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Author SHA1 Message Date
jpmschweitzerandClaude Opus 4.6 cc898d60c7 fix(content): PR #64 round 2 — NPC ID, outcome gating, fact stubs
Fix npc:nils → npc:nils-davan canonical ID mismatch. Replace
auto-flag gates on ring_completes/ring_splinters with player-
action-gated fact conditions (unreachable outcomes). Add
ring_stalemate terminal exit for non-terminal ring_splinters.
Create ring.yaml with 10 fact stubs for content/global/knowledge/.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 09:49:09 +01:00
jpmschweitzerandClaude Opus 4.6 c55474f46d fix(content): PR #64 review — schema compliance and orphaned flags
Fix events_fired referencing flag names instead of event IDs (two
outcomes unreachable). Wire 4 orphaned flags into narratively
coupled outcome conditions. Fix typo and stale question count.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 02:42:43 +01:00
jpmschweitzerandClaude Opus 4.6 2493dcb5f0 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 02:27:57 +01:00
jpmschweitzerandClaude Opus 4.6 16a79c928c feat(content): Tier 1 drama module schema and smuggling ring stub (#158)
JSON Schema for drama modules covering entry conditions, NPC
requirements, event sequences, and outcomes. Includes v0.1
vertical slice stub module and authoring guide with review
feedback from Mellanie (pattern/motivation reference, terminal
outcome semantics, fact ID conventions, trigger type bridge).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 02:27:39 +01:00
jpmschweitzerandClaude Opus 4.6 9cec3df68c feat(content): D-084 dual-namespace line ID scheme — resolve Q-028 (#544)
Role namespace (shared pool) stays unchanged; instance namespace
(role-slug + seeded counter) added as opt-in for per-instance
authored content on auto-generated NPCs. No schema migration needed.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 02:27:33 +01:00
jpmschweitzerandClaude Opus 4.6 2eca8e961b chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 13:43:05 +01:00
jpmschweitzerandClaude Opus 4.6 86aab2d14e docs(sprints): add Sprint 18: Touch briefings
14 tickets across server (9), client (3), copy (2). Examine mechanic,
NPC awareness, social propagation, minimap, dialogue UI, save state
data model, and blocker-clearing work for Sprint 19.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 13:42:52 +01:00
jpmschweitzer d1ca99b0c0 Merge remote-tracking branch 'origin/server'
# Conflicts:
#	CHANGELOG.md
#	CLAUDE.md
2026-02-24 13:00:39 +01:00
jpmschweitzerandClaude Opus 4.6 132676c25a chore(simulation): address review suggestions — comments and minor fixes
- monologue.rs: tracing::warn on unrecognized trigger in fallback arm
- disclosure.rs: borrow-sequencing comment, first() simplification note
- trait_modifiers.rs: delegate parse_confidence to KnowledgeConfidence::try_from
- npc_knowledge_transfer.rs: fix misleading "draw randomly" comment,
  document one-directional transfer behavior
- graph.rs: document intentional no-retrigger after contradiction
- dialogue.rs: explain entity grant guardrail asymmetry (D-079)
- knowledge/mod.rs: document one-tick monologue lag from system ordering
- poi_discovery.rs: document D-079 carve-out for direct KG write

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:45:47 +01:00
jpmschweitzerandClaude Opus 4.6 219af065d8 chore(skills): remove temp file pattern from pr-push skill
Pass PR description inline instead of writing to /tmp/pr-body.md
and cat-ing it back — matches the tea-comment wrapper approach.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:44:20 +01:00
jpmschweitzerandClaude Opus 4.6 c655878dee fix(simulation): review fixes — walk-away source and Loyal trait filter
record_incomplete_interaction now uses Heard/Close source instead of
DirectObservation, preventing false inoculation against contradiction
detection. Wired exclude_high_trust_entities (Loyal trait) filter into
derive_disclosure_candidates — facts from Friendly-relationship source
entities are excluded from disclosure pool.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:42:35 +01:00
jpmschweitzerandClaude Opus 4.6 0beeb32ff7 chore(db): backup database after maintenance merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:41:54 +01:00
jpmschweitzer c2eb8fdf8f Merge remote-tracking branch 'origin/maintenance'
# Conflicts:
#	CLAUDE.md
2026-02-24 12:41:43 +01:00
jpmschweitzerandClaude Opus 4.6 ca51594195 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:37:44 +01:00
jpmschweitzerandClaude Opus 4.6 0ce20b9cd2 refactor(meta): compact CLAUDE.md from 188 to 67 lines
Move CLI reference material, endpoint configs, and orchestration
patterns to .claude/rules/ (auto-loaded). CLAUDE.md now focuses on
project identity, safety rules, and workflow conventions.

Update cross-references in ticket, docs-search, and git-commit
skills to point to new rules/ locations.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:37:29 +01:00
jpmschweitzerandClaude Opus 4.6 465f2bdf98 feat(config): add .claude/rules/ for modular auto-loaded instructions
Introduces 5 rules files following Anthropic's recommended pattern
for splitting large CLAUDE.md files. Rules auto-load every session
and separate CLI reference material from core project identity.

- tea-cli.md: Gitea CLI reference, PR creation, protected branches
- git-safety.md: staging rules, commit conventions (from git-commit skill)
- project-structure.md: full annotated directory tree
- team-patterns.md: model selection, large content push pattern
- local-services.md: Gitea/Qdrant/Ollama endpoints

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:37:23 +01:00
jpmschweitzerandClaude Opus 4.6 ccbfa6bd72 chore(skills): add branch guard to pr-review skill
Reviews must run from main. Added step 0 hard stop if current branch
is not main, preventing repeated misuse from team branches.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:24:06 +01:00
jpmschweitzer 7ec0eab541 Merge remote-tracking branch 'origin/client'
# Conflicts:
#	CHANGELOG.md
2026-02-24 12:19:35 +01:00
jpmschweitzerandClaude Opus 4.6 2a4f096b4a Merge remote-tracking branch 'origin/copy'
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:17:17 +01:00
jpmschweitzerandClaude Opus 4.6 6134c26afc Merge remote-tracking branch 'origin/visual'
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:16:52 +01:00
jpmschweitzerandClaude Opus 4.6 86ffa2fa4f chore(meta): merge main into server — resolve CHANGELOG conflict
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:16:41 +01:00
jpmschweitzerandClaude Opus 4.6 5e3c2a9799 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:15:56 +01:00
jpmschweitzerandClaude Opus 4.6 615f508634 chore(meta): add team monitoring rules for stuck agent detection
Heartbeat rule for agent spawn prompts (15-min progress check) and
team lead proactive checks (bottleneck detection pattern).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:15:37 +01:00
jpmschweitzerandClaude Opus 4.6 22724ee51c test(simulation): protocol versioning tests (#232)
Version field round-trip, mismatch detection, serde_default migration
pattern, all TellCategory and VerbKind variant coverage.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:15:29 +01:00
jpmschweitzerandClaude Opus 4.6 d5cf97a793 feat(simulation): unprompted disclosure with trait-based filtering (#551, #173)
DisclosureCandidates component with 7 trigger gates, three-layer rate
limiting, and two-stage trait filter (what + how). Cautious/Gossipy/Loyal/
Talkative predicates via TraitModifierConfig. POI component and discovery
system. Implements D-081, D-082 step 2.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:15:21 +01:00
jpmschweitzerandClaude Opus 4.6 b86e052511 feat(simulation): NPC information boundaries and contradiction monologue (#549, #550)
tell_state reads KG for other-entity relationship state (MVP boundary
per D-082). Contradiction monologue fires with pre-resolved entity names,
shifts ToldBy source to PersonOfInterest. Full THE FRIEND arc event chain.
Implements D-082 step 1, D-083 event chain.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:15:11 +01:00
jpmschweitzerandClaude Opus 4.6 7487eb9dbb feat(simulation): NPC-to-NPC knowledge transfer and POI systems (#548, #148, #149)
transfer_npc_knowledge system runs after conversations with trust-gated
fact exchange, confidence capping at KnowsOf, ToldBy source construction.
POI data model with PointOfInterest component and proximity-based discovery
via KnowledgeGranted events. Implements D-080. Closes Q-024.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:15:02 +01:00
jpmschweitzerandClaude Opus 4.6 3d636fd4bb feat(simulation): knowledge grant schema, events, and contradiction detection (#545, #546, #547)
KnowledgeGrant untagged enum (Fact + Entity variants), ContentEntityRegistry
resource, KnowledgeGranted event processing, ContradictionClaim struct with
600-tick window detection in observe_entity. Wires knowledge_grant field in
dialogue line selection. Implements D-079, D-083. Closes Q-026.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:14:53 +01:00
jpmschweitzerandClaude Opus 4.6 f5a866fc4d fix(content): PR #61 round 2 — schema fields, cooldown, CHANGELOG sections
Contradiction files:
- Add role/access/trust back to all lines (schema-required)
- prerequisite: → prerequisites: (plural, matching schema)
- Remove cooldown entirely — fire-once enforced by trigger semantics
  (contradiction_detected fires once per KG state change), not magic numbers

Tutorial files:
- Remove cooldown: -1 — same reasoning, first_* triggers are one-time

Server:
- Document cooldown: Option<i32> on MonologueLine — None means no
  per-line cooldown, fire-once relies on trigger design

CHANGELOG:
- Move displaced entries from ### Fixed back to ### Changed

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 12:05:16 +01:00
jpmschweitzerandClaude Opus 4.6 ffaf635e9a chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:56:54 +01:00
jpmschweitzerandClaude Opus 4.6 99a7841bf2 feat(config): add tea-comment wrapper for Gitea PR comments
Single-command wrapper that handles temp file creation and cleanup
so tea comment works reliably with multi-line strings. Pre-approved
in settings.json, referenced in CLAUDE.md and pr-review skill.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:56:40 +01:00
jpmschweitzerandClaude Opus 4.6 b544303f29 docs(meta): allow removing own worktree index.lock in CLAUDE.md
Adds explicit exception to worktree boundary rules: agents may
remove their own worktree's stale index.lock file from the shared
.git directory, but never another worktree's lock.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:37:37 +01:00
jpmschweitzerandClaude Opus 4.6 766a8b9c6d fix(content): PR #61 review — schema compliance for contradiction + tutorial
Contradiction files (both characters):
- location: contradiction-detected → contradiction (valid content ID)
- situation: removed invalid values (contradiction, reflection)
- prerequisites: (plural) → prerequisite: (singular) with canonical entities map
- Removed source_name from prerequisites (event payload, not KG gate)
- Removed phase: field (moved to tags as phase-2/phase-3)
- trigger: contradiction_processing → contradiction_detected with priority sequencing
- Removed dialogue-only fields (role, access, trust) from monologue lines
- Phase 3 detective: prerequisite uses torek-lintar PersonOfInterest
- Phase 3 smuggler: prerequisite uses tells_observed on entity

Tutorial files (both characters):
- priority: "tutorial" (string) → 8/6 (integer)
- situation: removed invalid values (movement, exploration)

CHANGELOG: merged duplicate ### Changed sections.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:32:43 +01:00
jpmschweitzerandClaude Opus 4.6 821d716509 fix(client): address PR #62 review suggestions — polish pass
- interaction_list.gd: skip queue_redraw() when position unchanged (Tyre #4)
- time_display.tscn: widen bounding rect 154x44→184x54, add clip note
  for #314 wireframe (Tyre #3)
- test_time_display_sprint17.gd: document private state access pattern
  in header (Tyre #5), add upper bound assertion for D-031 1439 max (Hoshe #6)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:30:24 +01:00
jpmschweitzerandClaude Opus 4.6 16c00e137e fix(client): address PR #62 review — input guard, public API, geometry cache
- constants.gd: clamp format_game_time input to 0..1439 (Hoshe #2)
- interaction_list.gd: add public hide_list() wrapper (Hoshe #3, Tyre #1)
- main.gd: call hide_list() instead of private _hide()
- time_display.gd: cache font geometry in update_from_state(), use boolean
  _has_data flag instead of string guard (Tyre #2)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:28:43 +01:00
jpmschweitzerandClaude Opus 4.6 d8eb256dad test(client): align sprint 17 tests with implementation (#263, #537)
Fix test API mismatches: time display tests target InsertOverlay/
TimeDisplay and time_display.gd; E-Talk tests rewritten to target
interaction_list.gd _cache_entity_relationship() and _relationship_color
state. Phase 2 tests (name, tier hint) marked as skip placeholders.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:22:39 +01:00
jpmschweitzerandClaude Opus 4.6 2c15ad65e1 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:16:46 +01:00
jpmschweitzerandClaude Opus 4.6 6c3a30a4bc feat(ui): add relationship color accent to E-Talk overlay (#537)
Phase 1: interaction_list.gd shows a 3px left-edge accent bar in
D-033 relationship color (teal/green/amber/red) at 85% alpha.
Cross-references entity_id against visible_entities via
_cache_entity_relationship(). NPC name and tier hint deferred to
Phase 2 (requires server protocol extension).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:16:33 +01:00
jpmschweitzerandClaude Opus 4.6 66a435e201 feat(ui): add diegetic time display on insert HUD (#263)
Time display on InsertOverlay (CanvasLayer 10) shows station local
time (HH:MM), day phase with cycle-tinted color, and day number.
Reads SimulationTime from GameState.game_time via update_from_state().
Adds Constants.format_game_time() helper for testability.
Placeholder layout — position refines when #314 wireframe lands.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:16:23 +01:00
jpmschweitzerandClaude Opus 4.6 5106358113 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:15:05 +01:00
jpmschweitzerandClaude Opus 4.6 619fbbd9f3 docs(meta): document model selection and 1M context option
Add model selection section to CLAUDE.md covering /model sonnet[1m]
and opus[1m] for extended context sessions.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:14:51 +01:00
jpmschweitzerandClaude Opus 4.6 c1c8626263 refactor(skills): lighten sprint-status context footprint
Delegate sprint-status to a haiku subagent (sprint-plan pattern) so
intermediate artifacts (sweep JSON, template read, PR list) stay out
of the main context window. Trim sweep JSON output by removing unused
fields (ok, sprint.status, priority, ticket_id) and shortening issue
detail strings. Condense output template by moving rendering rules
into SKILL.md and simplifying the bookkeeping table to two columns.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:14:47 +01:00
jpmschweitzerandClaude Opus 4.6 badc0a6f20 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:14:13 +01:00
jpmschweitzerandClaude Opus 4.6 da34b92421 feat(content): author diegetic tutorial monologue lines — per character (#330)
10 lines per character teaching 5 core mechanics diegetically:
movement/exploration, fog of perception, sound model, NPC interaction,
insert/HUD. Detective lines in analytical register, smuggler lines in
street-smart fragments. Fires on first-time events (first_move,
first_fog_encounter, first_sound_heard, first_npc_proximity,
first_insert_open, etc.). _tut_ ID discriminator, cooldown -1.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:14:01 +01:00
jpmschweitzerandClaude Opus 4.6 fa4d30a951 feat(content): author contradiction monologue lines — Sera/Kael FRIEND arc (#552)
Source-named contradiction monologue for both detective and smuggler.
Detective: Sera/Kael location contradiction (Phase 2 blindsiding +
Phase 3 pattern recognition with Torek avoidance). Smuggler: Kael in
B-7 with unrecognized contact (Phase 2 gut reaction + Phase 3
behavioral pattern accumulation). Cognitive-dissonance-not-accusation
tone per D-083. 16 hand-authored lines total (8 per character).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:13:54 +01:00
jpmschweitzerandClaude Opus 4.6 5f0e19547f chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:06:34 +01:00
jpmschweitzerandClaude Opus 4.6 9bda80174c docs(ui): add insert/HUD wireframe spec — dual character variants
Pixel-precise wireframe and visual specification for the neural lattice
overlay HUD (#314). Covers smuggler (social network view) and detective
(investigation overlay) variants via lattice_profile parameter.

Specifies: time display, entity markers, location labels, border arrows,
commission grid, inventory icons, stance indicator, and all interaction
states. Includes implementation notes for Stig (#263 time display).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:06:25 +01:00
jpmschweitzerandClaude Opus 4.6 381526ff74 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 02:35:52 +01:00
jpmschweitzerandClaude Opus 4.6 1627942627 feat(skills): add sprint-status cleanup sweep skill
Orchestrates sprint sweep + tea pr list to produce a consistent
health report: tickets by status, PR cross-reference, bookkeeping
issues, and open work by team summary.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 02:35:38 +01:00
jpmschweitzerandClaude Opus 4.6 2fb8e95d53 feat(db): add sprint sweep subcommand for health checks
Structured JSON output with tickets grouped by status, per-team
summary counts, and bookkeeping issue detection (unassigned
in_progress, stale backlog, assigned but done).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 02:35:33 +01:00
jpmschweitzerandClaude Opus 4.6 35a3fe20cb Merge remote-tracking branch 'origin/planning'
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 02:17:20 +01:00
jpmschweitzerandClaude Opus 4.6 e91610862a chore(db): backup database after client and copy merges
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 02:15:29 +01:00
jpmschweitzer f163658ed1 Merge remote-tracking branch 'origin/client' 2026-02-24 02:15:16 +01:00
jpmschweitzerandClaude Opus 4.6 2001d89b6c chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 02:12:22 +01:00
jpmschweitzerandClaude Opus 4.6 0f1b951691 docs(docs): update Sprint 17 briefings with workshop results
Reconcile sprint planning after Knowledge Flow workshop:
- Server briefing: add #545-#551 workshop tickets, correct dependency
  chain, reference D-079–D-083, remove stale "blocked by workshop"
- Joint briefing: mark workshop complete, add completion proofs #9
  (contradiction) and #10 (NPC-to-NPC transfer), update teams table
- Copy briefing: add #552 contradiction monologue ticket with full
  Mellanie authoring spec per D-083 and Paula Round 2 output

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 02:12:00 +01:00
jpmschweitzerandClaude Sonnet 4.6 f685cb7324 chore(meta): register D-079–D-083, close Q-024/Q-025/Q-026, ticket Sprint 17 knowledge flow work
Workshop outputs from Knowledge Flow & NPC Information Boundaries workshop (2026-02-24):

Decisions registered in decisions/perception.md:
- D-079: Knowledge Grant Architecture (unified KnowledgeGranted event, Fact+Entity enum, ContentEntityRegistry)
- D-080: NPC-to-NPC Knowledge Propagation (transfer_npc_knowledge system, trust-tier gating, ToldBy source)
- D-081: Unprompted Disclosure Design (DisclosureCandidates component, two-stage trait filter, trigger gates)
- D-082: NPC Information Boundaries MVP Scope (tell_state + disclosure; pathfinding KG integration explicitly not planned)
- D-083: Contradiction Detection Pipeline (event-driven at observe_entity, ContradictionClaim struct, downstream chain)

Questions closed in decisions/questions.md:
- Q-024: closed by D-080 (immediate during conversation, not queued)
- Q-025: confirmed closed (gossip propagation ships Sprint 17; ~12MB peak, no cap needed before v0.3)
- Q-026: closed by D-083 (event-driven at KG write time, ContradictionClaim struct)

Tickets created (#545–#551, Sprint 17, team server):
- #545 KnowledgeGrant schema + ContentEntityRegistry (critical, blocks all downstream)
- #546 KnowledgeGranted event + process_knowledge_events handler
- #547 ContradictionClaim struct + detection in observe_entity
- #548 NPC-to-NPC knowledge transfer system
- #549 tell_state.rs KG awareness — MVP information boundary
- #550 Contradiction monologue + event chain completion
- #551 DisclosureCandidates + unprompted disclosure

Existing tickets updated: #141, #142 (sprint 17 + team assigned, descriptions updated); #172, #173 (full mechanical spec from D-081).

Workshop source files committed: all round docs + workshop-outcomes.md

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-24 01:59:58 +01:00
jpmschweitzer 0561387de9 Merge remote-tracking branch 'origin/copy' 2026-02-23 23:25:12 +01:00
jpmschweitzerandClaude Opus 4.6 abff69a632 chore(meta): Sprint 17 planning — briefings, workshop brief, close Q-025
- Write sprint 17 briefings for server, client, copy, visual, joint
- Add Knowledge Flow & NPC Boundaries workshop brief
- Close Q-025 (KG cap/eviction not needed at current scale)
- Assign 9 tickets to Sprint 17: Tell

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 23:25:08 +01:00
jpmschweitzerandClaude Opus 4.6 0eafff89e0 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 22:37:24 +01:00
jpmschweitzerandClaude Opus 4.6 414b8ff0ec docs(decisions): register Q-028 collision-resistant line IDs for auto-gen NPCs
NPC-scoped line ID scheme (D-035) works for hand-authored content but
will produce slug collisions with auto-generated populations (D-029).
Tracked as open question with ticket #544.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 22:37:12 +01:00
jpmschweitzerandClaude Opus 4.6 56ed2c8810 fix(content): PR #59 review — stale moods, orphaned IDs, tenure, fact_id
Address review comments from Hoshe, Paula, and Miri:
- Update mood vocabulary in 3 docs (line-pool-format.md §6.5,
  style-guide §11, content-directory-structure.md Appendix B) from
  pre-Sprint 14 values to current D-035 enum
- Fix worked example IDs in line-pool-format.md §3.5 to match
  actual the-last-shift kael-davan sequence (_015, _024, _026)
- Fix Section 5.1 restart note to describe multi-location continuity
- Fix style-guide §16 worked example: dock-worker_d_071 → kael-davan_d_076
- Fix stale mood reference in style-guide §16 Step 3
- Fix orphaned the-terminal_d_040 in maintenance-tech.yaml comment
- Fix orphaned the-terminal_d_008/018 in smuggler-inventory.yaml
- Fix Lera tenure: twelve → eighteen years (bar-owner_d_018)
- Fix fact_id: location.surveillance_gaps → investigation.surveillance_gaps
  in ring-operative.yaml (2 occurrences)
- Fix NPC name: Lera Osk → Lera Sessik in bar-owner.yaml comment
- Fix mood line format example in style-guide §5

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 22:35:12 +01:00
jpmschweitzerandClaude Opus 4.6 0ebd417a1f test(client): add direction mapping tests for octant and entity facing (#540 review)
14 tests covering _octant_to_direction (all 8 octants + 2 fallbacks)
and _entity_direction (NPC default south, player facing 3 cases).
Closes review warning on zero test coverage for direction system.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 21:06:35 +01:00
jpmschweitzerandClaude Opus 4.6 56b8381c40 fix(client): guard null texture and warn on unknown octant (#540 review)
Add push_error on null texture at create time, keep previous texture
on null at update time (entity stays visible mid-game). Add push_warning
on unrecognised octant in _octant_to_direction fallback.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 21:06:29 +01:00
jpmschweitzerandClaude Sonnet 4.6 892491dea2 chore(meta): update changelog
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-23 21:04:55 +01:00
jpmschweitzerandClaude Sonnet 4.6 c056ea1a1c feat(content): migrate line IDs to NPC-scoped namespace (D-035)
Line IDs in all dialogue and monologue pool files renamed from the
old location-scoped format (e.g. the-terminal_d_039) to the new
NPC-scoped format (e.g. kael-davan_d_001) per the D-035 Sprint 15
amendment.

Changes:
- 20 dialogue pool files across 3 locations renamed
- 14 monologue pool files (detective + smuggler) renamed
- Schema descriptions updated in dialogue/monologue schema files
- Authoring style guide and design docs updated with new examples
- Multi-location NPCs (kael-davan, pc-detective, pc-smuggler) given
  globally unique cross-file sequences to satisfy XREF uniqueness check

The location-scoped scheme already caused a collision (the-terminal_d_039
appearing in multiple NPC files) and would not scale to procedurally
generated NPC populations (D-029). Zero content changes — pure ID
substitution.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-23 21:04:43 +01:00
jpmschweitzerandClaude Opus 4.6 f67f13ac95 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 21:01:48 +01:00
jpmschweitzerandClaude Opus 4.6 a0260176b4 feat(client): integrate D-019 angle sprites into entity renderer (#540)
Migrate entity rendering from ColorRect placeholders to Sprite2D with
rendered PNGs at -72.5° from horizontal. Key changes:
- Sprite2D.centered=false, scale=0.5 for 64px source → 32px runtime
- self_modulate for D-033 relationship tinting (modulate.a reserved
  for D-015 peripheral dimming)
- 8-octant to 4-cardinal direction mapping for sprite selection
- Feet-anchored ENTITY_OFFSET_Y for correct y-sort with tilted sprites
- Facing indicator repositioned to sprite local center (32,32)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 21:01:30 +01:00
jpmschweitzerandClaude Opus 4.6 ebc973b558 refactor(client): optimize zone_id extraction from O(N) to O(1) lookup (#543)
Build _tile_by_coord dictionary from member visible_tiles (covers both
test-mode "tiles" key and live-server "visible_tiles" key), then replace
the linear scan with a single dict lookup. Net-zero complexity: adds one
dict-set per tile in an existing iteration, removes the separate scan loop.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 21:01:22 +01:00
jpmschweitzerandClaude Opus 4.6 41e3b4a9b3 chore(db): backup database after server merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 20:35:46 +01:00
jpmschweitzer 459f0f5e66 Merge remote-tracking branch 'origin/server'
# Conflicts:
#	CHANGELOG.md
2026-02-23 20:35:33 +01:00
jpmschweitzerandClaude Opus 4.6 f331916869 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 20:32:12 +01:00
jpmschweitzerandClaude Opus 4.6 a4d5f0895b chore(skills): keep sprint team alive through PR review lifecycle
sprint-start: add step 9 (post-work lifecycle) — commit, push, review,
fix-comments loop, approve, then shutdown. Team stays alive until PR is
accepted. Step 8e updated to reference the new lifecycle.

pr-push: add step 9 (team awareness) — don't shut down agents after
pushing, suggest /pr-review next.

pr-review: add step 8 (post-review team actions) — cross-references
sprint-start step 9c for dispatching review comments to agents on
CHANGES_REQUESTED and shutdown on APPROVED.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 20:31:47 +01:00
jpmschweitzer f2d006fddf Merge remote-tracking branch 'origin/server' 2026-02-23 20:25:39 +01:00
jpmschweitzerandClaude Opus 4.6 2189a9addd fix(simulation): address PR #56 review — pipeline extraction, ActiveDialogue, range check
Tyre #1: Extract run_dialogue_pipeline() shared helper — eliminates ~60
lines of duplication between process_talk_interaction and
process_dialogue_response (L1-L4 pipeline).

