector. After #569 removed peripheral, tiles behind
the player dropped straight to deep fog — indistinguishable from unexplored
black over dark scene tiles.
D-015 is explicit: behind = light fog overlay, art preserved, just "not
fresh." There is no deep fog sub-zone.
Changes:
- Remove dual light/deep fog alpha — all explored tiles use alpha 0.25-0.35
- Add 5x5 Gaussian blur on exploration texture to soften staircase boundary
- Use blurred exploration value for the visual transition (raw for anti-bleed)
- Remove DARK_OVERLAY constant (zone_tint handles all explored color)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The merge of visual and client branches dropped the `tiles` variable
declaration. The client branch refactored bounds calculation to use
`visible_positions`, but the visual branch's zone tint loop still
iterates over `visible_tiles` for zone_id data.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Round 4 review: mark VIS_PERIPHERAL as deprecated (peripheral sector
removed in #569, constant retained for test compatibility). Fix spec
status table row from "peripheral sector" to "cone gradient".
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Round 3 review fixes — thorough spec cleanup:
- Remove visibility_sectors from data flow (peripheral removed in #569)
- Remove player_pos uniform (cone center implicit in visibility_tex)
- Update FogState pseudocode: remove sector step, add zone tint step
- Update lifecycle diagram to match single update_from_state() call
- Fix "5-layer fog" → "3-state fog" in Files to Create and impl notes
- Mark zone tint open question as resolved (Sprint 22, D-077)
- Document filter_nearest rationale on zone_tint_tex (D-073 hard zones)
- Note low-saturation tint is intentional per D-046 Hopper test
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
GDScript int is i64 — when randi() returns a value with bit 31 set,
left-shifting by 32 sets bit 63, producing a negative i64. MessagePack
encodes this as a negative integer, which Rust rmp_serde rejects when
deserializing as u64, causing ~50% startup failure rate.
Fix: mask bit 31 before shifting in new_game() to cap entropy at 63
bits. Also mask the sign bit in _read_seed_file() to handle save files
written before this fix.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Remove the db/connectors → tooling/db/ symlink added in Sprint 21
(#274) and migrate all references to use tooling/db/ directly.
- Delete tracked symlink from db/connectors
- Remove duplicate db/connectors/* permission patterns from settings
- Update project-structure.md to reflect removal
- Move whatsinagame/static/db/connectors/ to whatsinagame/static/tooling/db/
- Update 20 whatsinagame template, skill, and test files
- Update comment references in client/tests/test_anti_tedium.gd
- Historical docs (old sprint briefings, changelog, discussions) left as-is
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The 7x7 Gaussian kernel (sigma 2.0) produces a 3-4 tile radius
gradient, not 6-8 tiles. Header comment now matches the function
comment and actual math.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Widen world_seed entropy from u32 to full u64 by combining two randi()
calls (Hoshe warning #1)
- Persist world_seed to save directory and restore on resume_game() so
loaded sessions maintain D-010 deterministic replay (Tyre warning #2)
- Constrain EntanglementConfig intrigue range based on flat value so
mundane_ratio stays within D-029 spec [45,55]% (both reviewers)
- Remove dead VIS_PERIPHERAL constant and _grow_bounds() method
- Update test_client_p1 peripheral test for forward-only simplification
- Fix misleading exp_fade shader comment (filter_nearest = hard step)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Sync fog-shader-spec.md with actual shader values after #563 tuning:
light fog 0.25-0.35 (was 0.26-0.34), deep fog 0.55-0.70 (was 0.54-0.70).
Pseudocode now uses symmetric noise remapping (noise*2-1)*amp to match
the shader. Added first-call guard comment on _tint_bytes in fog_state.gd.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
Root cause: update_from_state() used visible_tiles (always empty in live
server mode) instead of visible_positions for bounds calculation. Bounds
never grew beyond 64x64, so tiles outside that area rendered as solid
unexplored black.
Fix: new _grow_bounds_from_positions() method reads visible_positions
(always populated from server snapshots). Shader fix: removed the
(explored < 0.01 && vis_raw < 0.01) guard that cut off the Gaussian
gradient at unexplored tile boundaries. Doubled blur step size for
D-066 compliant 6-8 tile soft gradient. Added debug_exploration mode
for diagnostic rendering of the exploration texture.
19 acceptance tests covering exploration persistence, bounds grow-only
invariant, gradient margin, Forward-only visibility writes, and
exploration data surviving texture resize.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Ticket #563. Light fog alpha tuned to 0.25-0.35 range (was 0.25-0.55),
deep fog alpha set to 0.55-0.70 with zone temperature tint from
zone_tint_tex (bar=warm #2a1f15, hub=cool #1a1f2e, corridor=neutral
#1a1a1a). Two Perlin noise cycles: 8-10s light, 15-20s deep.