Hoshe #1: process_dialogue_response now updates ActiveDialogue with
current tick on follow-up selection — prevents stale started_tick.

Tyre #4: process_dialogue_response now updates InteractionMemory on
follow-up — multi-turn conversations are visible in history.

Hoshe #6 / Tyre #6: handle_dialogue_response adds server-side range
check (CLOSE_RANGE), matching Talk/Confront pattern (D-010 info
boundary).

Hoshe #2: Weighted selection fallback replaced with unreachable!() —
score_line always returns >= 1, so the fallback was dead code.

Hoshe #3: assert!(false, ...) → panic!() in serialization.rs (clippy).

Hoshe #4: SetFacing and TeleportToHub added to roundtrip test.

Hoshe #5: setup_dialogue_response_world inlined (trivial pass-through).

Tyre #2: Doc comment on DialogueCooldownTracker explains per-player-global
design choice (line IDs are NPC-scoped per D-035, no collision risk).

Tyre #3: CONFRONTATION_LINES comment updated with TODO for D-028/D-035
migration.

Tyre #5: DialogueResponse fixture added for cross-language GDScript
testing (input_dialogue_response.msgpack).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 20:20:00 +01:00
jpmschweitzerandClaude Opus 4.6 19f81d4887 fix(assets): PR #57 review — docs, uid, citation fixes
- Fix client sprite naming in README (files are _64.png, not .png)
- Clarify --path working directory (renderer/ from repo root)
- Remove /sprite-gen reference (skill not in branch yet)
- Add D-043 citation on outline color in render_export.gd
- Add uid to wall_bar_green.tscn for reproducible imports
- Note wall_bar_green has no rendered sprites yet
- Note npc_generic capsule symmetry is by design (D-044)
- Add outline + D-033 tint compatibility guidance

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 20:17:47 +01:00
jpmschweitzerandClaude Opus 4.6 35594b7f14 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 20:02:04 +01:00
jpmschweitzerandClaude Opus 4.6 885ad21688 feat(assets): add test sprites for NPC and wall at D-019 angle (#541)
Runtime 64px sprites rendered through the new pipeline: generic NPC
(4 directions) and structural wall (4 directions). These unblock
client ticket #540 for sprite camera angle integration.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 20:01:49 +01:00
jpmschweitzerandClaude Opus 4.6 8217ebc0fb feat(assets): 3D sprite render pipeline — camera, lighting, docs (#541)
Update Camera3D to exact D-019 angle (-72.5° from horizontal).
Replace single DirectionalLight with three-point studio rig
(key 1.0, fill 0.4, rim 0.3) for clean silhouettes without
baked shadows. Add generic NPC capsule model (24×32px footprint
per D-044). Document full pipeline spec in renderer/README.md.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 20:01:43 +01:00
jpmschweitzerandClaude Opus 4.6 efa2dc543f feat(simulation): sprint 16 dialogue server — response handler, trust gossip, variety tracker
Move dialogue system registrations from BridgePlugin to NpcPlugin (#538):
game logic that depends on NPC-layer resources now registers where it
belongs. BridgePlugin retains only wire protocol concerns.

Implement DialogueResponse verb handler (#539): new process_dialogue_response
system runs the full D-028 four-layer pipeline to select follow-up lines
when the player picks a dialogue option. Clears ActiveDialogue when no
candidates remain. Fix latent schedule ambiguity — emit_observation_events
now has explicit .before(advance_tick) constraint.

Verify trust-gated gossip pipeline (#171): confirmed process_talk_interaction
correctly passes KnowledgeConfidence through relationship_to_trust() per
D-075. Added integration tests for Secret-tier access (Friendly+KnowsDetails)
and Surface-only fallback (Friendly+Suspects).

Wire DialogueCooldownTracker into selection (#338): added regression test
confirming no line_id repeats within the 600-tick cooldown window across
10 consecutive Talk interactions.

Closes #538, #539, #171, #338

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 20:01:39 +01:00
jpmschweitzerandClaude Opus 4.6 cc43f14c39 chore(meta): release v0.1.15
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 16:24:23 +01:00
jpmschweitzerandClaude Opus 4.6 0bf5616fcd chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 15:56:20 +01:00
jpmschweitzerandClaude Opus 4.6 e1cbcc243b docs(sprints): add sprint 16 "Converse" briefings
Plan 8 tickets across server (4), client (2), copy (1), visual (1).
Focus: two-way dialogue exchange, trust-gated gossip, sprite pipeline,
and housekeeping fixes. No carry-overs from sprint 15.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 15:56:10 +01:00
jpmschweitzerandClaude Opus 4.6 07199c8ddc chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 15:36:45 +01:00
jpmschweitzerandClaude Opus 4.6 b97f65e8ab docs(decisions): D-035 amendment — NPC-scoped line ID namespace
Sprint 15 amendment: line ID namespace changed from location-scoped
to NPC-scoped. Each NPC's IDs are independent, eliminating cross-file
coordination and collision risk at scale.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 15:36:29 +01:00
jpmschweitzerandClaude Opus 4.6 fe71b11315 chore(skills): update pr-review to use worktree paths for all agents
All reviewer agents now read source files from worktree paths using
the Read tool instead of git show. Removes Bash dependency for
non-code reviewers and ensures files are always the actual branch
checkout.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 15:36:24 +01:00
jpmschweitzerandClaude Opus 4.6 0880e8d987 feat(client): permanent dialogue panel + protocol v13 + build check
- dialogue_box.gd: panel is always visible as permanent insert UI
  element per D-061 — content fades but frame stays on screen
- protocol.gd: bump PROTOCOL_VERSION to 13
- Makefile: add check-protocol target that verifies server/client
  protocol versions match, runs automatically before build

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 15:36:18 +01:00
jpmschweitzerandClaude Opus 4.6 eebc151b9f docs(briefings): add diagram responsibilities to Qatux and project docs
- CLAUDE.md: add docs/diagrams/ to project structure, add diagram
  file conventions for D-record changes
- qatux.md: add priority 5 for diagram creation/updates
- workshop-start SKILL.md: add diagram step in wrap-up sequence

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 15:36:12 +01:00
jpmschweitzerandClaude Opus 4.6 996a000146 docs(ui): add 19 UI wireframes across 5 categories (v0.1 + v1.0)
First wireframe set covering all major UI surfaces:
- HUD: basic insert (v0.1), full insert with perception modes (v1.0)
- Dialogue: speaking, choosing, overheard states (v0.1), full with
  relationship indicators (v1.0)
- Monologue: idle, reaction (v0.1), thought threading (v1.0)
- Popups: modal, tooltip, interaction list (v0.1), context menu,
  notification stack (v1.0)
- Menus: main, pause, save/load (v0.1), main menu, options (v1.0)

README.md cross-references each wireframe to governing D-records.
JSON source + PNG exports tracked in git.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 15:36:06 +01:00
jpmschweitzerandClaude Opus 4.6 30a21e9a08 chore(skills): rewrite frame0-wireframe skill with JSON sync workflow
Replace individual API call workflow with JSON-as-truth architecture.
Local wireframe JSON files are the source of truth; Frame0 is treated
purely as a renderer. New frame0-sync.py handles push/pull/export with
stable local ID <-> ephemeral Frame0 ID mapping via .idmap.json files.

Key changes:
- frame0-sync.py: push/pull/export with topo-sorted shape creation
- frame0-export-batch.sh: batch export with staleness check
- frame0-cmd.sh: fixed command names, list-pages JSON bug, added commands
- Removed frame0-wireframe.sh (superseded by JSON workflow)
- SKILL.md: renderer-only guidance, simplified workflow
- api-reference.md: corrected commands, type/color token mapping
- component-library.md: all 6 patterns rewritten as JSON templates
- .gitignore: added *.idmap.json

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 15:35:57 +01:00
jpmschweitzerandClaude Opus 4.6 18b852fae6 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 11:57:20 +01:00
jpmschweitzerandClaude Opus 4.6 1e556ccca2 docs(diagrams): add decision diagrams across all domains
16 d2 diagrams covering architecture (IPC bridge, system tiers,
testability, audio bus), data flow (perception, dialogue, eavesdrop
pipelines), entity (knowledge graph, NPC generation, dialogue tags),
state (simulation tiers, movement stances, knowledge confidence), and
UI (HUD layout, interaction flow, fog layers). PNG output for universal
viewer compatibility. Removes test SVG from font debugging.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 11:57:07 +01:00
jpmschweitzerandClaude Opus 4.6 08dfadb863 chore(skills): add frame0-wireframe skill for UI wireframing
Replaces Frame0 MCP server with portable bash+curl scripts that call
Frame0's local HTTP API directly. Includes low-level API wrapper,
high-level composition helpers with project styling, component library
patterns, and setup guide. Requires Frame0 desktop app running locally.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 11:57:00 +01:00
jpmschweitzerandClaude Opus 4.6 1d4b9cf299 chore(skills): add d2-diagram skill for text-to-diagram generation
Wraps d2 CLI (v0.7.1) with project defaults: theme 200 (Dark Mauve),
dagre layout, PNG output. Includes render/validate/batch scripts,
syntax guide, and five category templates (architecture, entity,
data-flow, state, UI flow).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 11:56:53 +01:00
jpmschweitzerandClaude Opus 4.6 d643ab7322 test: SVG with stripped embedded fonts for Gitea inline render check
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 11:41:53 +01:00
jpmschweitzer 4d7d77dc3a merge: resolve CHANGELOG.md conflict from server branch 2026-02-21 15:13:29 +01:00
jpmschweitzer 687beba3ce Merge remote-tracking branch 'origin/copy' 2026-02-21 15:13:10 +01:00
jpmschweitzerandClaude Opus 4.6 e166409674 fix(copy): PR #53 review round 3 — span gate terminology, mood tags, em-dash consistency
Fix "span gate threshold" → "span gate hum" (D-036 canonical term) in
detective opening, add missing mood tags on opening_m_d_002 and
the-terminal_d_020, normalize sera-venn double-dashes to em-dashes,
fix situations.yaml header count, document greeting fallback behavior.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 15:03:06 +01:00
jpmschweitzerandClaude Opus 4.6 67cadddaf2 fix(simulation): address PR #55 review — stale comment, range, duplication, docs
- Fix protocol version comment (12 → 13) in ObserverSnapshot doc
- Widen Want intensity range from 3..=9 to 1..=10 to match spec and test
- Replace duplicated pool selection in trigger_recognition_monologue with
  call to select_pool_line helper (~50 lines removed)
- Document NaiveSpatialIndex migration cost for grid/quadtree swap
- Remove misleading Default derive from TellCategory (Nervous is not a
  sensible default for neutral NPCs)
- Add caller invariant doc on generate_npc (no TilePosition spawned)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:55:21 +01:00
jpmschweitzerandClaude Opus 4.6 4be9cde3fa fix(copy): PR #53 review round 2 — ID collision, wary/tired moods, greeting enum
- Renumber Kael greeting IDs _d_046-049 → _d_050-053 (pc-detective.yaml holds
  046-048, Hoshe R2-H1)
- Replace pre-existing invalid mood values: wary→suspicious (22 lines),
  tired→frustrated (4 lines) across 5 dialogue files (Hoshe R2-H2)
- Add greeting to situations.yaml enum with server-pending note (Hoshe R2-H3)
- Fix double-dash → em-dash on Kael greeting lines (Hoshe R2-H5)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:48:03 +01:00
jpmschweitzerandClaude Opus 4.6 3f799ad8ba docs(decisions): update D-076 dialogue max-width from 640px to 1200px
Reflects the intentional override — 1200px chosen for readability
after playtest feedback. Updates decision text, derivation, and
amendment history.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:46:02 +01:00
jpmschweitzerandClaude Opus 4.6 062ae88803 fix(client): revert DIALOGUE_MAX_WIDTH to 1200px (intentional override of D-076)
The 1200px value was a deliberate readability decision, not a spec
violation. Reverts the incorrect 640px change from round 1. Updates
comment and regression test to match.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:44:34 +01:00
jpmschweitzerandClaude Opus 4.6 78c8bb97de fix(client): address PR #54 round 2 — stale comments, D-076 test, GROUND_FLOOR const
Remove stale smoothing re-enable comments from main.gd (Hoshe #1).
Add DIALOGUE_MAX_WIDTH=640 regression test (Hoshe #2).
Extract GROUND_FLOOR const in tile_renderer (Tyre #3).
Clean up entity_renderer migration comment (Hoshe #3).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:42:25 +01:00
jpmschweitzerandClaude Opus 4.6 c0fb316a0a chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:40:38 +01:00
jpmschweitzerandClaude Opus 4.6 46cf744e6a data(client): update msgpack fixtures and golden files for protocol v13
Regenerate all msgpack test fixtures with tell_state and follow_state
fields. Update golden proof_room snapshot. Adjust serialization and
bridge tests for new ObserverSnapshot fields.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:40:18 +01:00
jpmschweitzerandClaude Opus 4.6 8538f916af feat(simulation): wire Sprint 15 systems + protocol v13
Register all new systems in NpcPlugin and SimulationPlugin with correct
ordering constraints. Protocol bumped to v13: tell_state on VisibleEntity,
follow_state and PostConversationQueue on ObserverSnapshot, Follow verb
on VerbKind. Observer snapshot populates tell state from DerivedTellState
and follow state from FollowTarget. System ordering: tolerance after
mood, deviation after activity, tell after mood+deviation, follow after
visibility geometry, event monologue after conversations.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:40:09 +01:00
jpmschweitzerandClaude Opus 4.6 517318c8a7 feat(simulation): extend monologue event generation with new triggers (#119)
Add observe_npc, hear_sound, observe_anomaly, witness_interaction, and
post_conversation triggers to monologue system. trigger_event_monologue
system fires after sound collection, NPC conversations, and walk-away.
Context tags (location, situation, character_state) populated for D-035
content pool matching. COOLDOWN_TICKS=300 anti-spam guard respected.
witness_interaction fires after overheard NPC-to-NPC conversation per
D-078. Voice sounds and ambient sounds correctly excluded from
hear_sound trigger.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:39:58 +01:00
jpmschweitzerandClaude Opus 4.6 0af86b1f0b feat(simulation): add follow mechanic (#241)
Follow verb on interaction dispatcher. FollowTarget component tracks
target entity, proximity ticks, and LOS-lost ticks. update_follow_state
system: observation events fire at double frequency while following,
NPC suspicion increases via stress when player within 2 tiles for 60+
ticks (configurable). Follow ends on LOS lost timeout, suspicion
threshold crossed, or player issues different action. FollowStateWire
emitted in ObserverSnapshot for client HUD.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:39:47 +01:00
jpmschweitzerandClaude Opus 4.6 f31be6f866 feat(simulation): add routine deviation detection (#243)
RoutineDeviationEvent emitted when NPC breaks daily routine: wrong
location for day phase or wrong activity at correct location.
CurrentlyDeviating marker prevents duplicate events per episode.
Respects pathfinding-in-progress (no false positives). Feeds
observation event generator for observe_anomaly monologue triggers.
Primary detective mechanic per D-027 criterion 4.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:39:37 +01:00
jpmschweitzerandClaude Opus 4.6 029337a801 feat(simulation): add personality and tell system (#90)
TellCategory enum (Nervous, Angry, Friendly, Guarded, RoutineDeviation)
with DerivedTellState component. derive_tell_state system runs after
update_mood and detect_routine_deviation. Tell state derived from NPC
axis values per D-024: Secret+low Tolerance→Nervous, low Contentment+
Hostile→Angry, high Contentment+Friendly→Friendly, high Secret→Guarded.
v0.1 renderer is monologue text, not visual animation.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:39:27 +01:00
jpmschweitzerandClaude Opus 4.6 78c43ab802 feat(simulation): add NPC generation pipeline (#92)
RoleDefinition struct + generate_npc() seeds all 10 D-024 axes via
SimRng for deterministic generation. Constraint validation: no duplicate
relationship targets, stress < threshold, one routine entry per phase,
no contradictory personality trait pairs. Spawns fully-populated NPC
entity with 2-3 personality traits for tell system (#90).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:39:17 +01:00
jpmschweitzerandClaude Opus 4.6 9a20e4dea9 feat(simulation): add tolerance threshold monitoring system (#105)
ToleranceBreachEvent emitted when NPC stress exceeds per-seed threshold.
ToleranceBreached marker prevents duplicate events per episode, cleared
on recovery. check_tolerance_threshold system runs after update_mood,
integrates with mood FSM to push toward Hostile/Anxious. Background-tier
NPCs excluded. Unblocks #250 (triangle escalation).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:39:08 +01:00
jpmschweitzerandClaude Opus 4.6 836c8e98cd feat(simulation): add SpatialIndex trait with naive Vec implementation (#340)
Define SpatialIndex trait with entities_in_range, entities_at, and
update methods. NaiveSpatialIndex uses Vec backend with Manhattan
distance. sync_spatial_index system auto-updates from Changed<TilePosition>.
Registered as Bevy resource. Trait abstraction allows grid/quadtree
replacement later without touching callers.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:38:59 +01:00
jpmschweitzerandClaude Opus 4.6 9e33a82e1d fix(copy): PR #53 review — ID collision, moods.yaml enum, voice/lore fixes
- Renumber Kael greeting variants _d_039-042 → _d_046-049 (collision with
  pc-smuggler.yaml, Hoshe #1)
- Update moods.yaml enum to Sprint 14 vocabulary (Paula #1, Miri #1)
- Add missing mood field on the-terminal_d_014 (Hoshe #3)
- Fix "wormhole threshold" → "span gate threshold" in detective opening (Miri #2)
- Fix "We've worked this district before" — detective is newly arrived (Miri #5)
- Fix smuggler opening "That's Kael" label → behavior-read (Paula #5)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:22:34 +01:00
jpmschweitzerandClaude Opus 4.6 c347f28cbd fix(client): address PR #54 review — 7 items across Hoshe and Tyre
Critical: DIALOGUE_MAX_WIDTH 1200 → 640 to match D-076 spec.
tile_renderer: clarify z = server floor level, not scene z_index.
Add z-filter unit test (tiles at z!=0 must be skipped).
Camera test: is_equal → distance check for float safety, convergence
test frames 40 → 120 for robustness at lower smoothing speeds.
Teleport: remove redundant first snap in _teleport_transition (the
camera block in _process handles it via _teleport_in_progress flag).
entity_renderer: document y-sort bottom-anchor migration path.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:20:27 +01:00
jpmschweitzerandClaude Opus 4.6 519483a0cc chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:10:20 +01:00
jpmschweitzerandClaude Opus 4.6 e616af6eca test(client): sprint 15 validation tests — camera, UI framework, entities
Add test_smooth_camera_sprint15.gd (11 tests): lerp convergence,
teleport snap, D-015 fixed-north, constant range validation.
Add test_ui_framework_sprint15.gd (20 tests): D-049 z-layer hierarchy,
OQ-07 insert_active, #241 follow stub, Sprint 14 regression checks.
Update test_camera_anchor.gd and test_client_p3.gd for ENTITY_OFFSET_X/Y
split and manual lerp camera behavior.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:10:06 +01:00
jpmschweitzerandClaude Opus 4.6 176052dfd6 feat(client): manual exponential camera smoothing (#117)
Replace Godot built-in Camera2D smoothing with manual lerp using
CAMERA_SMOOTHING_SPEED (8.0) in constants.gd — same exponential
smoothing pattern as entity_renderer.gd. Teleport snap preserved
via _teleport_in_progress flag. D-015 fixed-north camera lock intact.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:09:58 +01:00
jpmschweitzerandClaude Opus 4.6 7ddee15f06 feat(client): tilemap z-filtering, entity 24x32 footprint, follow stub (#71, #72)
tile_renderer: only render z=0 tiles on FloorTiles layer (D-049 z-stack).
entity_renderer: fix footprint from 24x24 to 24x32 per D-044, split
ENTITY_SIZE into ENTITY_WIDTH/ENTITY_HEIGHT with separate offsets.
game_state: add follow_target_id stub for server ticket #241.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:09:53 +01:00
jpmschweitzerandClaude Opus 4.6 378c4945e7 feat(copy): #170 Layer 2 relationship history — greeting variants + situation mapping
New: docs/design/layer2-situation-mapping.md — full InteractionMemory→Layer 2
pipeline documentation, 5 relationship history states, authoring checklist.

Greeting variants added:
- Kael Davan: 12 lines (4 per location × 3 locations)
- Sera Venn: 4 lines at The Last Shift
All use situation: [greeting], correct Sprint 14 mood vocabulary.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:05:40 +01:00
jpmschweitzerandClaude Opus 4.6 458e50eee0 fix(copy): #169 access tier audit — mood vocab rename + monologue structural tags
Part A: Sprint 14 mood vocabulary applied across 20 dialogue files (334 fixes):
  fond→warm, comfortable→content, worried→anxious, concerned→frustrated,
  analytical→focused, conflicted→anxious/suspicious per context.

Part B: All 12 monologue pool files now carry required D-035 structural tags
  (role, access, trust, situation) — 223 lines fixed.

Part C: Full access tag audit passed — all dialogue lines have valid tags.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:05:29 +01:00
jpmschweitzerandClaude Opus 4.6 6dc3a123e6 feat(copy): #299 #300 opening hook monologue — smuggler + detective first 5 minutes
Smuggler: 11-line diegetic tutorial arc (station hum → Kael → fog → sound ping)
Detective: 12-line analytical tutorial arc (lattice overlay → Sera → manifest anomaly)

Both sequences: priority 8-10, cooldown 9999 (fire once), prerequisites null,
fully D-035 schema-compliant. Voice-checked against docs/design/voice-patterns.md.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:05:17 +01:00
jpmschweitzer eb6b5cc337 Merge remote-tracking branch 'origin/main' into client
# Conflicts:
#	client/data/dialogue-theme.yaml
#	client/scripts/main.gd
#	client/scripts/protocol/protocol.gd
#	client/scripts/ui/debug_overlay.gd
#	client/ui/dialogue_box.gd
2026-02-21 13:48:08 +01:00
jpmschweitzerandClaude Opus 4.6 c01ad011ed docs(sprints): add Sprint 15 React briefings
Server (7), client (5), copy (2) tickets. Goal: player acts and
world reacts — follow/examine, dialogue access layers, server-side
monologue events, personality and tell system.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 13:43:49 +01:00
jpmschweitzerandClaude Opus 4.6 aa97ef988a chore(client): track Godot-generated uid and import files
New .uid files from Godot 4 and updated .import metadata for
audio assets and fonts added during Sprint 14.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 13:43:43 +01:00
jpmschweitzerandClaude Opus 4.6 e1e9f3479a chore(skills): add bug-report processing skill
Skill for triaging in-game bug reports from the Godot client's
user://bug-reports/ directory. Reads snapshot, render, inputs,
and description files; presents summaries; offers investigate,
create ticket, or dismiss actions.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 13:43:36 +01:00
jpmschweitzerandClaude Opus 4.6 136d21ac8b chore(config): specify --bin in Makefile cargo run targets
Disambiguates binary when multiple bin targets exist in the
server crate.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 13:43:29 +01:00
jpmschweitzerandClaude Opus 4.6 038f97f07b data(client): update msgpack fixtures for protocol v12
Regenerated all cross-language test fixtures to include new
conversation_events wire fields (speaker/target name, color index).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 13:43:24 +01:00
jpmschweitzerandClaude Opus 4.6 2c69e557c2 fix(client): resolve WASD freezes, warnings, and chime spam
- bug_report_dialog: release_focus() before queue_free() prevents
  stale focus on ModalLayer blocking input to lower layers
- dialogue_box: clear dialogue_active immediately on conversation
  end instead of holding for entry_lifetime
- main.gd: permanent entity ID tracking per room stops recognition
  chime re-triggering when NPCs oscillate in/out of fog queue
- audio_manager: correct path res://audio/ to res://assets/audio/
- world_radial.tscn: anchors_preset 15 to 0 (script sets size)
- bug_report_dialog: push_warning to print (informational)
- debug_overlay: max() to maxi() for integer line count
- monologue_display: remove unnecessary Tween cast

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 13:43:18 +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 28e7e6d9ad feat(simulation): add NPC name masking with role labels and color index
Server-side infrastructure for information asymmetry in dialogue.
NPCs display role labels (Worker, Supervisor, Patron) instead of
real names until the player explicitly learns them via KG lookup.
NpcColorIndex (stable_id % 8) persists across name reveal.

ConversationEvent and DialogueResponseEvent carry display names +
color indices on the wire with serde(default) for compat.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 13:42:59 +01:00
jpmschweitzerandClaude Opus 4.6 82e58559ba chore(meta): release v0.1.14
Sprint 14 "Live" complete — 22/22 tickets done. NPCs breathe
independently: mood, trust, routines, overheard conversations.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 13:40:46 +01:00
jpmschweitzerandClaude Opus 4.6 e2985142f5 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 20:56:13 +01:00
jpmschweitzerandClaude Opus 4.6 a0001c059a docs(scratchpad): note on contextual NPC conversation topics
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 20:55:50 +01:00
jpmschweitzerandClaude Opus 4.6 9a91c18739 data(schema): raise monologue line maxLength from 160 to 256 chars
Hard cap at 256 with soft guidance to aim for ≤160 to avoid line wrap.
Allows longer lines for urgent monologue and confrontation beats that
need more space without schema validation failures.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 20:55:46 +01:00
jpmschweitzerandClaude Opus 4.6 536c7d953d docs(decisions): update D-061 with unified conversation log architecture
Sprint 14 #535 redesigned the dialogue box into a single chronological
log for both player-NPC and overheard NPC-NPC conversations. Updates
D-061 in perception.md to document the unified log pattern, entry
lifecycle, passive line treatment, and cross-references to D-076/D-078.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 20:55:40 +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 ef3f4a70fa feat(ui): F3 debug overlay — real-time game state display (#511)
Toggle with F3. Shows tick, fps, position, facing, stance, zone,
entity/tile counts, interaction/recognition counts, dialogue status,
stationary ticks, insert state, time/tick_rate, mode, gauntlet.
Two-column layout, click-through, hidden by default.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 20:51:40 +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 9b53096b0b feat(ui): F3 debug overlay — real-time game state display (#511)
Toggle with F3. Shows tick, fps, position, facing, stance, zone,
entity/tile counts, interaction/recognition counts, dialogue status,
stationary ticks, insert state, time/tick_rate, mode, gauntlet.
Two-column layout, click-through, hidden by default.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 20:10:30 +01:00
jpmschweitzer 665f67626b Merge pull request 'feat(copy): Sprint 14 — monologue architecture, line pools, voice guide, schema, overheard dialogue' (#51) from copy into main 2026-02-20 19:31:28 +01:00
jpmschweitzerandClaude Opus 4.6 386d80df26 fix: resolve merge conflicts with main (Situation + Mood variants)
Keep all new variants from both branches: Greeting (copy), FirstMeeting
and RepeatedVisit (server). Combine Mood doc comments.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 19:31:20 +01:00
jpmschweitzer f1dcdc2ee9 Merge pull request 'feat(simulation): Sprint 14 — NPC mood, trust, routines, conversations, invariants' (#50) from server into main 2026-02-20 19:28:53 +01:00
jpmschweitzer c10b896562 Merge pull request 'feat(client): #122 monologue display — multi-line, priority queue, 34 tests' (#49) from client into main 2026-02-20 19:28:49 +01:00
jpmschweitzer b2559d5467 Merge pull request 'docs(visual): Sprint 14 visual spec suite — 6 design documents' (#48) from visual into main 2026-02-20 19:28:39 +01:00
jpmschweitzerandClaude Opus 4.6 f0e0673c99 fix(simulation): address PR #50 review — determinism, overflow, invariants
- Sort eligible NPCs by StableId for deterministic conversation pairing (D-010)
- Replace single_mut() with per-observer iteration (D-010 principle 3, D-027)
- Widen current_stress * 100 to i32 in mood derivation to prevent i16 overflow
- Promote line_interval to named constant LINE_INTERVAL_TICKS
- Add 4 Sprint 14 component invariants (MoodState, InteractionMemory,
  ActivityState+PathRequest exclusion, double-tagged tier detection)
- Attach MoodState to content spawn pipeline and gauntlet fixup
- VecDeque for InteractionMemory.notable_events (O(1) pop_front)
- Rename who_knows() to who_knows_full_scan() to communicate O(N) cost
- Add O(N^2) growth limit comment on conversation pair scan
- Document Suspicious/Focused as externally-set moods on enum variants

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 19:18:34 +01:00
jpmschweitzerandClaude Sonnet 4.6 677ca9b59d fix(ui): address PR #49 review — 6 warnings + 2 suggestions (#122)
Warnings fixed:
- BBCode injection (line 153): escape [ → [lb] in server text before interpolation
- sort_custom on silent-drop (line 125): sort now only runs on actual insertion/replacement
- clip_contents: add clip_contents=true to MonologueDisplay Control (overflow guard)
- confrontation tick guard (main.gd): _last_confrontation_tick deduplicates same-tick signals
- GameState decoupling: show_monologue() reads lattice_profile once and passes it through
  _show_line() → _build_line_node(); renderer no longer reaches into autoload (D-020)
- Equal-priority eviction: >= tiebreak (was >); FIFO for equal-priority queue overflow

Suggestions fixed:
- Minimum duration clamp: maxf(duration, FADE_IN_SEC + 0.1) — line survives own fade-in
- _label_text bounds check: guard against empty _visible before indexing [0]

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 19:06:26 +01:00
jpmschweitzerandClaude Opus 4.6 3c4304f745 fix(visual): address PR #48 review comments
- sound-indicator-visual: D-069 → D-033/D-048 color reference, reconcile
  medium range S1 (3-8) vs S7 (3-20) contradiction, split dual values in
  quick-reference table
- entity-color-system: D-046 → D-015 for peripheral rendering, tighten
  cognitive delay wording, add accessibility ticket tracking note
- visual-grammar-v01: dialogue max-width corrected from ~70% to 640px
  per D-076
- the-friend-visual-treatment: D-063 citation title corrected
- tell-visual-expression: soften D-024 attribution (axis, not categories)
- environmental-text-standards: specify tile unit for terminal visibility
- monologue-display-spec: header updated to reflect Sprint 14 inclusion
- CHANGELOG: add entries for all 6 Sprint 14 design docs

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 19:04:00 +01:00
jpmschweitzerandClaude Opus 4.6 036e9dc5c6 fix(tests): update NPC profile count assertions (20→23) for Sprint 14 content
Three NPC profiles added by copy team content expansion. Updates
content_loading test expectations to match actual content directory.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 19:00:14 +01:00
jpmschweitzerandClaude Opus 4.6 91eb11da16 refactor(content): rename mood vocabulary to match voice guide (D-035 Sprint 14 amendment)
Schema and Rust Mood enum renamed for author-friendly vocabulary:
fond→warm, comfortable→content, worried→anxious, concerned→frustrated.
Dropped: analytical (merged into focused), conflicted (modeled as
suspicious+warm collision). Added: hostile. Final 8 moods: anxious,
frustrated, content, suspicious, warm, hostile, relieved, focused.
Neutral = untagged. Resolves Gestalt's blocking issue on #121.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 19:00:07 +01:00
jpmschweitzerandClaude Sonnet 4.6 019a7b2221 test(simulation): additional conversation system QA coverage (Hoshe, S14)
Additional integration tests for conversation cooldown application, distance
termination with both NPCs receiving cooldown, and edge cases in the NPC-to-NPC
conversation pipeline.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:52:40 +01:00
jpmschweitzerandClaude Sonnet 4.6 8bd65a5662 feat(simulation): NPC-NPC relationship dynamics with passive decay (#103, D-024)
update_relationship_dynamics runs once per game-minute (10 ticks). Edges
inactive for 1+ game-hours (600 ticks) decay trust 1 point toward 0 per
minute. Creates social texture: NPCs who haven't interacted drift to neutral
without active maintenance. Blocks #249 (social propagation, Sprint 15).

Constants: DECAY_INTERVAL_TICKS=10, DECAY_INACTIVITY_THRESHOLD_TICKS=600,
DECAY_DELTA=1. Integer arithmetic only (D-010 determinism).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:52:36 +01:00
jpmschweitzerandClaude Sonnet 4.6 bd60b356f8 feat(simulation): routine execution system with ActivityState (#101, D-031)
ActivityState component tracks the activity an NPC is currently performing
at their routine destination (activity name, phase, started_tick). The
enter_activity system runs after movement validation and sets ActivityState
when an NPC has arrived with no active path. Cleared on phase transitions.

Feeds TellTrigger::DuringActivity and D-028 Layer 2 situation matching.
Unit tests verified via shift_change room integration.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:52:29 +01:00
jpmschweitzerandClaude Sonnet 4.6 dcd15a330f feat(simulation): interaction tracking + trust progression (#325, #324)
InteractionMemory component tracks interaction_count, last_interaction_tick,
and notable_events per NPC. Drives D-028 Layer 2 situation activation:
first_meeting (count==0) and repeated_visit (count>=3). warm_active in mood
system now derives from InteractionMemory within a 300-tick window.

Trust progression wired into dialogue systems: talk completion (+1),
walk-away (-1), confrontation (-2) emit TrustEvents consumed by update_trust.
InteractionEvent (WalkAway, Confrontation) recorded in notable_events for
fast per-pair access.

Adds FirstMeeting and RepeatedVisit Situation variants. 18 unit tests in
interaction.rs. All arithmetic integer-only (D-010 determinism). No HashMap.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:52:23 +01:00
jpmschweitzerandClaude Sonnet 4.6 df4d7b4666 docs(design): add Gestalt KG validation to #253 prerequisite map and #121 mood guide
#253 monologue-content-architecture.md:
- All prerequisite fact_ids validated against knowledge vocabulary — APPROVED
- Flag: behavioral.sera_avoidance should be behavioral.sera_avoidance_pattern
- Flag: investigation.drin_inspection_pattern duplicated in investigation.yaml
- Confirm: cooldown is content-layer (schema field) — OQ item 3 resolved
- Pending: witness_interaction trigger payload (OQ item 4) — Dudley to confirm
  before named-pair witness_interaction lines can be authored

#121 monologue-voice-guide.md:
- BLOCKING: mood vocabulary mismatch — voice guide uses neutral/anxious/frustrated/
  content/warm/hostile but schema enum uses fond/comfortable/worried/analytical/
  conflicted/concerned/relieved; hostile not in schema at all
- Provide interim mapping table so Mellanie can use correct schema names
- Flag schema gaps: analytical and relieved have no voice guide coverage
- Recommend schema rename to voice guide names (Lead decision required)
- Mood-as-selection-weight model is mechanically coherent — APPROVED

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:43:55 +01:00
jpmschweitzerandClaude Opus 4.6 c71ba8ebb3 test(ui): GameState integration + D-049 compliance tests for monologue display (#122)
7 tests: snapshot round-trip, null/stale clearing, non-dict rejection,
duration/id preservation, canvas layer constant. before_test/after_test
lifecycle hooks prevent state bleed between test cases.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 18:43:41 +01:00
jpmschweitzerandClaude Sonnet 4.6 a14c980aad test(simulation): map-agnostic invariant tests, 36 invariants (#508)
Adds test_world::invariants with 29 world-query invariants (structural,
perception, population, simulation) and 7 system-execution tests. All
invariants are gated behind the gauntlet feature and run against the
fully-initialized gauntlet world. Documents StableId ranges through
Sprint 14 rooms.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:41:56 +01:00
jpmschweitzerandClaude Sonnet 4.6 9eba259fd5 feat(simulation): NPC mood state machine (#323, D-024, D-035)
8-state NPC mood FSM driven by stress, time of day, and interaction events.
Adds MoodState component, derive_mood() pure function, and update_mood() Bevy
system wired into NpcPlugin. Adds Focused as 9th Mood content tag (D-035
Sprint 8 amendment). Syncs CurrentMood for Layer 4 dialogue selection.

31 unit tests covering priority ordering, boundary conditions, and system
integration. All random values route through SimRng (D-010 determinism).
No floats. No HashMap.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:41:51 +01:00
jpmschweitzerandClaude Sonnet 4.6 aa0d8ced37 feat(simulation): NPC-to-NPC conversation system (#247, D-078)
Implements server-authoritative per-word occlusion for NPC conversations.
ConversationEventBuffer drains into ObserverSnapshot each tick so the client
receives only words audible from the player's position. Updates test fixtures
to include the new conversation_events and conversation_ended fields.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:41:44 +01:00
jpmschweitzerandClaude Sonnet 4.6 b49d78ef6a fix(ui): guard empty text in show_monologue — no ghost slots or queue entries (#122)
show_monologue() now returns early when text.is_empty(), preventing:
- ghost visible slots with blank labels
- stagger timer advancing on empty calls
- empty strings queuing when slots are full

Tests: add test_show_monologue_with_empty_text_does_not_set_displaying and
two companion cases (stagger timer unchanged, no enqueue when full) anticipating
Hoshe's QA additions to the test suite.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:41:22 +01:00
jpmschweitzerandClaude Sonnet 4.6 1765e2922f refactor(ui): monologue display — multi-line architecture per Tyre review (#122)
Rewrites the monologue display system per Tyre architecture review (Sprint 14):

Rendering:
- Up to 3 simultaneous visible lines (VBoxContainer, dynamic node creation)
- Lines created programmatically as MarginContainer > RichTextLabel per slot
- Percentage-based anchors: 5% left, 75–98% vertical (25% area from bottom), 50% max width
- Z-layer 7 in UILayer (CanvasLayer 20, D-049)

Queue:
- 5-entry priority queue; highest priority drains first
- On overflow: incoming line replaces lowest-priority queued entry if it outranks it
- Lower/equal priority incoming lines silently dropped when queue full

API:
  show_monologue(text, duration, priority=2, is_urgent=false)
- Replaces old (text, duration, character_type) signature
- main.gd passes priority and is_urgent from MonologueEvent fields
- Confrontation monologue: priority=3, is_urgent=true (D-063)

Colour:
- Reads GameState.lattice_profile at render time (D-032)
- lattice_augmented (detective): standard #d0d4e0 / urgent #e0e8f8
- lattice_baseline (smuggler): standard #d8d0c4 / urgent #f0e4d4
- Fallback for unknown profiles; no crash

Stagger: 0.15s between consecutive fade-ins (spec §5.4)
Opacity: standard 0.85, urgent 1.0; bloom deferred

GameState: adds lattice_profile field, parsed from snapshot

Tests: 27 gdUnit4 test cases — queue order, priority drop, overflow, stagger,
no-overwrite (P0 #477), BBCode output, palette selection, slot lifecycle

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:39:49 +01:00
jpmschweitzerandClaude Sonnet 4.6 0b5952a107 docs(visual): Sprint 14 visual spec suite — 6 design documents
Completes all Sprint 14 visual tickets (#304, #316, #317, #318, #334, #251).

- entity-color-system.md (#304): Full D-033 relationship→color spec. Hex values,
  runtime derivation from VisibleEntity.relationship, 0.5s transition behavior,
  fog edge cases, static object definition, color blindness assessment (deuteranopia
  and protanopia gaps flagged for v0.1.2+). Implementation notes for Stig.

- text-display-hierarchy.md (#316): Four content pipelines — dialogue, monologue,
  overheard/observation, environmental text. Screen positions, z-layers, font sizes,
  hex values, passive panel mode for D-078 overheard conversation.

- sound-indicator-visual.md (#317): Fog-edge pulse spec. Three color codes, direction
  encoding, three range-distance alpha levels, 2.5s pulse animation target, suppression
  rules, current vs target implementation delta for Stig.

- the-friend-visual-treatment.md (#318): Phase 1/2/3 visual states for Kael Davan
  and Sera Venn. Earned visual detail principle, 0.5s green→amber transition, staging
  requirement (first relationship color change in session), animation tier transition
  point. Cross-references entity-color-system.md.

- environmental-text-standards.md (#334): Signage, terminals, news tickers. Character
  limits, z-layers, two-state terminal model, bilingual Concordat Standard/Krenn
  vernacular treatment (D-036), scroll behavior, copy team and Stig quick-reference tables.

- tell-visual-expression.md (#251): 5 tell categories mapped to 6 Tier 2 behavioral
  patterns. Tile-level appearance descriptions, intensity scaling, server implementation
  notes for Dudley, monologue layer spec for Mellanie. THE FRIEND tell trajectory
  for Kael and Sera included.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:38:45 +01:00
jpmschweitzerandClaude Sonnet 4.6 8c362c8535 feat(schema): implement D-035 converged tag taxonomy as canonical JSON Schema (#168)
- Add content/_schema/dialogue-line.schema.json — canonical standalone line schema
  with all 6 structural + 3 selection + 2 authoring-only tags and $defs for
  monologue extension (character, trigger, prerequisite)
- Update dialogue-pool.schema.json: add dual_lens and notes authoring-only tags,
  add additionalProperties: false to knowledge_grant
- Update monologue-pool.schema.json: add all 6 structural tags as required fields
  for schema compliance (role=player_character, access=[public], trust=surface are
  constrained constants); add topic, mood, dual_lens, notes
- Enumerate all 14 v0.1 situations and 9 v0.1 topics as allowed enum values per D-035
- Fix Rust sync gap: add Situation::Greeting and Mood::Focused to line_pool.rs
  (D-035 Sprint 8 amendments — were in schema but missing from Rust enums, causing
  content with these values to be silently dropped at runtime)
- Update line_preview.rs situation_str, mood_str match arms and help text for
  new variants; all 25 line_pool tests pass

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:38:37 +01:00
jpmschweitzerandClaude Sonnet 4.6 4365871846 feat(ui): monologue display — queue, character colours, italic BBCode (#122)
- Queue management: enqueue on mid-display arrival, drain in order, MAX_QUEUE_DEPTH=8 cap, no-overwrite contract (P0 #477)
- Character colours: detective=#c8e0ff (cool blue), smuggler=#f0c870 (warm amber), fallback to neutral insert text
- Typography: italic via BBCode [i] tags; font size 13px (smaller than dialogue)
- Positioning: bottom-left of viewport, 420×120px, 80px bottom margin above verb list
- main.gd: _get_active_character_type() reads player entity kind.data.character_type; passed to show_monologue() and _on_confrontation_monologue()
- gdUnit4 tests: queue order, depth cap, no-overwrite, BBCode output, colour mapping, fade timer integration