Zone tint texture now populated per-tile from server zone_id in
fog_state.gd with preservation across texture resizes.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
Reduce from 5-layer to 3-layer fog: clear (forward cone), explored
(light overlay preserving art), and unexplored (solid near-black).
Remove peripheral sector handling from fog_state.gd.
Also preserve exploration data across texture resizes — previously,
resizing the fog texture lost all explored-tile state, causing tiles
behind the player to render as unexplored black instead of light fog.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Visible half-angle 150° → 100° (200° arc), matching average human
binocular field. Blind spot widens from 60° to 160° — genuine
vulnerability behind the character.
- Forward half-angle stays at 60° (120° arc) — binocular overlap zone.
- Peripheral zone represents combined sensory awareness: visual
periphery + subconscious sound/motion tracking, not just eyes.
- Per-character VisionConeConfig allows implants and perception modes
(D-017) to widen beyond the unaugmented baseline.
- Fog shader: smooth back-edge gradient via smoothstep blend between
Layer 2 (peripheral) and Layer 3 (deep fog), eliminating blocky
stair-stepped tiles at the rear of the vision cone.
- D-015 updated with physiological basis and per-character config.
- D-017 updated with vision cone modification by perception modes.
- D-020 updated with protocol versioning policy: PROTOCOL_VERSION
gates wire format, not gameplay parameters.
- DB backup after sprint 21 close.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Deep fog noise scroll speed 0.045/0.03 → 0.06/0.045 to match D-059
15-20s breathing cycle spec. Clamp sample_visibility() UV coordinates
to [0,1] to prevent sticky gradient at map edges.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The visibility texture has binary per-tile values (0/180/255) — bilinear
filtering alone only smooths ~1 tile, producing hard stair-stepped edges
at the LOS boundary instead of the 6-8 sim tile gradient D-059 specifies.
Add sample_visibility() with 7x7 Gaussian kernel (sigma 2.0) that
spreads the LOS boundary into a 3-4 tile radius gradient. Lower
PERIPHERAL_LOW from 0.55 to 0.08 so gradient tiles enter the peripheral
fog branch. Fix Layer 1/2 alpha discontinuity at CLEAR_THRESHOLD.
Guard against gradient bleed into unexplored tiles.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Layer 2 (peripheral): reduce peak alpha 0.55→0.38, noise 0.1→0.05,
taper noise to zero near clear boundary for a clean gradient edge.
Layer 3 (deep fog): reduce alpha range 0.78-0.90→0.62-0.76 so zone
temperature tint breathes through. Layer 5 unchanged (alpha 1.0).
Ticket: #564
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- 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>
Protocol v17: add state_hash (desync detection) and sim_errors
(structured error reporting) to ObserverSnapshot. Add SimError,
SimErrorKind, SimErrorBuffer types. Wrap main loop app.update() in
catch_unwind — on panic, send a final SimError snapshot before exit.
Report recoverable deserialization errors to client via SimErrorBuffer.
Compute per-tick state hash from player position + NPC count + tick.
Update all test fixtures and golden files for protocol v17.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
#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>
Updates all client-side msgpack test fixtures and server test
harnesses to include the new triangle_crisis_events field added
in protocol v16.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Extract shared YamlParser utility (client/scripts/util/yaml_parser.gd)
with parse() for nested typed dicts and parse_flat() for dotted-key
string format. UIStrings._parse_yaml() and ChecklistEvaluator's inline
parser both delegate to YamlParser, removing ~140 lines of duplication.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
New SnapshotEventRouter class (46 lines) provides callable-based
snapshot dispatch via register(), register_always(), and dispatch().
main.gd _process() now calls _router.dispatch(snapshot) instead of
15+ inline if-has blocks. Handlers registered in _ready().
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace 3 direct GameState.dialogue_active mutations and all
AudioManager.apply_dip/clear_dip calls with signals:
dialogue_state_changed, audio_dip_requested, audio_dip_cleared.
dialogue_box.gd now has zero references to GameState or AudioManager.
main.gd wires coordinator handlers in _ready() (D-020).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
apply_snapshot() now reads stationary_ticks and zone_id directly from
the server snapshot when present (D-020 compliance). Client-side
accumulation and tile lookup retained as deprecated fallbacks until
the server populates these fields. Protocol.gd extended with decode
paths and TODO markers for the server team.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- input_mapper.gd: call set_input_as_handled() before early return on
empty game_id so F5/F6 events don't propagate to other handlers
- session_manager.gd: defer scene change by one frame after buffering
quit-save so SimBridge._process() flushes the outbound buffer
- monologue_display.gd: tag queued notifications with is_notification
flag so drain path routes to _show_notification_line (correct color)
instead of _show_line (lattice-profile fallback color)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>