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:31:13 +01:00
jpmschweitzer 14cd16f33a chore: resolve CHANGELOG.md merge conflict from main 2026-02-20 18:24:52 +01:00
jpmschweitzerandClaude Opus 4.6 1fa04c3e89 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 17:10:08 +01:00
jpmschweitzerandClaude Opus 4.6 2eb887c75f docs(visual): monologue display system visual spec (#315)
Typography, positioning, stacking rules (max 3 lines), priority
system (observation > atmosphere > tutorial), fade animation,
character-differentiated color (detective cool, smuggler warm),
and 80-character line length constraint for copy team.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 17:10:00 +01:00
349 changed files with 47167 additions and 1990 deletions
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# Git Safety
## Staging rules
- **Stage files by name** — never use `git add -A` or `git add .`
- Verify no secrets, saves, or binary blobs are staged
- Skip files in `.gitignore`
- The `.claude/` directory IS tracked — skills and agents belong in the repo
## Commit conventions
Use conventional commits: `<type>(<scope>): <summary>`
Scopes: `agents`, `skills`, `docs`, `briefings`, `discussions`, `schema`, `db`, `config`, `engine`, `simulation`, `client`, `ui`, `audio`, `assets`, `meta`
See `/git-commit` for full commit format, types, CHANGELOG workflow, and examples.
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# Local Services
Endpoints are also preconfigured in `db/connectors/config.json`.
- **Gitea:** `http://git.schweitz.internal` (login: `schweitz`)
- **Qdrant:** `http://tower-of-joy:6333/`
- **Ollama:** `http://tower-of-joy:11434/` (nomic-embed-text)
- **Collection:** `commonwealth` (768 dimensions, cosine distance)
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# Project Structure (detailed)
```
client/ # Godot 4 client
server/ # Rust/bevy_ecs simulation server
tooling/ # Build tools, scripts, asset pipelines
tests/ # Integration and end-to-end tests
.config/ # Configuration files (linters, formatters, CI)
.cache/ # Local caches for testing/linting (gitignored)
docs/
discussions/ # Discussion rounds (archived here when complete)
briefings/ # Per-agent context briefings (maintained by Qatux)
architecture/ # Technical architecture documents
design/ # Game design documents
diagrams/ # d2 source + PNG renders
sprints/ # Sprint briefings per team
workshops/ # Workshop briefs and outputs
db/
schema.sql # Database schema
connectors/ # Connector scripts for SQLite and Qdrant
config.json # Endpoint configuration
ticket # Ticket CLI
sqlite_connector.py # SQLite mini MCP
qdrant_connector.py # Qdrant + ollama mini MCP
.claude/
agents/ # Agent personality files
skills/ # Skill definitions
rules/ # Auto-loaded instruction modules
decisions/ # Decision domain files (source of truth)
README.md # Domain index — use this to find specific D-records
architecture.md # Architecture decisions
perception.md # Perception and information system decisions
content.md # Content and narrative decisions
scope.md # Scope and feature decisions
process.md # Process and workflow decisions
questions.md # Open questions (Q-NNN)
rejected.md # Rejected proposals (R-NNN)
DECISIONS.md # Redirect to decisions/ directory
TEAM.md # Team roster and roles
```
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# Gitea Access (tea CLI)
**Never access the Gitea API directly** — use the `tea` CLI with all required flags to bypass interactive mode.
Always pass `--login schweitz --repo jpmschweitzer/settled-reach --output simple` to avoid TTY prompts.
```bash
# List open PRs
tea pr list --login schweitz --repo jpmschweitzer/settled-reach --state open --output simple
# View a PR with comments
tea pr --login schweitz --repo jpmschweitzer/settled-reach --comments -o simple <PR_NUMBER>
# Post a comment on a PR (or issue)
tooling/tea-comment <NUMBER> "comment body"
# Approve a PR
tea pr approve --login schweitz --repo jpmschweitzer/settled-reach <PR_NUMBER>
# List issues
tea issue list --login schweitz --repo jpmschweitzer/settled-reach --state open --output simple
```
## Key rules
- **All flags must be explicit** — omitting `--login` or `--repo` triggers interactive prompts that crash in Claude Code (no TTY)
- **Use `--output simple`** for machine-readable output (no table borders)
- **For comments, use `tooling/tea-comment <number> "body"`** — handles temp files and cleanup automatically. Works with multi-line strings.
- **`tea pr reject` does not work on your own PRs** — use `tea comment` instead
- **Never delete protected branches:** `main`, `maintenance`, `server`, `client`, `copy`, `audio`, `visual`, `ci` are protected on Gitea. Do not use `tea pr clean`, `git push --delete`, or `git branch -D` on these branches.
## Pull requests
**Use `tea` (Gitea CLI), not `gh` (GitHub CLI).** The remote is Gitea at `git.schweitz.internal`.
Always provide all required flags to ensure non-interactive execution:
```bash
tea pr create \
--repo jpmschweitzer/settled-reach \
--login schweitz \
--title "feat(scope): short description" \
--description "PR body here" \
--base main \
--head branch-name
```
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# Team Patterns
## Model selection
Default model is Opus 4.6 (200K context). For heavy sessions (workshops,
sprint planning, large reviews), switch to extended context on-demand:
- `/model sonnet[1m]` — Sonnet 4.6 with 1M context window
- `/model opus[1m]` — Opus 4.6 with 1M context window
- Cost: 2x input + 1.5x output for tokens beyond 200K (Tier 4 required)
## Large content pushes
When producing many files (wiki pages, content batches, bulk docs):
1. **Lore librarian** agent (read-only): ingests all source material, answers focused context queries from writers, tracks cross-file consistency
2. **Multiple writer** agents (parallel, by domain): each gets a task slice, writes directly to disk using the Write tool — one file at a time, write often, no text accumulation
3. **Reviewer** agents (blocked until writing done): check voice consistency, attribute uniformity, style
Key: writers use Write tool directly (no transcription bottleneck), librarian catches contradictions early, split work by domain not volume.
## Team monitoring (stuck agent detection)
When leading a team (sprint, workshop, or any multi-agent session):
**Agent heartbeat rule** — include in every agent spawn prompt:
> If you have been working on a single task for more than 15 minutes
> without making progress, message the team lead with what is blocking
> you. Do not keep retrying the same approach silently.
**Team lead proactive checks:**
- If an agent has not sent a message in ~20 minutes, ping them for a status update.
- **Bottleneck detection:** if other agents are idle and waiting on one agent's output, that agent's silence is a red flag — check on them immediately, do not wait for the next natural message.
- When checking on a stuck agent, offer to reassign the task or pull in another agent to help.
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"Bash(make)",
"Bash(tea *)",
"Bash(tooling/tea-comment *)",
"Bash(chmod *)",
"Bash(ls *)",
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---
name: bug-report
description: >
Process in-game bug reports captured by the Godot client's bug reporter.
Use when the user says "bug reports", "check bug reports", "process bugs",
or invokes /bug-report. Scans the user:// bug-reports directory, summarizes
each report, and offers investigation, ticket creation, or dismissal.
user-invocable: true
allowed-tools: Bash, Read, Grep, Glob, Write
---
# Bug Report Skill
Process in-game bug reports exported by the Godot client to the user data
directory. Each report is a directory containing a snapshot of game state at the
moment the tester filed the report.
```
BUG_REPORT_DIR: /var/home/jeroenschweitzer/.local/share/godot/app_userdata/The Settled Reach/bug-reports/
```
## Report structure
Each report lives in a directory named `gauntlet-t{tick}-{timestamp}/` and
contains these files:
| File | Purpose |
|------|---------|
| `description.txt` | Tester notes + metadata (tick, room, stance, facing, position) |
| `render.txt` | Simplified text render of the game snapshot |
| `snapshot.json` | Full JSON snapshot (entities, dialogue state, etc.) |
| `inputs.jsonl` | Last 60 ticks of player input (replay format) |
| `snapshots.jsonl` | Last 60 ticks of observer snapshots |
| `seed.txt` | RNG seed for deterministic replay |
## Invocation
- `/bug-report` — scan and process all unprocessed reports
- `/bug-report <directory-name>` — process a specific report by directory name
## Workflow
### 1. Scan for unprocessed reports
List all report directories in the bug reports directory:
```bash
ls -1d "/var/home/jeroenschweitzer/.local/share/godot/app_userdata/The Settled Reach/bug-reports/"*/
```
If no directories are found, report "No bug reports found." and stop.
If the user provided a specific directory name as argument, filter to only that
directory. If it does not exist, report the error and list available reports.
### 2. Read and summarize each report
For each report directory, read the following files using the Read tool:
1. **`description.txt`** — extract:
- Tester description / notes (free text at top)
- Tick number
- Room name
- Player stance, facing, position
2. **`render.txt`** — extract:
- A brief description of what the text render shows (room layout, visible
entities, player position marker)
3. **`snapshot.json`** — extract:
- Total entity count
- Whether dialogue is active (look for `dialogue` or `conversation` keys
with non-null/non-empty values)
- Whether monologue is active (look for `monologue` keys with non-null/
non-empty values)
- NPC names and positions if present
- Any error or anomaly fields
4. **`seed.txt`** — note the seed value for reference
Do NOT read `inputs.jsonl` or `snapshots.jsonl` during the summary phase.
These are large files reserved for the investigation step.
### 3. Present the summary list
Present a numbered list of all reports with their summaries. Format:
```
## Bug Reports Found: N
### 1. gauntlet-t{tick}-{timestamp}
- **Tick:** {tick} | **Room:** {room} | **Position:** ({x}, {y})
- **Stance:** {stance} | **Facing:** {facing}
- **Entities:** {count} | **Dialogue active:** yes/no | **Monologue active:** yes/no
- **Seed:** {seed}
- **Description:** {tester notes, first 2-3 lines}
- **Render overview:** {brief description of what render.txt shows}
- **Observations:** {any anomalies spotted in the snapshot}
### 2. gauntlet-t{tick}-{timestamp}
...
```
### 4. Offer actions per report
After presenting the summary list, ask the user which action to take for each
report. The three actions are:
#### Investigate
Dig deeper into the report for root cause analysis:
1. Read `snapshot.json` in full — analyze entity states, component values,
relationships between entities, any inconsistencies
2. Read `inputs.jsonl` — reconstruct what the player was doing in the 60 ticks
leading up to the report. Look for:
- Rapid input changes (stuck keys, input spam)
- Movement into walls or invalid positions
- Interaction attempts that may have failed
- Timing patterns (actions on same tick as state changes)
3. Read `snapshots.jsonl` — compare entity states across recent ticks to find
when the bug manifested:
- Entity position jumps
- State machine transitions that look wrong
- Component values going out of expected range
- Entities appearing or disappearing unexpectedly
4. Cross-reference with `render.txt` to confirm visual manifestation
5. Read `seed.txt` and note it — the seed plus `inputs.jsonl` should allow
deterministic replay of the scenario
Present findings as a root cause analysis:
```
## Investigation: gauntlet-t{tick}-{timestamp}
### Timeline
- t{tick-N}: {what happened}
- t{tick-M}: {state change}
- t{tick}: {bug manifests}
### Root cause
{Analysis of what went wrong and why}
### Affected systems
- {system 1}: {how it's involved}
- {system 2}: {how it's involved}
### Reproduction
Seed: {seed}
Replay inputs.jsonl from tick {start} to reproduce.
### Suggested fix
{If identifiable from the snapshot data}
```
After investigation, return to the action prompt for this report (the user
may want to create a ticket or dismiss after investigating).
#### Create ticket
Create a bug ticket in the project database. Determine the team from the
nature of the bug:
- **server** — simulation bugs (entity state, movement, AI, ECS systems,
perception, knowledge graph)
- **client** — rendering bugs (display glitches, UI issues, input handling,
audio, visual artifacts)
- **server,client** — integration bugs (protocol mismatch, desync, bridge
issues)
Construct the ticket title and description from the report summary and any
investigation findings. Use the ticket CLI:
```bash
db/connectors/ticket create bug "{title}" --team {team} --description "{description}"
```
The description should include:
- Bug summary (from tester notes)
- Tick, room, position
- Key observations from snapshot analysis
- Seed for reproduction
- Report directory name for reference
After creating the ticket, report the ticket ID to the user.
#### Dismiss
Mark the report as not actionable. Remove the report directory:
```bash
rm -rf "/var/home/jeroenschweitzer/.local/share/godot/app_userdata/The Settled Reach/bug-reports/{report-dir}/"
```
**Always confirm with the user before deleting.** State clearly which directory
will be removed and wait for confirmation.
### 5. Batch processing
When processing multiple reports, work through them one at a time in the
numbered order presented. For each report, complete the chosen action before
moving to the next.
If the user wants to batch-dismiss multiple reports, confirm the full list
of directories that will be deleted before proceeding.
### 6. Final summary
After all reports have been processed, present a summary:
```
## Bug Report Processing Complete
- **Investigated:** {count}
- **Tickets created:** {count} ({ticket IDs})
- **Dismissed:** {count}
- **Remaining unprocessed:** {count}
```
## Tips
- Large `snapshot.json` files may need to be read with offset/limit parameters.
Start with the first 200 lines to get the structure, then target specific
sections.
- `inputs.jsonl` and `snapshots.jsonl` are newline-delimited JSON. Each line
is one tick. Read the last 10-20 lines first to focus on the moments before
the report was filed.
- The `render.txt` is a text-art representation of the game view. Entity
positions in the render should match positions in the snapshot. Mismatches
are themselves a bug signal (rendering vs simulation desync).
- The seed in `seed.txt` combined with `inputs.jsonl` enables deterministic
replay on the server. Note this in any ticket you create.
- If the bug-reports directory does not exist, the tester has not yet run any
gauntlet sessions or has not filed any reports. This is not an error.
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---
name: d2-diagram
description: >
Generate technical diagrams using d2 (text-to-diagram CLI). Use when the
user says "create a diagram", "draw architecture", "make a flowchart",
"diagram this", "render d2", "d2", "data flow diagram", "entity relationship",
"state machine", "sequence diagram", "UI flow", or invokes /d2-diagram.
Produces .d2 source files and renders them to PNG. Also use when asked
to update, re-render, or batch render existing diagrams.
---
# d2 Diagram Generation
Generate technical diagrams from text using d2 (v0.7.1). Pure CLI, no
external dependencies beyond the d2 binary.
**Binary:** `/home/linuxbrew/.linuxbrew/bin/d2`
## Project Defaults
| Setting | Value | Override |
|---------|-------|----------|
| Theme | 200 (Dark Mauve) | `--theme N` |
| Layout | dagre | `--layout elk` |
| Padding | 100px | — |
| Format | PNG | `--svg` |
## Output Convention
```
docs/diagrams/
architecture/ # System architecture, IPC, component layout
data-flow/ # Sequence diagrams, data pipelines
entity/ # ER diagrams, ECS component schemas
state/ # State machines, behavior trees
ui/ # UI navigation flow, screen transitions
```
Both `.d2` source and `.png` output are tracked in git.
## Single Diagram Workflow
1. **Determine category** — architecture, data-flow, entity, state, or ui
2. **Read template** — `references/diagram-templates.md` for the matching category
3. **Read syntax** — `references/d2-syntax-guide.md` if unfamiliar with d2 syntax
4. **Write .d2 source** — to `docs/diagrams/{category}/{name}.d2`
5. **Validate** — `.claude/skills/d2-diagram/scripts/d2-render.sh validate {file}`
6. **Render** — `.claude/skills/d2-diagram/scripts/d2-render.sh {file}`
7. **Read SVG** — verify the output, present to user
### Script Usage
```bash
# Render with project defaults
.claude/skills/d2-diagram/scripts/d2-render.sh docs/diagrams/architecture/ipc-bridge.d2
# Validate syntax only
.claude/skills/d2-diagram/scripts/d2-render.sh validate docs/diagrams/architecture/ipc-bridge.d2
# Auto-format source
.claude/skills/d2-diagram/scripts/d2-render.sh fmt docs/diagrams/architecture/ipc-bridge.d2
# Sketch mode (hand-drawn look for drafts)
.claude/skills/d2-diagram/scripts/d2-render.sh docs/diagrams/ui/flow.d2 --sketch
# Light theme (for printable docs)
.claude/skills/d2-diagram/scripts/d2-render.sh docs/diagrams/entity/schema.d2 --theme 0
# SVG output (if specifically needed)
.claude/skills/d2-diagram/scripts/d2-render.sh docs/diagrams/architecture/overview.d2 --svg
```
## Batch Render
Re-render all diagrams after theme or style changes:
```bash
# All diagrams
.claude/skills/d2-diagram/scripts/d2-batch.sh
# One category
.claude/skills/d2-diagram/scripts/d2-batch.sh docs/diagrams/architecture/
# Preview what would render
.claude/skills/d2-diagram/scripts/d2-batch.sh --dry-run
# Force re-render everything
.claude/skills/d2-diagram/scripts/d2-batch.sh --force
```
Batch skips files whose PNG is newer than the `.d2` source unless `--force`.
## Advanced Patterns
### Variables for consistent styling
```d2
vars: {
color-bg: "#2a3040"
color-stroke: "#333340"
color-text: "#c8d0e0"
color-accent: "#c8d8f0"
}
```
### Multi-board (layers)
```d2
# Base diagram here
layers: {
detailed: {
# More detailed view
}
}
```
### Sequence diagrams
```d2
shape: sequence_diagram
client: Godot Client
server: Rust Server
client -> server: TickRequest(delta)
server -> client: WorldState(entities)
```
### Imports
Split shared definitions into a separate file and import:
```d2
...@shared-defs.d2
```
## Agent Guidance
- **Qatux** — Architecture decision records, system overview diagrams, data
schemas. Prefer architecture and entity templates.
- **Tyre** — IPC bridge, ECS system flow, chunk loading pipeline, perception
system data flow. Prefer architecture and data-flow templates.
- **Araminta** — UI navigation flow, screen transitions, component hierarchy.
Prefer UI flow template.
## References
- `references/d2-syntax-guide.md` — Language quick reference (shapes, edges,
containers, styling, variables). Read when unfamiliar with d2 syntax.
- `references/diagram-templates.md` — Five category templates with complete
d2 source examples. Read when starting a new diagram.
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# D2 Language Quick Reference
## Nodes
```d2
server # Implicit label from key
server: Simulation Server # Explicit label
server: Simulation Server { # With properties
shape: hexagon
style.fill: "#2d3436"
}
```
## Edges
```d2
a -> b # Directed
a <- b # Reverse directed
a <-> b # Bidirectional
a -- b # Undirected
a -> b: "label" # Labeled edge
a -> b -> c # Chained
```
## Containers (nesting)
```d2
infrastructure: {
server: Simulation Server
database: State Store {
shape: cylinder
}
}
```
## Shapes
| Shape | Use for |
|-------|---------|
| `rectangle` | Default. Components, modules, generic. |
| `hexagon` | Systems, services, major components. |
| `cylinder` | Databases, storage, persistent state. |
| `diamond` | Decisions, conditions, branch points. |
| `oval` / `circle` | Start/end states, events. |
| `cloud` | External systems, networks. |
| `person` | Actors, users, NPCs. |
| `queue` | Message queues, buffers. |
| `page` | Documents, files. |
| `package` | Packages, modules, crates. |
| `sql_table` | Database tables, ECS component schemas. |
| `class` | Class diagrams, ECS system definitions. |
| `code` | Code blocks (set `language` property). |
| `markdown` | Rich text blocks. |
## SQL Tables
```d2
entity: {
shape: sql_table
id: u64 {constraint: primary_key}
name: String
position: Vec2
faction_id: u64 {constraint: foreign_key}
}
```
## Class Diagrams
```d2
perception_system: {
shape: class
+run(world: &mut World)
-calculate_los(entity: Entity): HashSet<Entity>
#update_knowledge(entity: Entity, seen: HashSet<Entity>)
}
```
## Sequence Diagrams
```d2
shape: sequence_diagram
client: Godot Client
server: Rust Server
client -> server: TickRequest(delta)
server -> server: run ECS systems
server -> client: WorldState(entities)
```
## Styling
```d2
node: Label {
style: {
fill: "#2d3436"
stroke: "#333340"
stroke-width: 2
stroke-dash: 5 # Dashed line
opacity: 0.8
font-size: 14
font-color: "#c8d0e0"
bold: true
italic: false
border-radius: 4
shadow: true
3d: true # Rectangles only
multiple: true # Stacked appearance
double-border: true # Rectangles/ovals only
}
}
```
### Edge styling
```d2
a -> b: {
style: {
stroke: "#c8d8f0"
stroke-width: 2
stroke-dash: 5
opacity: 0.8
animated: true # Animated flow
}
}
```
## Variables
```d2
vars: {
color-bg: "#1a1e24"
color-stroke: "#333340"
color-text: "#c8d0e0"
color-accent: "#c8d8f0"
}
node: {
style.fill: ${color-bg}
style.stroke: ${color-stroke}
style.font-color: ${color-text}
}
```
## Direction
```d2
direction: right # left-to-right (default for dagre)
direction: down # top-to-bottom
direction: up
direction: left
```
## Imports
```d2
...@shared-defs.d2 # Spread import (inline all definitions)
```
## Icons
```d2
node: Label {
icon: https://icons.terrastruct.com/essentials/time.svg
}
```
## Layers (multi-board)
```d2
# Base diagram content here
layers: {
detailed: {
# More detailed view
}
simplified: {
# Simplified overview
}
}
```
## Scenarios (animated transitions)
```d2
# Base state
scenarios: {
alert: {
# Changes from base for alert state
}
combat: {
# Changes from base for combat state
}
}
```
## Comments
```d2
# This is a comment
node: Label # Inline comment
```
## Project Colors (from visual-grammar-v01.md)
| Constant | Hex | Usage |
|----------|-----|-------|
| Zone 1 floor | `#1a1e24` | Dark backgrounds |
| Zone 1 wall | `#2a3040` | Component fill |
| Outline standard | `#333340` | Borders, strokes |
| Insert chrome | `#c8d0e0` | Text, labels |
| Zone 1 fixture | `#c8d8f0` | Accents, highlights |
@@ -0,0 +1,251 @@
# Diagram Templates
Copy, adapt, and render. Each template uses project colors from visual-grammar-v01.md.
---
## 1. Architecture Diagram
System components, relationships, communication channels.
**When to use:** IPC bridge, perception pipeline, chunk loading, ECS system layout, client-server architecture.
**Agents:** Tyre (system architecture), Qatux (architecture decision records).
```d2
vars: {
color-bg: "#2a3040"
color-stroke: "#333340"
color-text: "#c8d0e0"
color-accent: "#c8d8f0"
}
direction: right
client: Godot Client {
shape: hexagon
style.fill: ${color-bg}
style.font-color: ${color-text}
rendering: Rendering {
style.fill: ${color-bg}
style.font-color: ${color-text}
}
ui: UI Layer {
style.fill: ${color-bg}
style.font-color: ${color-text}
}
bridge: IPC Bridge {
style.fill: ${color-bg}
style.font-color: ${color-text}
style.stroke: ${color-accent}
}
}
server: Rust Server {
shape: hexagon
style.fill: ${color-bg}
style.font-color: ${color-text}
ecs: bevy_ecs {
style.fill: ${color-bg}
style.font-color: ${color-text}
}
perception: Perception {
style.fill: ${color-bg}
style.font-color: ${color-text}
}
bridge: IPC Bridge {
style.fill: ${color-bg}
style.font-color: ${color-text}
style.stroke: ${color-accent}
}
}
client.bridge -> server.bridge: "stdin/stdout" {
style.stroke: ${color-accent}
style.stroke-dash: 5
}
```
---
## 2. Entity Relationship
Data schemas, ECS components, knowledge graph structure.
**When to use:** Database tables, component definitions, entity relationships, knowledge store schema.
**Agents:** Tyre (ECS component design), Qatux (schema documentation).
```d2
entity: Entity {
shape: sql_table
id: u64 {constraint: primary_key}
name: String
faction_id: u64 {constraint: foreign_key}
}
position: Position {
shape: sql_table
entity_id: u64 {constraint: foreign_key}
x: f32
y: f32
chunk_id: u32
}
knowledge: KnowledgeEntry {
shape: sql_table
observer_id: u64 {constraint: foreign_key}
subject_id: u64 {constraint: foreign_key}
fact_type: FactType
confidence: f32
last_seen_tick: u64
}
entity.id -> position.entity_id
entity.id -> knowledge.observer_id
entity.id -> knowledge.subject_id
```
---
## 3. Sequence / Data Flow
Ordered interactions between systems over time.
**When to use:** IPC message flow, tick processing, perception update cycle, dialogue system exchanges.
**Agents:** Tyre (system interaction design), Qatux (protocol documentation).
```d2
shape: sequence_diagram
client: Godot Client
bridge: IPC Bridge
server: Rust Server
ecs: ECS Systems
client -> bridge: TickRequest(delta, input)
bridge -> server: deserialize + dispatch
server -> ecs: run_systems(delta)
ecs -> ecs: perception, AI, physics
ecs -> server: collect WorldState
server -> bridge: serialize WorldState
bridge -> client: WorldState(entities, events)
client -> client: update rendering
```
---
## 4. State Machine
Entity states, transitions, conditions.
**When to use:** NPC behavior states, game mode transitions, dialogue state, investigation phases.
**Agents:** Tyre (behavior system design), Qatux (state documentation).
```d2
vars: {
color-state: "#2a3040"
color-text: "#c8d0e0"
color-edge: "#c8d8f0"
color-decision: "#333340"
}
idle: Idle {
style.fill: ${color-state}
style.font-color: ${color-text}
}
alert: Alert {
style.fill: ${color-state}
style.font-color: ${color-text}
}
investigate: Investigate {
style.fill: ${color-state}
style.font-color: ${color-text}
}
combat: Combat {
style.fill: ${color-state}
style.font-color: ${color-text}
style.stroke: "#f0b840"
}
flee: Flee {
style.fill: ${color-state}
style.font-color: ${color-text}
}
idle -> alert: "stimulus detected" { style.stroke: ${color-edge} }
alert -> investigate: "stimulus confirmed" { style.stroke: ${color-edge} }
alert -> idle: "timeout / stimulus lost" { style.stroke: ${color-edge}; style.stroke-dash: 5 }
investigate -> combat: "threat confirmed" { style.stroke: "#f0b840" }
investigate -> idle: "nothing found" { style.stroke: ${color-edge}; style.stroke-dash: 5 }
combat -> flee: "health < threshold" { style.stroke: "#f0b840" }
combat -> idle: "threat eliminated" { style.stroke: ${color-edge}; style.stroke-dash: 5 }
flee -> idle: "safe distance reached" { style.stroke: ${color-edge}; style.stroke-dash: 5 }
```
---
## 5. UI Flow
Screen navigation, component hierarchy, interaction paths.
**When to use:** HUD layout relationships, menu navigation, dialogue flow, insert mode transitions.
**Agents:** Araminta (UI/visual design), Tyre (interface architecture), Qatux (UI documentation).
```d2
vars: {
color-screen: "#1a1e24"
color-panel: "#2a3040"
color-text: "#c8d0e0"
color-nav: "#c8d8f0"
}
gameplay: Gameplay {
style.fill: ${color-screen}
style.font-color: ${color-text}
hud: HUD {
style.fill: ${color-panel}
style.font-color: ${color-text}
minimap: Minimap
monologue: Monologue Panel
insert_display: Insert Display
}
world: World View {
style.fill: ${color-panel}
style.font-color: ${color-text}
}
}
pause: Pause Menu {
style.fill: ${color-screen}
style.font-color: ${color-text}
inventory: Inventory
journal: Journal
settings: Settings
}
dialogue: Dialogue Mode {
style.fill: ${color-screen}
style.font-color: ${color-text}
speaker: Speaker Panel
responses: Response List
}
gameplay -> pause: "ESC" { style.stroke: ${color-nav} }
pause -> gameplay: "ESC / Resume" { style.stroke: ${color-nav}; style.stroke-dash: 5 }
gameplay -> dialogue: "interact with NPC" { style.stroke: ${color-nav} }
dialogue -> gameplay: "end conversation" { style.stroke: ${color-nav}; style.stroke-dash: 5 }
```
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@@ -0,0 +1,84 @@
#!/bin/bash
set -euo pipefail
SCRIPT_DIR="$(cd "$(dirname "$0")" && pwd)"
REPO_ROOT="$(cd "$SCRIPT_DIR" && git rev-parse --show-toplevel)"
RENDER="$SCRIPT_DIR/d2-render.sh"
usage() {
cat <<EOF
Usage: $(basename "$0") [directory] [options]
Batch render all .d2 files in a directory. Skips files whose PNG is
newer than the source unless --force is used.
Options:
--dry-run List files that would be rendered
--force Re-render even if SVG is up to date
--theme N Override theme for all files
Examples:
$(basename "$0") # All in docs/diagrams/
$(basename "$0") docs/diagrams/architecture/ # One category
$(basename "$0") --dry-run # Preview
$(basename "$0") --force # Re-render everything
EOF
exit 1
}
DIR="$REPO_ROOT/docs/diagrams"
DRY_RUN=false
FORCE=false
EXTRA_ARGS=()
while [[ $# -gt 0 ]]; do
case "$1" in
--dry-run) DRY_RUN=true; shift ;;
--force) FORCE=true; shift ;;
--theme) EXTRA_ARGS+=(--theme "$2"); shift 2 ;;
--help|-h) usage ;;
*)
if [[ -d "$1" ]] || [[ -d "$REPO_ROOT/$1" ]]; then
DIR="$1"
[[ "$DIR" != /* ]] && DIR="$REPO_ROOT/$DIR"
else
echo "Unknown option or directory: $1" >&2; exit 1
fi
shift
;;
esac
done
[[ ! -d "$DIR" ]] && { echo "ERROR: Directory not found: $DIR" >&2; exit 1; }
RENDERED=0
SKIPPED=0
FAILED=0
while IFS= read -r -d '' d2_file; do
png_file="${d2_file%.d2}.png"
# Skip if PNG is newer than source (unless --force)
if [[ "$FORCE" != true ]] && [[ -f "$png_file" ]] && [[ "$png_file" -nt "$d2_file" ]]; then
SKIPPED=$((SKIPPED + 1))
continue
fi
rel_path="${d2_file#"$REPO_ROOT/"}"
if [[ "$DRY_RUN" == true ]]; then
echo "Would render: $rel_path"
RENDERED=$((RENDERED + 1))
continue
fi
if "$RENDER" "$d2_file" "${EXTRA_ARGS[@]+"${EXTRA_ARGS[@]}"}"; then
RENDERED=$((RENDERED + 1))
else
echo "FAILED: $rel_path" >&2
FAILED=$((FAILED + 1))
fi
done < <(find "$DIR" -name '*.d2' -print0 | sort -z)
echo ""
echo "Batch complete: $RENDERED rendered, $SKIPPED skipped (up to date), $FAILED failed"
+92
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@@ -0,0 +1,92 @@
#!/bin/bash
set -euo pipefail
D2="/home/linuxbrew/.linuxbrew/bin/d2"
SCRIPT_DIR="$(cd "$(dirname "$0")" && pwd)"
REPO_ROOT="$(cd "$SCRIPT_DIR" && git rev-parse --show-toplevel)"
DEFAULT_THEME=200
DEFAULT_LAYOUT="dagre"
DEFAULT_PAD=100
usage() {
cat <<EOF
Usage: $(basename "$0") [validate|fmt] <file.d2> [options]
Render a .d2 file to PNG with project defaults (theme $DEFAULT_THEME, $DEFAULT_LAYOUT layout).
Commands:
validate <file> Check syntax without rendering
fmt <file> Auto-format in place
Options:
--theme N Override theme (default: $DEFAULT_THEME)
--layout NAME Override layout engine (default: $DEFAULT_LAYOUT)
--sketch Enable hand-drawn sketch mode
--output PATH Override output path (default: input with .png extension)
--svg Render to SVG instead of PNG
Examples:
$(basename "$0") docs/diagrams/architecture/ipc-bridge.d2
$(basename "$0") validate docs/diagrams/architecture/ipc-bridge.d2
$(basename "$0") docs/diagrams/architecture/ipc-bridge.d2 --sketch --theme 0
EOF
exit 1
}
[[ $# -lt 1 ]] && usage
# Parse subcommand
SUBCMD=""
case "$1" in
validate|fmt)
SUBCMD="$1"
shift
;;
esac
[[ $# -lt 1 ]] && usage
INPUT="$1"
shift
# Resolve to absolute path
[[ "$INPUT" != /* ]] && INPUT="$REPO_ROOT/$INPUT"
[[ ! -f "$INPUT" ]] && { echo "ERROR: File not found: $INPUT" >&2; exit 1; }
# Handle subcommands
if [[ -n "$SUBCMD" ]]; then
"$D2" "$SUBCMD" "$INPUT"
echo "OK: $SUBCMD $INPUT"
exit 0
fi
# Parse render options
THEME="$DEFAULT_THEME"
LAYOUT="$DEFAULT_LAYOUT"
SKETCH=""
OUTPUT=""
FORMAT="png"
while [[ $# -gt 0 ]]; do
case "$1" in
--theme) THEME="$2"; shift 2 ;;
--layout) LAYOUT="$2"; shift 2 ;;
--sketch) SKETCH="-s"; shift ;;
--output) OUTPUT="$2"; shift 2 ;;
--svg) FORMAT="svg"; shift ;;
*) echo "Unknown option: $1" >&2; exit 1 ;;
esac
done
# Derive output path
if [[ -z "$OUTPUT" ]]; then
OUTPUT="${INPUT%.d2}.$FORMAT"
fi
# Render
"$D2" -t "$THEME" -l "$LAYOUT" --pad "$DEFAULT_PAD" $SKETCH "$INPUT" "$OUTPUT"
SIZE=$(stat --printf="%s" "$OUTPUT" 2>/dev/null || stat -f%z "$OUTPUT" 2>/dev/null)
echo "Rendered: $OUTPUT ($(( SIZE / 1024 ))KB)"
+3 -3
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@@ -10,9 +10,9 @@ allowed-tools: Bash, Read, Grep, Glob
# Search Docs Skill
Semantic search across project documents. Basic commands (`qdrant-search`,
`qdrant-index`, `qdrant-health`, `qdrant-count`) and endpoints are documented
in CLAUDE.md. This skill covers advanced operations and workflows.
Semantic search across project documents. Endpoints are in
`.claude/rules/local-services.md`. This skill covers advanced operations
and workflows.
## Advanced Commands
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@@ -0,0 +1,197 @@
---
name: frame0-wireframe
description: >
Create and export UI wireframes using Frame0 (local desktop wireframing
app with HTTP API). Use when the user says "create wireframe", "wireframe
this", "mock up the UI", "draw a screen", "UI layout", "wireframe the HUD",
"Frame0", "frame0", "export wireframe", or invokes /frame0-wireframe.
Wireframes are authored as local JSON files (source of truth) and synced
to Frame0 for rendering and export. Requires Frame0 to be running locally.
---
# Frame0 Wireframe Generation
Create UI wireframes as JSON files, sync them to Frame0 for rendering, and
export as PNG. Local JSON is the source of truth — Frame0 is the renderer.
**Frame0 is a renderer, not a workspace.** Treat it as disposable output.
Push freely, delete test pages, keep it clean. Never pull from Frame0 unless
the user explicitly says they have made edits in Frame0 and want to import
them. The pull workflow exists for that case only — do not use it proactively.
**Prerequisite:** Frame0 desktop app must be running. If not available,
stop and inform the user. Point to `references/setup-guide.md`.
## Health Check
Always check first:
```bash
.claude/skills/frame0-wireframe/scripts/frame0-cmd.sh health
```
## Core Workflow
1. **Health check** — verify Frame0 is running
2. **Write wireframe JSON** — to `docs/design/wireframes/{category}/{name}.json`
3. **Push to Frame0** — `frame0-sync.py push <file.json>`
4. **Export PNG** — `frame0-sync.py export <file.json> <output.png>`
5. **Clean up** — delete test/scratch pages from Frame0 when done
### Scripts
| Script | Purpose |
|--------|---------|
| `scripts/frame0-sync.py` | **Primary.** Push/pull/export wireframes between JSON and Frame0 |
| `scripts/frame0-cmd.sh` | Low-level API wrapper for ad-hoc commands |
## Wireframe JSON Format
```json
{
"name": "Dialogue Box",
"shapes": {
"panel": {
"type": "Rectangle",
"left": 170, "top": 500, "width": 800, "height": 260,
"fillColor": "#1a1e24",
"strokeColor": "#333340",
"corners": [8, 8, 8, 8]
},
"speaker": {
"type": "Text",
"parent": "panel",
"left": 190, "top": 520,
"text": "LERA KONSTANTIN",
"fontColor": "#c8d0e0",
"fontSize": 16
},
"btn-ask": {
"type": "Rectangle",
"parent": "panel",
"left": 190, "top": 670, "width": 370, "height": 30,
"fillColor": "#2a3040",
"strokeColor": "#c8d8f0",
"corners": [4, 4, 4, 4]
}
},
"connectors": {
"flow-1": {
"tailId": "panel",
"headId": "btn-ask",
"strokeColor": "#c8d8f0"
}
}
}
```
### Key rules
- **Shape IDs are stable local IDs** you control (e.g. `"panel"`, `"btn-ask"`)
- **`parent`** references another local shape ID for nesting
- **`type`** uses create-API names: `Rectangle`, `Ellipse`, `Text`, `Line`
- **Colors** can be hex (`#2a3040`) or Frame0 theme tokens (`$slate6`)
- After a pull, Frame0 returns its native vocabulary (`Box` for Rectangle,
theme tokens for colors). The sync script handles the mapping transparently.
- The `.idmap.json` mapping file (gitignored) tracks local ID ↔ Frame0 ID
### Sync commands
```bash
SYNC=".claude/skills/frame0-wireframe/scripts/frame0-sync.py"
# Push local JSON to Frame0 (clears page, recreates all shapes)
$SYNC push docs/design/wireframes/dialogue/dialogue-box.json
# Pull Frame0 page back to local JSON (preserves local IDs via mapping)
$SYNC pull "Dialogue Box" docs/design/wireframes/dialogue/dialogue-box.json
# Push + export as PNG in one step
$SYNC export docs/design/wireframes/dialogue/dialogue-box.json \
docs/design/wireframes/dialogue/dialogue-box.png
```
### Batch export
Use this when exporting multiple wireframes. It runs as a single Bash call,
avoiding repeated permission prompts.
```bash
BATCH=".claude/skills/frame0-wireframe/scripts/frame0-export-batch.sh"
# Dry run first — shows full manifest, no Frame0 calls
$BATCH --dry-run
# Export everything (skips PNGs already newer than their JSON)
$BATCH
# Export one category only
$BATCH --category dialogue
# Force re-export of everything
$BATCH --force
```
**Always dry-run first, then get approval before running the live export.**
## Low-Level Commands
For ad-hoc operations or exec calls not covered by sync:
```bash
CMD=".claude/skills/frame0-wireframe/scripts/frame0-cmd.sh"
$CMD health
$CMD list-pages
$CMD current-page
$CMD get-page <page-id>
$CMD create-shape Rectangle '{"name":"btn","left":100,"top":100,"width":120,"height":36}'
$CMD create-connector <tail-id> <head-id>
$CMD move <shape-id> <dx> <dy>
$CMD export --format image/png
$CMD exec "view:fit-to-screen" '{}'
```
If you find yourself using `exec` for the same command repeatedly, flag it as
a candidate for a proper wrapper in `frame0-cmd.sh`.
## Project Styling Defaults
Colors from `docs/design/visual-grammar-v01.md`:
| Role | Hex | Frame0 token |
|------|-----|-------------|
| Background | `#1a1e24` | `$sage3` |
| Stroke | `#333340` | `$slate6` |
| Fill | `#2a3040` | `$slate5` |
| Text | `#c8d0e0` | `$mint12` |
| Accent | `#c8d8f0` | `$blue12` |
Use hex when authoring new wireframes. Frame0 maps them to theme tokens on push.
## Output Convention
```
docs/design/wireframes/
hud/ # HUD layout wireframes
menus/ # Menu screen wireframes
dialogue/ # Dialogue box wireframes
insert/ # Neural insert wireframes
```
Both `.json` source and `.png` exports are tracked in git.
`.idmap.json` mapping files are gitignored.
## Agent Guidance
- **Araminta** — Primary user. Full wireframe creation, layout iteration,
visual consistency. Uses all component library patterns.
- **Tyre** — Interface architecture wireframes. System boundary diagrams.
- **Qatux** — Export wireframes for UI decision records and documentation.
## References
- `references/component-library.md` — Pre-built JSON wireframe templates
(HUD, dialogue, menus, modals, lists, inventory). Copy and adapt.
- `references/api-reference.md` — Frame0 HTTP API command reference and
type mappings. Read for low-level control.
- `references/setup-guide.md` — Frame0 installation and startup for Fedora.
@@ -0,0 +1,241 @@
# Frame0 HTTP API Reference
Frame0 exposes a local HTTP API when the desktop app is running.
## Endpoint
```
POST http://localhost:{port}/execute_command
Content-Type: application/json
```
Default port: **58320** (override via `FRAME0_PORT` env var or `--port` flag).
## Request / Response
```json
{"command": "namespace:action", "args": { ... }}
```
```json
{"success": true, "data": { ... }}
{"success": false, "error": "description"}
```
---
## Type Mapping
Frame0 uses different type names for create vs get:
| Create API (`type`) | Get API (internal) | Description |
|--------------------|--------------------|-------------|
| `Rectangle` | `Box` | Rectangle with optional corners |
| `Ellipse` | `Ellipse` | Circle/ellipse |
| `Text` | `Text` | Text label |
| `Line` | `Line` | Line/polyline |
| `Frame` | `Frame` | Container from library |
| `Freehand` | `Freehand` | Freehand drawing |
| `Highlighter` | `Highlighter` | Highlighter stroke |
The sync script handles this mapping transparently.
## Color Tokens
Frame0 maps hex colors to theme tokens on creation (`convertColors: true`):
| Hex | Token | Role |
|-----|-------|------|
| `#1a1e24` | `$sage3` | Background |
| `#2a3040` | `$slate5` | Fill |
| `#333340` | `$slate6` | Stroke |
| `#c8d0e0` | `$mint12` | Text |
| `#c8d8f0` | `$blue12` | Accent |
Both hex and token strings work in the API. Tokens are preserved on round-trip.
---
## Commands
### shape:create-shape
```json
{
"command": "shape:create-shape",
"args": {
"type": "Rectangle",
"shapeProps": {
"name": "my-button",
"left": 100, "top": 200, "width": 120, "height": 36,
"fillColor": "#2a3040",
"strokeColor": "#c8d8f0",
"corners": [4, 4, 4, 4]
},
"parentId": "optional-parent-shape-id",
"convertColors": true
}
}
```
Returns: shape ID (string).
### shape:get-shape
```json
{"command": "shape:get-shape", "args": {"shapeId": "id"}}
```
### shape:update-shape
```json
{
"command": "shape:update-shape",
"args": {
"shapeId": "id",
"shapeProps": {"fillColor": "#1a1e24", "text": "Updated"},
"convertColors": true
}
}
```
### shape:move
```json
{"command": "shape:move", "args": {"shapeId": "id", "dx": 50, "dy": -20}}
```
### shape:create-connector
```json
{
"command": "shape:create-connector",
"args": {
"tailId": "source-id",
"headId": "target-id",
"shapeProps": {"strokeColor": "#c8d8f0"},
"convertColors": true
}
}
```
### shape:create-icon
```json
{
"command": "shape:create-icon",
"args": {
"iconName": "search",
"shapeProps": {"left": 100, "top": 100, "width": 24, "height": 24}
}
}
```
### shape:get-available-icons
```json
{"command": "shape:get-available-icons", "args": {}}
```
### shape:group / shape:ungroup
```json
{"command": "shape:group", "args": {"shapeIdArray": ["id1", "id2"]}}
{"command": "shape:ungroup", "args": {"shapeIdArray": ["group-id"]}}
```
### edit:delete / edit:duplicate
```json
{"command": "edit:delete", "args": {"shapeIdArray": ["id1", "id2"]}}
{"command": "edit:duplicate", "args": {"shapeIdArray": ["id"], "dx": 20, "dy": 0}}
```
### page:add
```json
{"command": "page:add", "args": {"pageProps": {"name": "Page Name"}}}
```
Returns: `{id, type, name}`.
### page:get
```json
{"command": "page:get", "args": {"pageId": "id", "exportShapes": true}}
```
### page:get-current-page
```json
{"command": "page:get-current-page", "args": {}}
```
Returns: page ID string.
### page:set-current-page
```json
{"command": "page:set-current-page", "args": {"pageId": "id"}}
```
### doc:get (list all pages)
```json
{"command": "doc:get", "args": {"exportPages": true, "exportShapes": false}}
```
### page:delete
```json
{"command": "page:delete", "args": {"pageId": "id"}}
```
### file:export-image
```json
{
"command": "file:export-image",
"args": {
"pageId": "optional-page-id",
"format": "image/png",
"fillBackground": true
}
}
```
Formats: `image/png`, `image/jpeg`, `image/webp`, `image/svg+xml`.
Returns: base64-encoded image data.
### view:fit-to-screen
```json
{"command": "view:fit-to-screen", "args": {}}
```
---
## Shape Properties
| Property | Type | Notes |
|----------|------|-------|
| `name` | string | Shape identifier/label |
| `left` | number | X position (origin: top-left) |
| `top` | number | Y position |
| `width` | number | Width in pixels |
| `height` | number | Height in pixels |
| `fillColor` | string | Hex or `$token` |
| `strokeColor` | string | Hex or `$token` |
| `strokeWidth` | number | Border width |
| `fontColor` | string | Text color (hex or `$token`) |
| `fontSize` | number | Font size in pixels |
| `fontFamily` | string | Font name (Frame0 default: `Loranthus`) |
| `text` | string | Text content |
| `wordWrap` | boolean | Enable word wrapping |
| `corners` | number[4] | Border radius [TL, TR, BR, BL] |
| `roughness` | number | Sketch roughness (Frame0 default: 1) |
| `constraints` | array | Auto-sizing constraints |
| `horzAlign` | string | Horizontal text alignment |
| `vertAlign` | string | Vertical text alignment |
| `fillStyle` | string | Fill style (`none` for transparent) |
| `path` | array | Coordinate pairs for lines |
@@ -0,0 +1,467 @@
# Component Library
Pre-built wireframe JSON templates for The Settled Reach UI. Copy the JSON,
adapt positions/sizes, save to `docs/design/wireframes/{category}/`, and push.
**Viewport:** 1140x780 (Godot project settings)
**Grid unit:** 8px
**Min touch target:** 36px height
**Font sizes:** 12 (label), 14 (body), 16 (subtitle), 18 (heading), 24 (title)
---
## 1. HUD Layout
Main gameplay overlay. Minimap top-right, monologue bottom-center,
insert display bottom-left, action hints bottom-right.
```json
{
"name": "HUD Layout",
"shapes": {
"minimap": {
"type": "Rectangle",
"left": 880, "top": 20, "width": 240, "height": 240,
"fillColor": "#1a1e24", "strokeColor": "#333340",
"corners": [4, 4, 4, 4]
},
"minimap-label": {
"type": "Text",
"parent": "minimap",
"left": 890, "top": 30,
"text": "Minimap",
"fontColor": "#c8d0e0", "fontSize": 14
},
"monologue": {
"type": "Rectangle",
"left": 300, "top": 680, "width": 520, "height": 80,
"fillColor": "#1a1e24", "strokeColor": "#333340",
"corners": [4, 4, 4, 4]
},
"monologue-text": {
"type": "Text",
"parent": "monologue",
"left": 310, "top": 700, "width": 500,
"text": "Internal monologue text appears here...",
"fontColor": "#c8d0e0", "fontSize": 13, "wordWrap": true
},
"insert": {
"type": "Rectangle",
"left": 20, "top": 600, "width": 260, "height": 160,
"fillColor": "#1a1e24", "strokeColor": "#333340",
"corners": [4, 4, 4, 4]
},
"insert-label": {
"type": "Text",
"parent": "insert",
"left": 30, "top": 620,
"text": "Neural Insert Data",
"fontColor": "#c8d0e0", "fontSize": 14
},
"hints": {
"type": "Rectangle",
"left": 880, "top": 700, "width": 240, "height": 60,
"fillColor": "#1a1e24", "strokeColor": "#333340",
"corners": [4, 4, 4, 4]
},
"hints-label": {
"type": "Text",
"parent": "hints",
"left": 890, "top": 720,
"text": "[E] Interact [TAB] Insert",
"fontColor": "#c8d0e0", "fontSize": 12
}
}
}
```
---
## 2. Dialogue Box
Speaker panel with response options. Anchored bottom-center during dialogue mode.
```json
{
"name": "Dialogue Box",
"shapes": {
"panel": {
"type": "Rectangle",
"left": 170, "top": 500, "width": 800, "height": 260,
"fillColor": "#1a1e24", "strokeColor": "#333340",
"corners": [8, 8, 8, 8]
},
"speaker": {
"type": "Text",
"parent": "panel",
"left": 190, "top": 520,
"text": "LERA KONSTANTIN",
"fontColor": "#c8d0e0", "fontSize": 16
},
"text-area": {
"type": "Rectangle",
"parent": "panel",
"left": 190, "top": 550, "width": 760, "height": 100,
"fillColor": "#2a3040", "strokeColor": "#333340",
"corners": [4, 4, 4, 4]
},
"dialogue-text": {
"type": "Text",
"parent": "text-area",
"left": 200, "top": 560, "width": 740,
"text": "You look like you could use a drink. First time on the station?",
"fontColor": "#c8d0e0", "fontSize": 14, "wordWrap": true
},
"btn-option1": {
"type": "Rectangle",
"parent": "panel",
"left": 190, "top": 670, "width": 370, "height": 30,
"fillColor": "#2a3040", "strokeColor": "#c8d8f0",
"corners": [4, 4, 4, 4]
},
"btn-option1-label": {
"type": "Text",
"parent": "btn-option1",
"left": 200, "top": 674,
"text": "[1] Ask about the station",
"fontColor": "#c8d8f0", "fontSize": 12
},
"btn-option2": {
"type": "Rectangle",
"parent": "panel",
"left": 190, "top": 710, "width": 370, "height": 30,
"fillColor": "#2a3040", "strokeColor": "#c8d8f0",
"corners": [4, 4, 4, 4]
},
"btn-option2-label": {
"type": "Text",
"parent": "btn-option2",
"left": 200, "top": 714,
"text": "[2] Ask about recent events",
"fontColor": "#c8d8f0", "fontSize": 12
},
"btn-leave": {
"type": "Rectangle",
"parent": "panel",
"left": 580, "top": 670, "width": 180, "height": 30,
"fillColor": "#2a3040", "strokeColor": "#c8d8f0",
"corners": [4, 4, 4, 4]
},
"btn-leave-label": {
"type": "Text",
"parent": "btn-leave",
"left": 590, "top": 674,
"text": "[3] Leave",
"fontColor": "#c8d8f0", "fontSize": 12
}
}
}
```
---
## 3. Menu Screen
Full-screen menu with sidebar navigation and content area.
```json
{
"name": "Pause Menu",
"shapes": {
"bg": {
"type": "Rectangle",
"left": 0, "top": 0, "width": 1140, "height": 780,
"fillColor": "#1a1e24"
},
"nav": {
"type": "Rectangle",
"parent": "bg",
"left": 20, "top": 20, "width": 200, "height": 740,
"fillColor": "#2a3040", "strokeColor": "#333340",
"corners": [4, 4, 4, 4]
},
"btn-inventory": {
"type": "Rectangle", "parent": "nav",
"left": 30, "top": 40, "width": 180, "height": 36,
"fillColor": "#2a3040", "strokeColor": "#c8d8f0", "corners": [4, 4, 4, 4]
},
"btn-inventory-label": {
"type": "Text", "parent": "btn-inventory",
"left": 40, "top": 48, "text": "Inventory",
"fontColor": "#c8d8f0", "fontSize": 14
},
"btn-journal": {
"type": "Rectangle", "parent": "nav",
"left": 30, "top": 86, "width": 180, "height": 36,
"fillColor": "#2a3040", "strokeColor": "#c8d8f0", "corners": [4, 4, 4, 4]
},
"btn-journal-label": {
"type": "Text", "parent": "btn-journal",
"left": 40, "top": 94, "text": "Journal",
"fontColor": "#c8d8f0", "fontSize": 14
},
"btn-map": {
"type": "Rectangle", "parent": "nav",
"left": 30, "top": 132, "width": 180, "height": 36,
"fillColor": "#2a3040", "strokeColor": "#c8d8f0", "corners": [4, 4, 4, 4]
},
"btn-map-label": {
"type": "Text", "parent": "btn-map",
"left": 40, "top": 140, "text": "Map",
"fontColor": "#c8d8f0", "fontSize": 14
},
"btn-settings": {
"type": "Rectangle", "parent": "nav",
"left": 30, "top": 178, "width": 180, "height": 36,
"fillColor": "#2a3040", "strokeColor": "#c8d8f0", "corners": [4, 4, 4, 4]
},
"btn-settings-label": {
"type": "Text", "parent": "btn-settings",
"left": 40, "top": 186, "text": "Settings",
"fontColor": "#c8d8f0", "fontSize": 14
},
"btn-resume": {
"type": "Rectangle", "parent": "nav",
"left": 30, "top": 720, "width": 180, "height": 36,
"fillColor": "#2a3040", "strokeColor": "#c8d8f0", "corners": [4, 4, 4, 4]
},
"btn-resume-label": {
"type": "Text", "parent": "btn-resume",
"left": 40, "top": 728, "text": "Resume",
"fontColor": "#c8d8f0", "fontSize": 14
},
"content": {
"type": "Rectangle",
"parent": "bg",
"left": 240, "top": 20, "width": 880, "height": 740,
"fillColor": "#2a3040", "strokeColor": "#333340",
"corners": [4, 4, 4, 4]
},
"content-label": {
"type": "Text", "parent": "content",
"left": 260, "top": 40,
"text": "Content area",
"fontColor": "#c8d0e0", "fontSize": 14
}
}
}
```
---
## 4. Modal Dialog
Centered overlay for confirmations, alerts, choices.
```json
{
"name": "Modal Dialog",
"shapes": {
"overlay": {
"type": "Rectangle",
"left": 0, "top": 0, "width": 1140, "height": 780,
"fillColor": "#0a0c10"
},
"modal": {
"type": "Rectangle",
"parent": "overlay",
"left": 320, "top": 240, "width": 500, "height": 300,
"fillColor": "#1a1e24", "strokeColor": "#333340",
"corners": [8, 8, 8, 8]
},
"title": {
"type": "Text", "parent": "modal",
"left": 340, "top": 260,
"text": "Confirm Action",
"fontColor": "#c8d0e0", "fontSize": 18
},
"divider": {
"type": "Line", "parent": "modal",
"left": 340, "top": 290, "width": 460, "height": 0,
"strokeColor": "#333340"
},
"body-1": {
"type": "Text", "parent": "modal",
"left": 340, "top": 310,
"text": "Are you sure you want to proceed?",
"fontColor": "#c8d0e0", "fontSize": 14
},
"body-2": {
"type": "Text", "parent": "modal",
"left": 340, "top": 340,
"text": "This action cannot be undone.",
"fontColor": "#c8d0e0", "fontSize": 14
},
"btn-cancel": {
"type": "Rectangle", "parent": "modal",
"left": 480, "top": 480, "width": 120, "height": 36,
"fillColor": "#2a3040", "strokeColor": "#c8d8f0", "corners": [4, 4, 4, 4]
},
"btn-cancel-label": {
"type": "Text", "parent": "btn-cancel",
"left": 510, "top": 488,
"text": "Cancel",
"fontColor": "#c8d8f0", "fontSize": 14
},
"btn-confirm": {
"type": "Rectangle", "parent": "modal",
"left": 620, "top": 480, "width": 120, "height": 36,
"fillColor": "#2a3040", "strokeColor": "#c8d8f0", "corners": [4, 4, 4, 4]
},
"btn-confirm-label": {
"type": "Text", "parent": "btn-confirm",
"left": 645, "top": 488,
"text": "Confirm",
"fontColor": "#c8d8f0", "fontSize": 14
}
}
}
```
---
## 5. List View
Scrollable list with item selection and detail panel.
```json
{
"name": "List View",
"shapes": {
"list-panel": {
"type": "Rectangle",
"left": 20, "top": 20, "width": 400, "height": 740,
"fillColor": "#1a1e24", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"item-1": {
"type": "Rectangle", "parent": "list-panel",
"left": 30, "top": 30, "width": 380, "height": 40,
"fillColor": "#2a3040", "strokeColor": "#c8d8f0", "corners": [4, 4, 4, 4]
},
"item-1-label": {
"type": "Text", "parent": "item-1",
"left": 40, "top": 38, "text": "Item Alpha",
"fontColor": "#c8d8f0", "fontSize": 14
},
"item-2": {
"type": "Rectangle", "parent": "list-panel",
"left": 30, "top": 80, "width": 380, "height": 40,
"fillColor": "#2a3040", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"item-2-label": {
"type": "Text", "parent": "item-2",
"left": 40, "top": 88, "text": "Item Beta",
"fontColor": "#c8d0e0", "fontSize": 14
},
"item-3": {
"type": "Rectangle", "parent": "list-panel",
"left": 30, "top": 130, "width": 380, "height": 40,
"fillColor": "#2a3040", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"item-3-label": {
"type": "Text", "parent": "item-3",
"left": 40, "top": 138, "text": "Item Gamma",
"fontColor": "#c8d0e0", "fontSize": 14
},
"detail-panel": {
"type": "Rectangle",
"left": 440, "top": 20, "width": 680, "height": 740,
"fillColor": "#1a1e24", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"detail-title": {
"type": "Text", "parent": "detail-panel",
"left": 460, "top": 40,
"text": "Item Alpha",
"fontColor": "#c8d0e0", "fontSize": 18
},
"detail-body": {
"type": "Text", "parent": "detail-panel",
"left": 460, "top": 80, "width": 640,
"text": "Description and properties appear here.",
"fontColor": "#c8d0e0", "fontSize": 14, "wordWrap": true
}
}
}
```
---
## 6. Inventory Grid
Grid of cells for item management.
```json
{
"name": "Inventory Grid",
"shapes": {
"panel": {
"type": "Rectangle",
"left": 240, "top": 100, "width": 660, "height": 580,
"fillColor": "#1a1e24", "strokeColor": "#333340", "corners": [8, 8, 8, 8]
},
"title": {
"type": "Text", "parent": "panel",
"left": 260, "top": 120,
"text": "INVENTORY",
"fontColor": "#c8d0e0", "fontSize": 18
},
"cell-1-1": {
"type": "Rectangle", "parent": "panel",
"left": 260, "top": 160, "width": 64, "height": 64,
"fillColor": "#2a3040", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"cell-1-2": {
"type": "Rectangle", "parent": "panel",
"left": 332, "top": 160, "width": 64, "height": 64,
"fillColor": "#2a3040", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"cell-1-3": {
"type": "Rectangle", "parent": "panel",
"left": 404, "top": 160, "width": 64, "height": 64,
"fillColor": "#2a3040", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"cell-1-4": {
"type": "Rectangle", "parent": "panel",
"left": 476, "top": 160, "width": 64, "height": 64,
"fillColor": "#2a3040", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"cell-2-1": {
"type": "Rectangle", "parent": "panel",
"left": 260, "top": 232, "width": 64, "height": 64,
"fillColor": "#2a3040", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"cell-2-2": {
"type": "Rectangle", "parent": "panel",
"left": 332, "top": 232, "width": 64, "height": 64,
"fillColor": "#2a3040", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"cell-2-3": {
"type": "Rectangle", "parent": "panel",
"left": 404, "top": 232, "width": 64, "height": 64,
"fillColor": "#2a3040", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"cell-2-4": {
"type": "Rectangle", "parent": "panel",
"left": 476, "top": 232, "width": 64, "height": 64,
"fillColor": "#2a3040", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"detail": {
"type": "Rectangle", "parent": "panel",
"left": 580, "top": 160, "width": 300, "height": 400,
"fillColor": "#2a3040", "strokeColor": "#333340", "corners": [4, 4, 4, 4]
},
"detail-title": {
"type": "Text", "parent": "detail",
"left": 600, "top": 180,
"text": "Selected Item Name",
"fontColor": "#c8d0e0", "fontSize": 16
},
"detail-body": {
"type": "Text", "parent": "detail",
"left": 600, "top": 210, "width": 260,
"text": "Item description and stats",
"fontColor": "#c8d0e0", "fontSize": 14, "wordWrap": true
}
}
}
```
@@ -0,0 +1,53 @@
# Frame0 Setup Guide
## Installation (Fedora)
Download from https://frame0.app/download and install the RPM:
```bash
sudo dnf install ./frame0-*.x86_64.rpm
```
Requires: Fedora 40 or later (x86_64).
## Starting Frame0
Launch the desktop application:
```bash
frame0 &
```
Frame0 exposes an HTTP API at `localhost:58320` when running.
## Verify API Access
```bash
.claude/skills/frame0-wireframe/scripts/frame0-cmd.sh health
```
Expected output: `Frame0 is running on port 58320`
## Port Configuration
Default port: **58320**
To use a different port, set the environment variable:
```bash
export FRAME0_PORT=58321
```
Or pass `--port` to any script:
```bash
.claude/skills/frame0-wireframe/scripts/frame0-cmd.sh --port 58321 health
```
## Troubleshooting
| Symptom | Cause | Fix |
|---------|-------|-----|
| "Connection refused" | Frame0 not running | Start the desktop app |
| "Port in use" | Another instance running | Close duplicate or use different port |
| Script hangs | API unresponsive | Restart Frame0 |
+253
View File
@@ -0,0 +1,253 @@
#!/bin/bash
set -euo pipefail
PORT="${FRAME0_PORT:-58320}"
ENDPOINT="http://localhost:${PORT}/execute_command"
usage() {
cat <<EOF
Usage: $(basename "$0") <command> [args...] [--port N]
Low-level Frame0 HTTP API wrapper. Replaces the MCP server with direct
curl calls. Requires Frame0 desktop app to be running.
Commands:
health Check if Frame0 is running
exec <namespace:action> <json> Execute a raw API command
create-shape <type> <json-props> Create a shape (Rectangle, Ellipse, Text, Line)
get-shape <id> Get shape details
update-shape <id> <json-props> Update shape properties
delete <id> [id...] Delete shapes by ID
move <id> <dx> <dy> Move a shape by pixel offset
duplicate <id> Duplicate a shape
group <id> [id...] Group shapes
ungroup <group-id> Ungroup a group
create-connector <tail-id> <head-id> [json-props] Connect two shapes
create-icon <name> <json-props> Create an icon shape
add-page <name> Add a new page (becomes current)
get-page [page-id] Get current or specific page data
list-pages [--shapes] List all pages (--shapes for shape data)
current-page Get current page ID
set-page <page-id> Set current page
export [page-id] [--format mime] Export page as image (default: image/png)
fit Fit view to screen
Options:
--port N Frame0 API port (default: $PORT, env: FRAME0_PORT)
Examples:
$(basename "$0") health
$(basename "$0") add-page "HUD Layout"
$(basename "$0") create-shape Rectangle '{"name":"btn","left":100,"top":100,"width":120,"height":36}'
$(basename "$0") list-pages
$(basename "$0") export --format image/png
EOF
exit 1
}
# Parse --port from anywhere in args
ARGS=()
while [[ $# -gt 0 ]]; do
case "$1" in
--port) PORT="$2"; ENDPOINT="http://localhost:${PORT}/execute_command"; shift 2 ;;
*) ARGS+=("$1"); shift ;;
esac
done
set -- "${ARGS[@]+"${ARGS[@]}"}"
[[ $# -lt 1 ]] && usage
# Execute a Frame0 API command, return data or error
frame0_exec() {
local command="$1"
local args
args="${2:-"{}"}"
local response
response=$(curl -s -w "\n%{http_code}" -X POST "$ENDPOINT" \
-H "Content-Type: application/json" \
-d "{\"command\": \"$command\", \"args\": $args}" 2>&1) || {
echo "ERROR: Cannot connect to Frame0 at localhost:$PORT" >&2
echo "Is Frame0 running? See: .claude/skills/frame0-wireframe/references/setup-guide.md" >&2
return 1
}
local http_code body
http_code=$(echo "$response" | tail -1)
body=$(echo "$response" | sed '$d')
if [[ "$http_code" != 2* ]]; then
echo "ERROR: HTTP $http_code from Frame0" >&2
echo "$body" >&2
return 1
fi
# Parse success/error from response
python3 -c "
import sys, json
try:
r = json.loads(sys.stdin.read())
if r.get('success'):
d = r.get('data')
if d is not None:
print(json.dumps(d, indent=2))
else:
print('ERROR: ' + str(r.get('error', 'Unknown error')), file=sys.stderr)
sys.exit(1)
except json.JSONDecodeError as e:
print(f'ERROR: Invalid JSON response: {e}', file=sys.stderr)
sys.exit(1)
" <<< "$body"
}
# Build JSON array from remaining args
ids_to_json_array() {
local arr="["
local first=true
for id in "$@"; do
[[ "$first" == true ]] && first=false || arr+=","
arr+="\"$id\""
done
arr+="]"
echo "$arr"
}
CMD="${1:-}"
shift || true
case "$CMD" in
health)
if curl -s -o /dev/null -w "%{http_code}" "http://localhost:${PORT}/" 2>/dev/null | grep -q "^[23]"; then
echo "Frame0 is running on port $PORT"
else
echo "Frame0 is NOT running on port $PORT" >&2
echo "Start Frame0 desktop app, then retry." >&2
echo "See: .claude/skills/frame0-wireframe/references/setup-guide.md" >&2
exit 1
fi
;;
exec)
[[ $# -lt 2 ]] && { echo "Usage: exec <command> <json-args>" >&2; exit 1; }
frame0_exec "$1" "$2"
;;
create-shape)
[[ $# -lt 2 ]] && { echo "Usage: create-shape <Type> <json-props>" >&2; exit 1; }
local_type="$1"
local_props="$2"
local_parent="${3:-}"
local_parent_arg=""
[[ -n "$local_parent" ]] && local_parent_arg=", \"parentId\": \"$local_parent\""
frame0_exec "shape:create-shape" "{\"type\": \"$local_type\", \"shapeProps\": $local_props$local_parent_arg, \"convertColors\": true}"
;;
get-shape)
[[ $# -lt 1 ]] && { echo "Usage: get-shape <id>" >&2; exit 1; }
frame0_exec "shape:get-shape" "{\"shapeId\": \"$1\"}"
;;
update-shape)
[[ $# -lt 2 ]] && { echo "Usage: update-shape <id> <json-props>" >&2; exit 1; }
frame0_exec "shape:update-shape" "{\"shapeId\": \"$1\", \"shapeProps\": $2, \"convertColors\": true}"
;;
delete)
[[ $# -lt 1 ]] && { echo "Usage: delete <id> [id...]" >&2; exit 1; }
local_arr=$(ids_to_json_array "$@")
frame0_exec "edit:delete" "{\"shapeIdArray\": $local_arr}"
;;
move)
[[ $# -lt 3 ]] && { echo "Usage: move <id> <dx> <dy>" >&2; exit 1; }
frame0_exec "shape:move" "{\"shapeId\": \"$1\", \"dx\": $2, \"dy\": $3}"
;;
duplicate)
[[ $# -lt 1 ]] && { echo "Usage: duplicate <id> [dx] [dy]" >&2; exit 1; }
local_dx="${2:-0}"
local_dy="${3:-0}"
frame0_exec "edit:duplicate" "{\"shapeIdArray\": [\"$1\"], \"dx\": $local_dx, \"dy\": $local_dy}"
;;
group)
[[ $# -lt 2 ]] && { echo "Usage: group <id> <id> [id...]" >&2; exit 1; }
local_arr=$(ids_to_json_array "$@")
frame0_exec "shape:group" "{\"shapeIdArray\": $local_arr}"
;;
ungroup)
[[ $# -lt 1 ]] && { echo "Usage: ungroup <group-id>" >&2; exit 1; }
frame0_exec "shape:ungroup" "{\"shapeIdArray\": [\"$1\"]}"
;;
create-connector)
[[ $# -lt 2 ]] && { echo "Usage: create-connector <tail-id> <head-id> [json-props]" >&2; exit 1; }
local_props="${3:-{}}"
frame0_exec "shape:create-connector" "{\"tailId\": \"$1\", \"headId\": \"$2\", \"shapeProps\": $local_props, \"convertColors\": true}"
;;
create-icon)
[[ $# -lt 2 ]] && { echo "Usage: create-icon <name> <json-props>" >&2; exit 1; }
frame0_exec "shape:create-icon" "{\"iconName\": \"$1\", \"shapeProps\": $2, \"convertColors\": true}"
;;
add-page)
[[ $# -lt 1 ]] && { echo "Usage: add-page <name>" >&2; exit 1; }
frame0_exec "page:add" "{\"pageProps\": {\"name\": \"$1\"}}"
;;
get-page)
if [[ $# -ge 1 ]]; then
frame0_exec "page:get" "{\"pageId\": \"$1\", \"exportShapes\": true}"
else
local_id
local_id=$(frame0_exec "page:get-current-page")
# Strip quotes from returned ID
local_id=$(echo "$local_id" | tr -d '"')
frame0_exec "page:get" "{\"pageId\": \"$local_id\", \"exportShapes\": true}"
fi
;;
list-pages)
local_shapes="false"
[[ "${1:-}" == "--shapes" ]] && local_shapes="true"
frame0_exec "doc:get" "{\"exportPages\": true, \"exportShapes\": $local_shapes}"
;;
current-page)
frame0_exec "page:get-current-page"
;;
set-page)
[[ $# -lt 1 ]] && { echo "Usage: set-page <page-id>" >&2; exit 1; }
frame0_exec "page:set-current-page" "{\"pageId\": \"$1\"}"
;;
export)
local_page_id=""
local_format="image/png"
while [[ $# -gt 0 ]]; do
case "$1" in
--format) local_format="$2"; shift 2 ;;
*) local_page_id="$1"; shift ;;
esac
done
local_page_arg=""
[[ -n "$local_page_id" ]] && local_page_arg="\"pageId\": \"$local_page_id\", "
frame0_exec "file:export-image" "{${local_page_arg}\"format\": \"$local_format\", \"fillBackground\": true}"
;;
fit)
frame0_exec "view:fit-to-screen"
;;
--help|-h|help)
usage
;;
*)
echo "Unknown command: $CMD" >&2
usage
;;
esac
@@ -0,0 +1,159 @@
#!/usr/bin/env bash
# Batch export wireframes from JSON to PNG via Frame0.
#
# Finds all .json wireframe files under docs/design/wireframes/ and exports
# each to a matching .png. Skips files whose PNG is already newer than the
# JSON, unless --force is passed.
#
# Usage:
# frame0-export-batch.sh [--dry-run] [--force] [--category CAT] [--root DIR]
#
# Options:
# --dry-run Print manifest only, don't touch Frame0.
# --force Re-export even if PNG already exists and is up to date.
# --category CAT Limit to one subdirectory (e.g. --category dialogue)
# --root DIR Wireframes root dir (default: docs/design/wireframes)
#
# Exit codes:
# 0 All exports succeeded (or nothing to do)
# 1 One or more exports failed
set -euo pipefail
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
REPO_ROOT="$(cd "$SCRIPT_DIR/../../../.." && pwd)"
SYNC="$SCRIPT_DIR/frame0-sync.py"
DEFAULT_ROOT="$REPO_ROOT/docs/design/wireframes"
DRY_RUN=false
FORCE=false
CATEGORY=""
WF_ROOT="$DEFAULT_ROOT"
# Parse arguments
while [[ $# -gt 0 ]]; do
case "$1" in
--dry-run) DRY_RUN=true; shift ;;
--force) FORCE=true; shift ;;
--category) CATEGORY="$2"; shift 2 ;;
--root) WF_ROOT="$2"; shift 2 ;;
-h|--help)
sed -n '/^# /p' "$0" | sed 's/^# //'
exit 0
;;
*) echo "Unknown option: $1" >&2; exit 1 ;;
esac
done
if [[ ! -d "$WF_ROOT" ]]; then
echo "ERROR: Wireframes directory not found: $WF_ROOT" >&2
exit 1
fi
# Collect JSON files, optionally filtered by category subdirectory
mapfile -t JSON_FILES < <(
if [[ -n "$CATEGORY" ]]; then
find "$WF_ROOT/$CATEGORY" -name "*.json" ! -name ".*" | sort
else
find "$WF_ROOT" -name "*.json" ! -name ".*" | sort
fi
)
if [[ ${#JSON_FILES[@]} -eq 0 ]]; then
echo "No wireframe JSON files found."
exit 0
fi
# Classify files into to-export and to-skip
TO_EXPORT=()
TO_SKIP=()
for json in "${JSON_FILES[@]}"; do
png="${json%.json}.png"
if $FORCE || [[ ! -f "$png" ]] || [[ "$json" -nt "$png" ]]; then
TO_EXPORT+=("$json")
else
TO_SKIP+=("$json")
fi
done
# Print manifest
if [[ ${#TO_EXPORT[@]} -gt 0 ]]; then
echo ""
echo "Will export (${#TO_EXPORT[@]} files):"
for json in "${TO_EXPORT[@]}"; do
png="${json%.json}.png"
rel="${json#$REPO_ROOT/}"
if [[ ! -f "$png" ]]; then
status="new"
else
status="updated"
fi
printf " [%-7s] %s\n" "$status" "$rel"
done
else
echo ""
echo "Nothing to export (all PNGs up to date)."
fi
if [[ ${#TO_SKIP[@]} -gt 0 ]]; then
echo ""
echo "Will skip (${#TO_SKIP[@]} files already up to date):"
for json in "${TO_SKIP[@]}"; do
rel="${json#$REPO_ROOT/}"
printf " [skip ] %s\n" "$rel"
done
fi
if $DRY_RUN; then
echo ""
echo "Dry run — no exports performed."
exit 0
fi
if [[ ${#TO_EXPORT[@]} -eq 0 ]]; then
exit 0
fi
echo ""
PASSED=0
FAILED=0
FAILED_FILES=()
TOTAL=${#TO_EXPORT[@]}
IDX=0
for json in "${TO_EXPORT[@]}"; do
IDX=$((IDX + 1))
png="${json%.json}.png"
rel="${json#$REPO_ROOT/}"
printf "[%d/%d] %s ... " "$IDX" "$TOTAL" "$rel"
output=$(python3 "$SYNC" export "$json" "$png" 2>/tmp/frame0-batch-err.txt)
rc=$?
if [[ $rc -eq 0 ]]; then
size=$(echo "$output" | tail -1 | grep -oP '\(\K[^)]+' || true)
echo "ok $size"
PASSED=$((PASSED + 1))
else
echo "FAILED"
cat /tmp/frame0-batch-err.txt >&2
FAILED=$((FAILED + 1))
FAILED_FILES+=("$rel")
fi
done
echo ""
echo "$PASSED exported, $FAILED failed."
if [[ $FAILED -gt 0 ]]; then
echo ""
echo "Failed:" >&2
for f in "${FAILED_FILES[@]}"; do
echo " $f" >&2
done
exit 1
fi
exit 0
+414
View File
@@ -0,0 +1,414 @@
#!/usr/bin/env python3
"""Frame0 sync: push local JSON wireframes to Frame0, pull pages back.
Local JSON is source of truth. Frame0 is a renderer.
A mapping file tracks local_id <-> frame0_id across push/pull cycles.
Usage:
frame0-sync.py push <wireframe.json> [--port PORT]
frame0-sync.py pull <page-id|page-name> <output.json> [--port PORT]
frame0-sync.py export <wireframe.json> <output.png> [--port PORT] [--format MIME]
"""
import argparse
import json
import os
import sys
import urllib.request
import urllib.error
DEFAULT_PORT = 58320
def api(port, command, args=None):
"""Execute a Frame0 API command. Returns the data field on success."""
url = f"http://localhost:{port}/execute_command"
payload = json.dumps({"command": command, "args": args or {}}).encode()
req = urllib.request.Request(url, data=payload, headers={"Content-Type": "application/json"})
try:
with urllib.request.urlopen(req) as resp:
result = json.loads(resp.read())
except urllib.error.HTTPError as e:
body = e.read().decode()
print(f"ERROR: {command}: HTTP {e.code}: {body[:500]}", file=sys.stderr)
sys.exit(1)
except urllib.error.URLError as e:
print(f"ERROR: Cannot connect to Frame0 on port {port}: {e}", file=sys.stderr)
sys.exit(1)
if not result.get("success"):
print(f"ERROR: {command}: {result.get('error', 'unknown')}", file=sys.stderr)
sys.exit(1)
return result.get("data")
# -- Mapping file management --------------------------------------------------
def mapping_path(wireframe_path):
"""Derive the idmap path from the wireframe JSON path."""
d = os.path.dirname(wireframe_path)
base = os.path.splitext(os.path.basename(wireframe_path))[0]
return os.path.join(d, f".{base}.idmap.json")
def load_mapping(wireframe_path):
p = mapping_path(wireframe_path)
if os.path.exists(p):
with open(p) as f:
return json.load(f)
return {"page_id": None, "shapes": {}, "connectors": {}}
def save_mapping(wireframe_path, mapping):
p = mapping_path(wireframe_path)
os.makedirs(os.path.dirname(p) or ".", exist_ok=True)
with open(p, "w") as f:
json.dump(mapping, f, indent=2)
f.write("\n")
# -- Push: local JSON -> Frame0 -----------------------------------------------
# Frame0 returns different type names from get vs what create accepts.
# Map internal types back to create-API types.
TYPE_TO_CREATE = {
"Box": "Rectangle",
"box": "Rectangle",
}
def topo_sort_shapes(shapes):
"""Sort shape IDs so parents come before children."""
order = []
visited = set()
def visit(sid):
if sid in visited:
return
visited.add(sid)
shape = shapes[sid]
parent = shape.get("parent")
if parent and parent in shapes:
visit(parent)
order.append(sid)
for sid in shapes:
visit(sid)
return order
def find_or_create_page(port, name, mapping):
"""Find existing page by mapping or name, or create a new one."""
# Try mapped page_id first
if mapping.get("page_id"):
try:
page = api(port, "page:get", {"pageId": mapping["page_id"]})
if page:
return mapping["page_id"]
except SystemExit:
pass # Page no longer exists, fall through
# Search by name in existing pages
doc = api(port, "doc:get", {"exportPages": True, "exportShapes": False})
if doc and "children" in doc:
for page in doc["children"]:
if page.get("name") == name:
return page["id"]
# Create new page
page = api(port, "page:add", {"pageProps": {"name": name}})
return page["id"]
def clear_page(port, page_id):
"""Delete all shapes on a page."""
page = api(port, "page:get", {"pageId": page_id, "exportShapes": True})
if not page or "children" not in page:
return
shape_ids = [s["id"] for s in page["children"]]
if shape_ids:
api(port, "edit:delete", {"shapeIdArray": shape_ids})
def push(wireframe_path, port):
"""Push local wireframe JSON to Frame0."""
with open(wireframe_path) as f:
wireframe = json.load(f)
name = wireframe.get("name", os.path.splitext(os.path.basename(wireframe_path))[0])
shapes = wireframe.get("shapes", {})
connectors = wireframe.get("connectors", {})
mapping = load_mapping(wireframe_path)
# Find or create page
page_id = find_or_create_page(port, name, mapping)
mapping["page_id"] = page_id
# Switch to page and clear it
api(port, "page:set-current-page", {"pageId": page_id})
clear_page(port, page_id)
# Reset ID mappings (shapes are recreated)
mapping["shapes"] = {}
mapping["connectors"] = {}
# Create shapes in dependency order
order = topo_sort_shapes(shapes)
for local_id in order:
shape = shapes[local_id]
raw_type = shape.get("type", "Rectangle")
shape_type = TYPE_TO_CREATE.get(raw_type, raw_type)
parent_local = shape.get("parent")
# Build shapeProps from everything except meta fields
meta_keys = {"type", "parent"}
props = {k: v for k, v in shape.items() if k not in meta_keys}
# Set name to local_id if not explicitly set
if "name" not in props:
props["name"] = local_id
create_args = {
"type": shape_type,
"shapeProps": props,
"convertColors": True,
}
# Resolve parent ID
if parent_local and parent_local in mapping["shapes"]:
create_args["parentId"] = mapping["shapes"][parent_local]
f0_id = api(port, "shape:create-shape", create_args)
mapping["shapes"][local_id] = f0_id
# Create connectors
for local_id, conn in connectors.items():
tail_local = conn.get("tailId")
head_local = conn.get("headId")
if tail_local not in mapping["shapes"] or head_local not in mapping["shapes"]:
print(f"WARNING: connector '{local_id}' references unknown shape, skipping", file=sys.stderr)
continue
meta_keys = {"tailId", "headId"}
props = {k: v for k, v in conn.items() if k not in meta_keys}
if "name" not in props:
props["name"] = local_id
f0_id = api(port, "shape:create-connector", {
"tailId": mapping["shapes"][tail_local],
"headId": mapping["shapes"][head_local],
"shapeProps": props,
"convertColors": True,
})
mapping["connectors"][local_id] = f0_id
# Fit to screen
api(port, "view:fit-to-screen")
save_mapping(wireframe_path, mapping)
total = len(mapping["shapes"]) + len(mapping["connectors"])
print(f"Pushed '{name}' to Frame0: {len(mapping['shapes'])} shapes, {len(mapping['connectors'])} connectors")
# -- Pull: Frame0 -> local JSON -----------------------------------------------
def pull(page_ref, output_path, port):
"""Pull a Frame0 page into local wireframe JSON."""
# Resolve page_ref: could be an ID or a name
page_id = None
doc = api(port, "doc:get", {"exportPages": True, "exportShapes": False})
if doc and "children" in doc:
for page in doc["children"]:
if page["id"] == page_ref or page.get("name") == page_ref:
page_id = page["id"]
page_name = page.get("name", page_ref)
break
if not page_id:
print(f"ERROR: Page not found: {page_ref}", file=sys.stderr)
sys.exit(1)
# Load existing mapping for reverse lookup
mapping = load_mapping(output_path)
reverse_map = {v: k for k, v in mapping.get("shapes", {}).items()}
reverse_conn = {v: k for k, v in mapping.get("connectors", {}).items()}
# Get full page with shapes
page = api(port, "page:get", {"pageId": page_id, "exportShapes": True})
shapes = {}
connectors = {}
new_mapping = {"page_id": page_id, "shapes": {}, "connectors": {}}
auto_id_counter = [0]
def auto_id(f0_shape):
"""Generate a stable local ID from shape name or auto-number."""
# Prefer existing mapping
f0_id = f0_shape["id"]
if f0_id in reverse_map:
return reverse_map[f0_id]
# Use sanitized name
name = f0_shape.get("name", "")
if name:
sanitized = name.lower().replace(" ", "-").replace("_", "-")
if sanitized not in shapes:
return sanitized
# Fallback: auto-number
auto_id_counter[0] += 1
return f"s{auto_id_counter[0]:03d}"
def process_shape(f0_shape, parent_local_id=None):
f0_id = f0_shape["id"]
local_id = auto_id(f0_shape)
new_mapping["shapes"][local_id] = f0_id
# Extract shape properties — only strip structural keys that our
# ID mapping replaces. Everything else passes through as-is so the
# local JSON speaks Frame0's native vocabulary.
shape_type = f0_shape.get("type", "Box")
skip_keys = {"id", "type", "children", "pageId", "parentId"}
props = {k: v for k, v in f0_shape.items() if k not in skip_keys and v is not None}
entry = {"type": shape_type}
if parent_local_id:
entry["parent"] = parent_local_id
entry.update(props)
# Remove name if it matches local_id (redundant)
if entry.get("name") == local_id:
del entry["name"]
shapes[local_id] = entry
# Process children recursively
for child in f0_shape.get("children", []):
child_type = child.get("type", "")
if child_type == "Connector":
process_connector(child)
else:
process_shape(child, local_id)
def process_connector(f0_conn):
f0_id = f0_conn["id"]
local_id = reverse_conn.get(f0_id)
if not local_id:
auto_id_counter[0] += 1
local_id = f"c{auto_id_counter[0]:03d}"
new_mapping["connectors"][local_id] = f0_id
tail_f0 = f0_conn.get("tail", {}).get("id")
head_f0 = f0_conn.get("head", {}).get("id")
entry = {}
if tail_f0:
# Will be resolved after all shapes are processed
entry["_tailF0"] = tail_f0
if head_f0:
entry["_headF0"] = head_f0
skip_keys = {"id", "type", "children", "pageId", "tail", "head"}
props = {k: v for k, v in f0_conn.items() if k not in skip_keys and v is not None}
entry.update(props)
connectors[local_id] = entry
# Process all top-level shapes
for child in page.get("children", []):
child_type = child.get("type", "")
if child_type == "Connector":
process_connector(child)
else:
process_shape(child)
# Resolve connector references to local IDs
f0_to_local = {v: k for k, v in new_mapping["shapes"].items()}
for conn in connectors.values():
tail_f0 = conn.pop("_tailF0", None)
head_f0 = conn.pop("_headF0", None)
if tail_f0 and tail_f0 in f0_to_local:
conn["tailId"] = f0_to_local[tail_f0]
if head_f0 and head_f0 in f0_to_local:
conn["headId"] = f0_to_local[head_f0]
wireframe = {"name": page_name}
if shapes:
wireframe["shapes"] = shapes
if connectors:
wireframe["connectors"] = connectors
os.makedirs(os.path.dirname(output_path) or ".", exist_ok=True)
with open(output_path, "w") as f:
json.dump(wireframe, f, indent=2)
f.write("\n")
save_mapping(output_path, new_mapping)
print(f"Pulled '{page_name}' -> {output_path}: {len(shapes)} shapes, {len(connectors)} connectors")
# -- Export: push then export as image -----------------------------------------
def export_image(wireframe_path, output_path, port, fmt="image/png"):
"""Push wireframe to Frame0 and export the page as an image."""
import base64
# Push first to ensure Frame0 is up to date
push(wireframe_path, port)
mapping = load_mapping(wireframe_path)
page_id = mapping.get("page_id")
if not page_id:
print("ERROR: No page_id in mapping after push", file=sys.stderr)
sys.exit(1)
image_b64 = api(port, "file:export-image", {
"pageId": page_id,
"format": fmt,
"fillBackground": True,
})
image_bytes = base64.b64decode(image_b64)
with open(output_path, "wb") as f:
f.write(image_bytes)
print(f"Exported: {output_path} ({len(image_bytes) // 1024}KB)")
# -- CLI -----------------------------------------------------------------------
def main():
parser = argparse.ArgumentParser(description="Sync wireframe JSON with Frame0")
parser.add_argument("--port", type=int, default=int(os.environ.get("FRAME0_PORT", DEFAULT_PORT)))
sub = parser.add_subparsers(dest="command")
p_push = sub.add_parser("push", help="Push local JSON to Frame0")
p_push.add_argument("wireframe", help="Path to wireframe .json file")
p_pull = sub.add_parser("pull", help="Pull Frame0 page to local JSON")
p_pull.add_argument("page", help="Page ID or page name")
p_pull.add_argument("output", help="Output .json path")
p_export = sub.add_parser("export", help="Push and export as image")
p_export.add_argument("wireframe", help="Path to wireframe .json file")
p_export.add_argument("output", help="Output image path (e.g. wireframe.png)")
p_export.add_argument("--format", default="image/png",
help="Export MIME type (default: image/png)")
args = parser.parse_args()
if args.command == "push":
push(args.wireframe, args.port)
elif args.command == "pull":
pull(args.page, args.output, args.port)
elif args.command == "export":
export_image(args.wireframe, args.output, args.port, args.format)
else:
parser.print_help()
sys.exit(1)
if __name__ == "__main__":
main()
+2 -4
View File
@@ -136,7 +136,5 @@ chore(meta): release v0.1.0
## Staging Rules
- Stage files by name — never use `git add -A` or `git add .`
- Verify no secrets, saves, or binary blobs are staged
- Skip files in `.gitignore`
- The `.claude/` directory IS tracked — skills belong in the repo
See `.claude/rules/git-safety.md` for staging rules (always-loaded).
These apply to ALL git operations, not just this skill.
+9 -5
View File
@@ -100,15 +100,11 @@ git diff --stat main...<branch>
Draft title (`<type>(<scope>): <summary>`, max 70 chars) and description.
```bash
cat > /tmp/pr-body.md << 'EOF'
## Summary
...
EOF
tea pr create \
--repo jpmschweitzer/settled-reach \
--login schweitz \
--title "<title>" \
--description "$(cat /tmp/pr-body.md)" \
--description "## Summary ..." \
--base main \
--head <branch>
```
@@ -134,6 +130,14 @@ Report which tickets were moved to review. Skip tickets that are
already `done`, `review`, `cancelled`, or `backlog` (only transition
`in_progress` → `review`).
### 9. Next steps
If a sprint team is active (you are the team lead), do NOT shut down
agents after pushing. The team should remain alive for PR review and
potential comment fixes.
Suggest: "PR created/updated. Run `/pr-review` to review before merge."
## Arguments
If the user passes arguments (e.g., `/pr-push "my title"`), use them as the
+66 -28
View File
@@ -16,11 +16,20 @@ on the branch type. All reviewers must approve for a clean review.
## Workflow
### 1. Determine the branch
### 0. Branch guard — MUST be on `main`
If the user provided a branch name as argument, use it. Otherwise use the
current branch (`git branch --show-current`). If on `main`, ask the user
which branch to review.
```bash
git branch --show-current
```
If the current branch is **not `main`**, stop immediately and tell the user:
"PR reviews must be run from the `main` worktree. Switch to `main` first."
Do NOT proceed with the review from a team branch.
### 1. Determine the branch to review
If the user provided a branch name as argument, use it. Otherwise list open
PRs and ask the user which branch to review.
To list open PRs on Gitea:
```bash
@@ -63,23 +72,44 @@ If the diff is empty, report "No changes to review" and stop.
Three-dot diff with pathspec exclusions is unreliable. Instead, either:
1. Use `git diff main...<branch>` (full diff) and filter in the prompt, or
2. Read source files directly from the branch:
`git show origin/<branch>:<path>`
2. Read source files directly from the branch worktree (see below).
For large diffs (>1000 lines of source), provide **source files** rather than
raw diff to reviewers — cleaner context, better reviews. Read files with
`git show origin/<branch>:<path>` and include them in the prompt.
raw diff to reviewers — cleaner context, better reviews.
**IMPORTANT — agent tool access:** Not all reviewer agents have Bash access.
Agents that CAN read from branches themselves: **Hoshe, Tyre, Araminta**.
Agents that CANNOT (no Bash tool): **Paula, Miri, Ozzie, Gestalt, Gore, Nigel**.
**IMPORTANT — use worktree paths for ALL agents.** This project uses git
worktrees. Each team branch is checked out at:
For agents without Bash, you MUST read the source files yourself (via
`git show origin/<branch>:<path>`) and **paste the file contents directly
into the agent prompt**. Do not tell these agents to read files — they can't.
For very large PRs, read the key files (new/heavily modified) and include
summaries or excerpts of minor changes. Also read and include the relevant
`decisions/*.md` files these agents need for context.
```
/var/home/jeroenschweitzer/Projects/settled-reach/<branch>/
```
For example, the `copy` branch lives at:
```
/var/home/jeroenschweitzer/Projects/settled-reach/copy/content/dialogue/...
```
**All reviewer agents** (regardless of Bash access) should read source files
from the worktree path using the Read tool. This is more reliable than
`git show origin/<branch>:<path>` because:
- All agents have Read access (no Bash dependency)
- Files are always the actual branch checkout (no stale cache)
- No risk of accidentally reading from main's working directory
When constructing reviewer prompts, tell agents to read files from the
worktree path. Example instruction for agents:
```
Read the changed files from the branch worktree. The branch is checked
out at: /var/home/jeroenschweitzer/Projects/settled-reach/<branch>/
For example, to read `content/dialogue/the-terminal/kael-davan.yaml`,
use: /var/home/jeroenschweitzer/Projects/settled-reach/<branch>/content/dialogue/the-terminal/kael-davan.yaml
```
Also tell agents to read relevant `decisions/*.md` files from the same
worktree (they're identical to main, but using the worktree path keeps
agents grounded in the correct directory).
### 4. Spawn reviewers in parallel
@@ -153,19 +183,11 @@ After presenting results to the user, post the review as a PR comment.
Note: `tea pr reject` does not work on your own PRs. Use `tea comment` instead.
**IMPORTANT — `tea comment` hangs with inline heredocs and multi-line strings.**
Always use a two-step approach: write to a temp file first, then pass via `$(cat)`:
Post using the `tea-comment` wrapper (handles temp files and cleanup):
```bash
tooling/tea-comment <PR_NUMBER> "review markdown here"
```
# Step 1: Write review to .tmp/ using the Write tool (no permission prompt)
Write(file_path: "<repo_root>/.tmp/review-<branch>.md", content: "...review content...")
# Step 2: Post to Gitea (separate Bash call)
tea comment --login schweitz --repo jpmschweitzer/settled-reach <PR_NUMBER> "$(cat .tmp/review-<branch>.md)"
```
Use the Write tool for step 1 (avoids Bash permission prompts). The `.tmp/`
directory is gitignored and exists in the repo root for this purpose.
## 7. Merging approved PRs
@@ -182,6 +204,22 @@ tea pr close --login schweitz --repo jpmschweitzer/settled-reach <PR_NUMBER>
Gitea does **not** auto-close PRs when you push a local merge — always close
manually with `tea pr close` after pushing.
### 8. Post-review team actions
If a sprint team is active and you are the team lead, handle the
review outcome:
**CHANGES_REQUESTED:**
The sprint-start lifecycle (step 9c) handles dispatching review
comments to agents. After presenting results, remind the lead:
"Review requested changes. Create tasks from the warnings/critical
issues and dispatch to idle agents, then re-push and re-review."
**APPROVED:**
The sprint-start lifecycle (step 9c) handles shutdown. After
presenting results, remind the lead: "Review approved. Proceed with
team shutdown per sprint-start step 9c."
## Tips from practice
- **Vendor code**: Explicitly note vendor code in the prompt so reviewers focus
@@ -2,11 +2,20 @@
Use `model: sonnet` for all reviewers — sufficient for review, saves cost.
**All agents read from worktree paths.** Each branch is checked out at:
`/var/home/jeroenschweitzer/Projects/settled-reach/<branch>/`
Tell every reviewer agent to read source files from the worktree using the
Read tool. Include the worktree base path and a list of changed files in
every prompt. Do NOT rely on `git show` or paste file contents — agents
can read directly from the worktree.
## Code reviews (`server`, `client`, `ci`)
**Hoshe (Code Quality)**
- `subagent_type`: `hoshe`, `model`: `sonnet`
- Prompt: Include source code and commit log. Ask Hoshe to review for:
- Prompt: Provide the worktree path, list of changed files, and commit log.
Tell Hoshe to read source files from the worktree, then review for:
- Correctness and bug risks
- Error handling gaps
- Test coverage (are new features tested?)
@@ -16,44 +25,43 @@ Use `model: sonnet` for all reviewers — sufficient for review, saves cost.
**Tyre (Architecture)**
- `subagent_type`: `tyre`, `model`: `sonnet`
- Prompt: Include source code and commit log. Tell Tyre to read the relevant
`decisions/*.md` files first, then review for:
- Prompt: Provide the worktree path, list of changed files, and commit log.
Tell Tyre to read the relevant `decisions/*.md` files from the worktree
first, then review for:
- Architectural consistency with project decisions
- API/interface design quality
- Dependency and coupling concerns
- Scalability implications
- Whether the change respects non-negotiable baselines (D-010, D-012)
- Tyre can read files directly from the branch using `git show origin/<branch>:<path>`
## Copy reviews (`copy`)
**Hoshe (QA)**
- `subagent_type`: `hoshe`, `model`: `sonnet`
- Prompt: Include the changed files and commit log. Ask Hoshe to review for:
- Prompt: Provide the worktree path, list of changed files, and commit log.
Tell Hoshe to read the changed files from the worktree, then review for:
- Formatting consistency (markdown, file naming, frontmatter)
- Broken references or links
- Spelling and grammar
- File organization and structure
- Missing or orphaned files
**Paula (Narrative Depth)** — NO BASH ACCESS
**Paula (Narrative Depth)**
- `subagent_type`: `paula`, `model`: `sonnet`
- Paula cannot read from branches. You must paste file contents and decision
files directly into the prompt.
- Prompt: Include full text of changed files, commit log, and relevant
`decisions/*.md` content. Ask Paula to review for:
- Prompt: Provide the worktree path, list of changed files, commit log, and
list of relevant `decisions/*.md` files to read. Tell Paula to read all
files from the worktree using the Read tool, then review for:
- Narrative quality and character voice consistency
- Whether dialogue and monologue feel authentic to the characters
- Consequences and stakes — do choices carry weight?
- Political and interpersonal depth
- Emotional resonance — does the text make you feel something?
**Miri (World Consistency)** — NO BASH ACCESS
**Miri (World Consistency)**
- `subagent_type`: `miri`, `model`: `sonnet`
- Miri cannot read from branches. You must paste file contents and decision
files directly into the prompt.
- Prompt: Include full text of changed files, commit log, and relevant
`decisions/*.md` content. Ask Miri to review for:
- Prompt: Provide the worktree path, list of changed files, commit log, and
list of relevant `decisions/*.md` files to read. Tell Miri to read all
files from the worktree using the Read tool, then review for:
- Lore accuracy — do facts match established setting?
- Internal consistency across files
- IP originality — nothing should read as a copy from another franchise
@@ -64,16 +72,18 @@ Use `model: sonnet` for all reviewers — sufficient for review, saves cost.
**Hoshe (QA)**
- `subagent_type`: `hoshe`, `model`: `sonnet`
- Prompt: Include the changed files and commit log. Ask Hoshe to review for:
- Prompt: Provide the worktree path, list of changed files, and commit log.
Tell Hoshe to read the changed files from the worktree, then review for:
- File format and naming conventions
- Asset organization and directory structure
- Missing or broken references in scene/resource files
- Import settings consistency
**Araminta (Art Direction)** — HAS BASH ACCESS
**Araminta (Art Direction)**
- `subagent_type`: `araminta`, `model`: `sonnet`
- Prompt: Include the changed files and commit log. Tell Araminta to read
the style guide and relevant design docs first, then review for:
- Prompt: Provide the worktree path, list of changed files, and commit log.
Tell Araminta to read the style guide and relevant design docs from the
worktree first, then review for:
- Visual consistency with the established style guide
- Color palette adherence
- UI pattern consistency (diegetic-first, clarity over beauty)
@@ -84,17 +94,17 @@ Use `model: sonnet` for all reviewers — sufficient for review, saves cost.
**Hoshe (QA)**
- `subagent_type`: `hoshe`, `model`: `sonnet`
- Prompt: Include the changed files and commit log. Ask Hoshe to review for:
- Prompt: Provide the worktree path, list of changed files, and commit log.
Tell Hoshe to read the changed files from the worktree, then review for:
- File format and naming conventions
- Audio asset organization and directory structure
- Missing or broken references
- Import/bus configuration consistency
**Ozzie (Player Experience)** — NO BASH ACCESS
**Ozzie (Player Experience)**
- `subagent_type`: `ozzie`, `model`: `sonnet`
- Ozzie cannot read from branches. You must paste file contents directly
into the prompt.
- Prompt: Include full text of changed files and commit log. Ask Ozzie to
- Prompt: Provide the worktree path, list of changed files, and commit log.
Tell Ozzie to read all files from the worktree using the Read tool, then
review for:
- Emotional impact — does the audio enhance the moment?
- Atmosphere and tone — does it feel like the Commonwealth?
+54
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@@ -325,3 +325,57 @@ Output to the user:
You are now the team lead. Agents work autonomously — monitor via
`TaskList`, communicate via `SendMessage`, and handle blockers as
they arise.
**When all tasks complete:** Do NOT shut down agents. The team stays
alive through the PR review cycle. Follow step 9 (post-work lifecycle).
### 9. Post-work lifecycle
When all tasks are complete (TaskList shows all completed):
#### 9a. Commit and push
Run `/git-commit` to commit all changes, then `/pr-push` to create or
update the PR. Do NOT shut down agents — the team stays alive for review.
#### 9b. Review
Run `/pr-review` to spawn temporary reviewers. Wait for results.
#### 9c. Handle review outcome
**If CHANGES_REQUESTED:**
1. Parse the review comment table (from the Gitea PR comment or the
review output). Extract each warning/critical issue with:
- File path and approximate line
- Severity (critical / warning / suggestion)
- Description
2. Create a task per warning/critical issue:
```
TaskCreate(
subject: "Review: {short description}",
description: "{full issue description from review table, including
file path, severity, and reviewer name}",
activeForm: "Fixing review comment: {short description}"
)
```
Skip suggestion-severity items unless they are trivial (1-line fixes).
3. Dispatch to idle agents: send each a message via SendMessage telling
them to check TaskList for new review-fix tasks. Agents claim and
work tasks as usual.
4. After all review-fix tasks are complete, re-run `/git-commit` then
`/pr-push` to update the PR. Then re-run `/pr-review`.
5. Repeat this loop until review returns APPROVED.
**If APPROVED:**
1. Send `shutdown_request` to all sprint agents.
2. Wait for all `shutdown_response` confirmations.
3. Call `TeamDelete` to clean up.
4. Report: "Sprint {N} {team} complete. PR #{X} approved and ready for
merge on main."
+94
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@@ -0,0 +1,94 @@
---
name: sprint-status
description: >
Sprint health check and cleanup sweep. Lists all tickets in the active
sprint grouped by status, detects bookkeeping issues (stale tickets,
orphan PRs, done-but-open PRs, unassigned work), and shows open work
by team. Use when checking sprint progress, before sprint close, or
when housekeeping feels off. Triggers on "sprint status", "cleanup
sweep", "what's open", "sprint health".
user-invocable: true
allowed-tools: Task, Read, Grep, Glob
---
# Sprint Status
**Delegate this entire skill to a subagent** (general-purpose, model: haiku).
When this skill is invoked, spawn a subagent using the Task tool:
```
Task(
subagent_type: "general-purpose",
model: "haiku",
prompt: "Run /sprint-status. Read the skill at
.claude/skills/sprint-status/SKILL.md for the full workflow
(below the --- separator), then execute it.",
description: "Sprint status report"
)
```
Present the subagent's output to the user verbatim. Do NOT run the
workflow yourself.
---
The remainder of this file is the subagent's reference for executing
the workflow.
## Step 1 — Gather data
Run these two commands in parallel:
```bash
db/connectors/sprint sweep
```
```bash
tea pr list --login schweitz --repo jpmschweitzer/settled-reach --state open --output simple
```
The `sweep` command returns JSON with:
- `sprint` — id, name, goal
- `progress` — total, done, pct
- `by_status` — tickets grouped into done, review, in_progress, blocked, backlog
- `by_team` — per-team counts
- `issues` — bookkeeping problems with suggested fix commands
The `tea pr list` returns open PRs as `#N title` lines.
## Step 2 — Cross-reference PRs with tickets
Parse PR head branches from the `tea pr list` output. Known team branches:
`server`, `client`, `copy`, `audio`, `visual`, `ci`.
Detect additional issues:
- **done_team_open_pr**: A team's tickets are all done but an open PR
still exists for that team branch.
- **orphan_pr**: An open PR exists on a branch that has no tickets in
the active sprint.
Add these to the issues list from step 1.
## Step 3 — Format output
Read `references/output-template.md` for the exact format spec.
Render the report using data from steps 1-2. Key rules:
- Sections ordered: Completed, In Review, In Progress, Blocked, Backlog
- Sort tickets within sections by team then ticket ID
- Empty sections: show header with "(0)" and "(none)" — no empty table
- Bookkeeping Issues: two-column table (Issue, Fix)
- Open Work by Team: summary table at the bottom
- Issue type labels: `stale_backlog` → "Stale backlog",
`unassigned_in_progress` → "Unassigned in_progress",
`assigned_but_done` → "Assigned but done",
`done_team_open_pr` → "Done team with open PR",
`orphan_pr` → "Orphan PR"
## Step 4 — Suggest actions
After the formatted report, if there are bookkeeping issues, add a
"Suggested fixes" section with the fix command for each issue. Group
by issue type for readability.
@@ -0,0 +1,54 @@
# Sprint Status Output Template
## Sprint {N}: {Theme} — Status Report
**Goal:** {goal}
**Status:** {status} | {done}/{total} tickets ({pct}%)
**Open PRs:** {count} ({branches})
---
### Completed ({count})
| # | Team | Title | Assigned |
|---|------|-------|----------|
| #{id} | {team} | {title} | {assigned} |
### In Review ({count})
| # | Team | Title | PR |
|---|------|-------|----|
| #{id} | {team} | {title} | #{pr} |
### In Progress ({count})
| # | Team | Title | Assigned | Note |
|---|------|-------|----------|------|
| #{id} | {team} | {title} | {assigned} | |
### Blocked ({count})
| # | Team | Title | Blocked by |
|---|------|-------|------------|
| #{id} | {team} | {title} | #{ids} |
### Backlog ({count})
| # | Team | Title | Note |
|---|------|-------|----|
| #{id} | {team} | {title} | not started |
---
### Bookkeeping Issues
| Issue | Fix |
|-------|-----|
| {type}: {detail} | `{command}` |
### Open Work by Team
| Team | Backlog | In Progress | Review | Blocked | Done |
|------|---------|-------------|--------|---------|------|
| {team} | {n} | {n} | {n} | {n} | {n} |
| **Total** | **{n}** | **{n}** | **{n}** | **{n}** | **{n}** |
+2 -3
View File
@@ -10,9 +10,8 @@ allowed-tools: Bash, Read, Grep, Glob
# Ticket Skill
Manage the project ticketing database. Basic usage (`ticket list`, `ticket show`,
`ticket sprint --active`) and raw SQL wrappers are documented in CLAUDE.md.
This skill covers the full command reference.
Manage the project ticketing database. Basic usage is in CLAUDE.md's CLI tools
section. This skill covers the full command reference.
## Commands
+4 -3
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@@ -88,9 +88,10 @@ When all Round N tasks are complete:
Wrap-up sequence:
1. Qatux produces final `workshop-outcomes.md` from accumulated notes
2. If SI is present, SI creates tickets from decided items
3. Send shutdown_request to all agents (qatux and si last, after they finish their output tasks)
4. TeamDelete to clean up
2. Qatux creates or updates diagrams (via `/d2-diagram`) for any new D-records produced by the workshop
3. If SI is present, SI creates tickets from decided items
4. Send shutdown_request to all agents (qatux and si last, after they finish their output tasks)
5. TeamDelete to clean up
## Agent Type Reference
+3
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@@ -21,6 +21,9 @@ renderer/output/*.png
# Database (shared across worktrees at ../settledreach.db, not tracked)
db/commonwealth.db*
# Frame0 ID mapping files (ephemeral, per-machine)
*.idmap.json
# Python
__pycache__/
*.pyc
+138
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@@ -6,6 +6,144 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
## [Unreleased]
### Added
- D-084: dual-namespace line ID scheme for auto-generated NPCs — role pool (shared, unchanged) + instance override (opt-in, seeded counter). Resolves Q-028 (#544)
- Tier 1 drama module schema (`content/schemas/drama_module.schema.yaml`) — entry conditions, NPC requirements, event sequences, outcomes, pool format (#158)
- Smuggling ring v0.1 stub module (`content/modules/tier1/smuggling_ring_v0_1.yaml`) — vertical slice Tier 1 module with 6 NPC roles, dual event sequences, 5 outcomes (#158)
- Line ID authoring guide (`docs/design/line-id-authoring-guide.md`) — dual-namespace conventions for hand-authored and auto-generated NPC content
- Tier 1 module authoring guide (`docs/design/tier1-module-authoring.md`) — field reference, NPC pattern/motivation tables, design principles, pre-submission checklist
- Sprint 18: Touch planned — 14 tickets (server 9, client 3, copy 2) covering examine mechanic, NPC awareness, social propagation, minimap, dialogue UI, save state model
- `.claude/rules/` directory — modular auto-loaded instructions (tea-cli, git-safety, project-structure, team-patterns, local-services)
- KnowledgeGrant untagged enum with Fact and Entity variants, ContentEntityRegistry for NPC spawn-time entity resolution (D-079, #545)
- KnowledgeGranted event processing — grants fire at dialogue line selection, runtime NPC KG guardrail (D-079, #546)
- ContradictionClaim struct with 600-tick window detection in observe_entity, epistemic neutrality for both sources (D-083, #547)
- NPC-to-NPC knowledge transfer system — trust-gated fact exchange, confidence capping at KnowsOf, ToldBy source construction (D-080, #548)
- tell_state KG awareness — NPC relationship reads from KG for other-entity state, MVP information boundary (D-082, #549)
- Contradiction monologue with pre-resolved entity names, PersonOfInterest relationship shift, THE FRIEND arc event chain (D-083, #550)
- Unprompted disclosure system — DisclosureCandidates component, 7 trigger gates, three-layer rate limiting, two-stage trait filter (D-081, #551)
- Trait modifier system — Cautious/Gossipy/Loyal/Talkative filter predicates via content-authorable config (D-081, #173)
- POI data model and proximity-based discovery system via KnowledgeGranted events (#148, #149)
- Protocol versioning tests — version round-trip, mismatch detection, serde_default migration pattern, full variant coverage (#232)
- Team monitoring rules — heartbeat rule for stuck agent detection, bottleneck detection pattern
- `tooling/tea-comment` — single-command wrapper for posting Gitea PR/issue comments with multi-line bodies
- Insert/HUD wireframe and visual spec (#314) — dual character variants (smuggler social network view, detective investigation overlay) with pixel-precise layout, entity markers, time display, border arrows, commission grid, and all interaction states
- Contradiction monologue lines — 16 hand-authored lines (8 detective, 8 smuggler) for Sera/Kael FRIEND arc, Phase 2 blindsiding + Phase 3 pattern recognition, cognitive-dissonance-not-accusation tone per D-083 (#552)
- Diegetic tutorial monologue — 20 lines (10 per character) teaching movement, fog, sound, NPC interaction, and insert/HUD through character voice, fire-once on first-time events (#330)
- Diegetic time display on insert HUD — station local time (HH:MM), day phase with cycle-tinted color, day number on InsertOverlay (#263)
- Relationship color accent on E-Talk overlay — 3px left-edge bar using D-033 palette signals NPC relationship at a glance (#537)
- `Constants.format_game_time()` helper for converting game-minutes to HH:MM station time
- `/sprint-status` cleanup sweep skill — consistent health report with tickets by status, PR cross-reference, bookkeeping issue detection, and open work by team
- `sprint sweep` CLI subcommand — structured JSON output for sprint health checks (grouped tickets, per-team summary, issue detection)
- Knowledge Flow & NPC Boundaries workshop — 5 D-records (D-079–D-083) covering grant architecture, NPC-to-NPC propagation, unprompted disclosure, NPC information boundaries MVP, contradiction detection pipeline
- 7 knowledge graph implementation tickets (#545–#551) with full dependency chain and line estimates
- Contradiction monologue content ticket (#552) for Sera/Kael FRIEND arc
- Sprint 17 completion proofs: contradiction detection fires, NPC-to-NPC knowledge transfers
- Entity renderer migrated from ColorRect placeholders to Sprite2D with D-019 angle sprites — self_modulate for D-033 tinting, 8→4 octant direction mapping, feet-anchored y-sort (#540)
### Changed
- CLAUDE.md compacted from 188 to 67 lines — CLI references, endpoints, and patterns moved to `.claude/rules/`
- `/sprint-status` delegates to haiku subagent — keeps sweep JSON, template read, and PR list out of main context window
- `sprint sweep` JSON trimmed — removed unused fields (`ok`, `sprint.status`, `priority`, `ticket_id`), shortened issue detail strings
- Sprint status output template condensed — rendering rules moved to skill definition, bookkeeping table simplified to 2 columns
- Model selection documented in CLAUDE.md — `/model sonnet[1m]` and `/model opus[1m]` for 1M context sessions
- Sprint 17 briefings updated with workshop results — server (14 tickets), copy (2 tickets), client (2), visual (1)
- Q-024 (gossip timing), Q-025 (KG memory), Q-026 (contradiction detection) closed
- Sprint 16 closed (8/8 done)
- 3D sprite render pipeline — Camera3D at D-019 angle (-72.5° from horizontal), three-point studio lighting rig, orthographic projection, resolution chain 1024→256→64
- Generic NPC capsule model (24×32px footprint per D-044) and structural wall model for pipeline validation
- Test sprites: 8 runtime 64px sprites (NPC + wall × 4 directions) deployed to client/assets/sprites/
- Pipeline documentation (renderer/README.md) — camera spec, lighting rig, resolution chain, model authoring guide
- DialogueResponse verb handler — players pick dialogue options and receive follow-up lines via full D-028 four-layer pipeline (#539)
- Trust-gated gossip verification — integration tests confirm Secret/Real/Surface tier gating per D-075 (#171)
- Line variety tracker wiring — DialogueCooldownTracker prevents repeat lines within 600-tick window (#338)
- DialogueResponse cross-language fixture for GDScript testing
- Sprint team lifecycle through PR review — teams stay alive for commit → push → review → fix loop → approve → shutdown
- Zone_id extraction in game_state.gd optimized from O(N) tile scan to O(1) dictionary lookup — builds _tile_by_coord from member visible_tiles covering both test and live paths (#543)
- Shared run_dialogue_pipeline() helper eliminates ~60 lines of duplication between Talk and DialogueResponse systems
- Dialogue and monologue line IDs migrated from location-scoped (the-terminal_d_039) to NPC-scoped (kael-davan_d_001) namespace — each NPC has an independent sequence per D-035 (#542)
- DialogueCooldownTracker documented as per-player-global by design (NPC-scoped line IDs per D-035 prevent collision)
- CONFRONTATION_LINES marked TODO for migration to D-028/D-035 content pipeline
- pr-push and pr-review skills updated with team lifecycle awareness
### Fixed
- PR #59 review: stale mood vocabulary updated in line-pool-format.md, style-guide, and content-directory-structure.md to post-Sprint 14 values
- PR #59 review: orphaned location-scoped IDs in maintenance-tech.yaml comments and smuggler-inventory.yaml cross-references updated to NPC-scoped
- PR #59 review: Lera Sessik tenure corrected from "twelve years" to "eighteen years", NPC header fixed
- PR #59 review: ring-operative.yaml fact_id corrected from `location.surveillance_gaps` to `investigation.surveillance_gaps`
- Dialogue systems moved from BridgePlugin to NpcPlugin — game logic registers where it belongs (#538)
- Schedule ambiguity: emit_observation_events now has explicit .before(advance_tick) constraint
- process_dialogue_response updates ActiveDialogue tick and InteractionMemory on follow-up
- DialogueResponse range check added (CLOSE_RANGE, matching Talk/Confront pattern)
- Weighted selection fallback replaced with unreachable!() — dead code removed
- assert!(false) → panic!() in serialization tests (clippy)
- SetFacing and TeleportToHub added to roundtrip test coverage
## [v0.1.15] — 2026-02-23
### Added
- Sprint 16 "Converse" briefings — 8 tickets across server/client/copy/visual teams
- 19 UI wireframes — HUD, dialogue, monologue, popups, menus in v0.1 and v1.0 variants with D-record cross-references
- d2-diagram skill — text-to-diagram generation with project defaults (theme 200, dagre, PNG)
- frame0-wireframe skill — UI wireframing via Frame0 HTTP API, replaces MCP dependency with bash+curl
- 16 decision diagrams — architecture, data-flow, entity, state, and UI categories covering all project decisions
### Changed
- frame0-wireframe skill rewritten — JSON-as-truth workflow with frame0-sync.py, batch export, renderer-only guidance
- pr-review skill — all reviewer agents now use worktree paths instead of git show
- Dialogue panel is always visible as permanent insert UI element (D-061)
- Makefile: check-protocol target verifies server/client protocol versions match before build
- D-035 amended: line ID namespace changed from location-scoped to NPC-scoped (Sprint 15)
- Tilemap z-layer filtering — FloorTiles renders z=0 only, z=1/z>1 reserved for future layer nodes (#71, D-049)
- Entity 24x32 footprint per D-044 visual hierarchy — split ENTITY_SIZE into WIDTH/HEIGHT with separate offsets (#72)
- Follow target stub on GameState — `follow_target_id` field ready for server #241 Follow verb
- Manual exponential camera smoothing — CAMERA_SMOOTHING_SPEED constant (8.0), same lerp pattern as entity renderer (#117)
- 31 new Sprint 15 validation tests — camera smoothing, UI framework z-layers, entity footprint, Sprint 14 regressions
- SpatialIndex trait with naive Vec implementation — entities_in_range, entities_at, update methods with Manhattan distance (#340)
- NPC generation pipeline — procedural seeding of all 10 D-024 axes via SimRng with constraint validation (#92)
- Personality and tell system — 5 tell categories (Nervous, Angry, Friendly, Guarded, RoutineDeviation) derived from NPC axis values each tick (#90)
- Tolerance threshold monitoring — ToleranceBreachEvent on stress exceeding per-NPC threshold, mood FSM integration (#105)
- Routine deviation detection — RoutineDeviationEvent on wrong location/activity for day phase, absence detection, pathfinding-aware (#243)
- Follow mechanic — Follow verb, proximity/LOS tracking, double-frequency observation events, NPC suspicion accumulation, configurable thresholds (#241)
- Monologue event triggers — observe_npc, hear_sound, observe_anomaly, witness_interaction, post_conversation with D-035 context tags (#119)
- Protocol v13 — tell_state on VisibleEntity, follow_state on ObserverSnapshot, Follow verb
## [v0.1.14] — 2026-02-21
### Added
- Unified dialogue log — player-NPC and overheard NPC-NPC conversations in one chronological scrolling panel (#535, D-061/D-078)
- F3 debug overlay — real-time game state display with tick, FPS, position, entity counts, dialogue/monologue status (#511)
- Monologue display — multi-line priority queue with character colours, italic BBCode, stagger animation (#122)
- Protocol v9 — conversation_events, conversation_ended, dialogue_response fields with carry-forward logic
- Dialogue theme system — configurable NPC name colour palette, entry timing, passive opacity via dialogue-theme.yaml
- Monologue display system visual spec — typography, positioning, stacking, priority, fade animation, character color differentiation, 80-char line constraint (#315)
- Entity color system spec — D-033 relationship-to-player mapping, transition animations, color blindness assessment (#304)
- Text display hierarchy spec — 4 content pipelines (dialogue, monologue, observation, environmental) with z-layers and positioning (#316)
- Sound indicator visual design — fog-edge pulse for D-018 three-range sound model with direction encoding and range differentiation (#317)
- THE FRIEND visual treatment spec — 3-phase earned visual detail for Kael Davan and Sera Venn (#318)
- Environmental text visual standards — signage, terminal, and news ticker rendering with bilingual Concordat/Krenn treatment (#334)
- Tell visual/behavioral expression spec — 5 tell categories mapped to 6 Tier 2 behaviors (#251)
- Monologue line pool maxLength raised from 160 to 256 chars (soft guidance ≤160)
- NPC name masking infrastructure — entity-anchored dialogue log with server-side role labels, retroactive name update on learning, NpcColorIndex for stable color assignment
- Dialogue option keyboard selection (1/2/3 number keys) and numbered option labels
- Interaction list chrome — background panel, mouse hover highlighting, click-to-interact, pointing hand cursor
### Changed
- D-061 updated to document unified conversation log architecture from Sprint 14
- Dialogue options switched from RichTextLabel to Label for reliable VBoxContainer sizing
### Fixed
- Visual grammar dialogue max-width corrected from "~70% screen width" to 640px per D-076
- BBCode injection in dialogue log formatting — server-sourced strings now escaped with [lb]
- Per-frame dialogue log rebuild replaced with dirty flag (performance)
- dialogue_active lifecycle — now cleared after panel fade completes per D-064
- PAUSE/UNPAUSE routed through main.gd input recording for bug report replay (#507)
- WASD input freeze after filing bug report — LineEdit focus not released before queue_free() across CanvasLayers
- WASD not reactivating after Talk — dialogue_active held for entry_lifetime instead of cleared immediately
- Recognition chime spam — entity IDs now tracked permanently per room instead of expiring
- Audio path warning — res://audio/ corrected to res://assets/audio/ in AudioManager
- world_radial.tscn anchors_preset warning — changed from 15 to 0
- bug_report_dialog.gd push_warning changed to print for informational message
## [v0.1.13] — 2026-02-20
### Added
+27 -140
View File
@@ -1,50 +1,26 @@
# The Settled Reach
A top-down immersive sim — occlusion-based detective game with combat elements, set in an original science fiction universe. Single-character perspective, asymmetric information as core mechanic, Rimworld-style storyteller. Godot 4 client + Rust/bevy_ecs simulation server via subprocess/IPC (D-020).
A top-down immersive sim — occlusion-based detective game with combat elements, set in an original science fiction universe. Single-character perspective, asymmetric information as core mechanic, Rimworld-style storyteller. Godot 4 client + Rust/bevy_ecs simulation server via subprocess/IPC.
**Official Title:** The Settled Reach (D-021)
**Repository name:** settled-reach (formerly commonwealth, renamed for clarity)
**Official Title:** The Settled Reach
**Repository name:** settled-reach
**Version source of truth:** `project.yaml` (root `version` field, scheme: `0.1.{sprint_number}`)
## Project Structure
```
client/ # Godot 4 client (D-020)
server/ # Rust/bevy_ecs simulation server (D-020)
client/ # Godot 4 client
server/ # Rust/bevy_ecs simulation server
tooling/ # Build tools, scripts, asset pipelines
tests/ # Integration and end-to-end tests
.config/ # Configuration files (linters, formatters, CI)
.cache/ # Local caches for testing/linting (gitignored)
docs/
discussions/ # Discussion rounds (all rounds archived here per D-022)
briefings/ # Per-agent context briefings (maintained by Qatux)
architecture/ # Technical architecture documents
design/ # Game design documents
sprints/ # Sprint briefings per team (server.md, client.md, copy.md, joint.md, etc.)
workshops/ # Workshop briefs and outputs (per-workshop subdirectories)
db/
schema.sql # Database schema
connectors/ # Connector scripts for SQLite and Qdrant
config.json # Endpoint configuration
ticket # Ticket CLI (list, show, create, assign, sprint, etc.)
sqlite_connector.py # SQLite mini MCP
qdrant_connector.py # Qdrant + ollama mini MCP
.claude/
agents/ # Agent personality files
skills/ # Skill definitions
decisions/ # Decision domain files (source of truth)
README.md # Domain index and query examples
architecture.md # D-008, D-009, D-010, D-012, D-020, D-026, D-030, D-031, D-041, D-042, D-054, D-055, D-066
perception.md # D-011, D-015, D-016, D-017, D-018, D-019, D-033, D-035, D-043-D-049, D-052, D-056-D-061, D-067, D-069-D-072, D-076-D-078
content.md # D-023, D-024, D-025, D-028, D-029, D-032, D-034-D-037, D-050, D-062-D-064
scope.md # D-001, D-003, D-005, D-006, D-007, D-013, D-014, D-027, D-038, D-039, D-051, D-053, D-065
process.md # D-004, D-021, D-022
questions.md # Q-001 through Q-011
rejected.md # R-001 through R-010
DECISIONS.md # Redirect to decisions/ directory
TEAM.md # Team roster and roles
docs/ # Architecture, design, briefings, sprints, workshops
db/ # Schema + connector scripts (ticket CLI, SQLite, Qdrant)
.claude/ # Agents, skills, rules
decisions/ # Decision domain files (D-NNN confirmed, Q-NNN open, R-NNN rejected)
```
Full annotated tree: `.claude/rules/project-structure.md`
## DevOps
See [docs/DEVOPS.md](docs/DEVOPS.md) for build, test, lint, and CI procedures. All development operations go through the top-level `Makefile` — run `make` for a summary of targets.
@@ -53,15 +29,12 @@ See [docs/DEVOPS.md](docs/DEVOPS.md) for build, test, lint, and CI procedures. A
### Worktree boundaries
This project uses **git worktrees** in a shared parent directory (`settled-reach/`). Each team branch (`server`, `client`, `copy`, `audio`, `visual`, `ci`) is checked out in its own worktree under that parent. The parent directory also contains shared resources like the ticketing database.
This project uses **git worktrees** in a shared parent directory (`settled-reach/`). Each team branch (`server`, `client`, `copy`, `audio`, `visual`, `ci`) has its own worktree. The worktree root IS the git root.
Each worktree contains the full repository: `server/` (Rust backend), `client/` (Godot client), `docs/`, `decisions/`, etc. The worktree root IS the git root — use `git rev-parse --show-toplevel` if in doubt.
Unless there is a direct instruction or a functional need (e.g. accessing the shared database in the parent directory), **all work must remain within the scope of the git root Claude is running in.**
- All file paths are relative to the worktree/git root (e.g. `server/src/bridge/types.rs`, `client/scripts/rendering/fog.gd`).
- Do not navigate to or access sibling worktrees in the parent directory (`../client/`, `../copy/`, etc.) unless explicitly instructed.
- Do not navigate above the git root unless explicitly instructed.
- **All work must remain within the git root** unless explicitly instructed otherwise.
- All file paths are relative to the worktree root (e.g. `server/src/bridge/types.rs`).
- Do not navigate to or access sibling worktrees (`../client/`, `../copy/`, etc.) unless explicitly instructed.
- **Exception — stale git lock files:** Worktree index locks live in the shared `.git` directory (e.g. `main/.git/worktrees/copy/index.lock`). If a `git` command fails with `index.lock: File exists`, you may remove the lock file for **your own worktree only**. Never touch lock files belonging to other worktrees.
### Database
@@ -73,109 +46,23 @@ The ticketing database (`settledreach.db`) lives in the **parent directory** sha
3. Read the relevant `decisions/*.md` domain file(s) referenced in the briefing
4. Background context: `docs/briefings/{your-name}.md`, `docs/discussions/`
### Ticket and database access
**Prefer the ticket CLI over raw SQL.** The CLI handles column names, joins, and output formatting correctly:
```bash
db/connectors/ticket list --sprint 2 --team server
db/connectors/ticket show 78
db/connectors/ticket sprint --active
```
### CLI tools
### Sprint CLI
**Use the sprint CLI for sprint-scoped operations.** It batches ticket queries and formats output for agent consumption:
```bash
db/connectors/sprint status # Current sprint progress
db/connectors/sprint status --team server # Team-scoped view
db/connectors/sprint start-work --team client # Full context dump for starting work
db/connectors/sprint prepare # Prepare next sprint (candidates + gaps)
db/connectors/sprint start # Activate a planned sprint
db/connectors/sprint stop # Complete an active sprint
```
Team is auto-detected from the current git branch (if not `main`). Sprint is auto-detected from DB state.
**Prefer CLI wrappers over raw SQL.** Never use the `sqlite3` CLI — it crashes in Claude Code (std::bad_alloc). Use the wrapper scripts instead.
Only fall back to raw SQL for queries the CLI doesn't support. **Never use the `sqlite3` CLI** — it crashes in Claude Code due to a known std::bad_alloc bug. Use the wrapper scripts instead:
```bash
db/connectors/sqlite-query "SELECT * FROM tickets WHERE status='in_progress'"
db/connectors/sqlite-exec "UPDATE tickets SET status='done' WHERE id=1"
```
### Qdrant / document search
```bash
db/connectors/qdrant-search "asymmetric information design"
db/connectors/qdrant-index docs/briefings/tyre.md
db/connectors/qdrant-health
db/connectors/qdrant-count
```
### Gitea access (tea CLI)
**Never access the Gitea API directly** — use the `tea` CLI with all required flags to bypass interactive mode.
Always pass `--login schweitz --repo jpmschweitzer/settled-reach --output simple` to avoid TTY prompts.
```bash
# List open PRs
tea pr list --login schweitz --repo jpmschweitzer/settled-reach --state open --output simple
# View a PR with comments
tea pr --login schweitz --repo jpmschweitzer/settled-reach --comments -o simple <PR_NUMBER>
# Post a comment on a PR (or issue)
tea comment --login schweitz --repo jpmschweitzer/settled-reach <NUMBER> "comment body"
# Approve a PR
tea pr approve --login schweitz --repo jpmschweitzer/settled-reach <PR_NUMBER>
# List issues
tea issue list --login schweitz --repo jpmschweitzer/settled-reach --state open --output simple
```
Key rules:
- **All flags must be explicit** — omitting `--login` or `--repo` triggers interactive prompts that crash in Claude Code (no TTY)
- **Use `--output simple`** for machine-readable output (no table borders)
- **`tea comment` hangs with inline heredocs and multi-line strings.** Always write the comment body to a temp file first, then pass it via `$(cat)`:
```bash
# Step 1: Write content to .tmp/ (gitignored) using the Write tool
# Step 2: Post via cat
tea comment --login schweitz --repo jpmschweitzer/settled-reach <NUMBER> "$(cat .tmp/review-branch.md)"
```
- **`tea pr reject` does not work on your own PRs** — use `tea comment` instead
- **Never delete protected branches:** `main`, `maintenance`, `server`, `client`, `copy`, `audio`, `visual`, `ci` are protected on Gitea. Do not use `tea pr clean`, `git push --delete`, or `git branch -D` on these branches.
| Tool | Command | Full reference |
|------|---------|----------------|
| Tickets | `db/connectors/ticket list`, `show`, `create`, `assign` | `/ticket` skill |
| Sprints | `db/connectors/sprint status`, `start-work`, `prepare` | `/sprint-start` skill |
| SQL queries | `db/connectors/sqlite-query "SELECT ..."` | — |
| SQL writes | `db/connectors/sqlite-exec "UPDATE ..."` | — |
| Doc search | `db/connectors/qdrant-search "query"` | `/docs-search` skill |
| Doc index | `db/connectors/qdrant-index path/to/file.md` | `/docs-search` skill |
### File conventions
- Decisions: domain files in `decisions/` (see `decisions/README.md` for index)
- Decision IDs: `D-NNN` (confirmed), `Q-NNN` (open questions), `R-NNN` (rejected)
- Diagrams: `.d2` source + `.png` renders in `docs/diagrams/{category}/`. Create or update diagrams via `/d2-diagram` when D-records are added or modified.
- Discussion rounds: numbered sequentially, archived to `docs/discussions/` when complete
- Briefings: one per agent, updated after decision-producing rounds
- Tickets: managed via `db/connectors/ticket` CLI or `/ticket` skill
### Commit conventions
Use conventional commits with project-specific scopes:
`agents`, `skills`, `docs`, `briefings`, `discussions`, `schema`, `db`, `config`, `engine`, `simulation`, `client`, `ui`, `audio`, `assets`, `meta`
### Pull requests
**Use `tea` (Gitea CLI), not `gh` (GitHub CLI).** The remote is Gitea at `git.schweitz.internal`.
Always provide all required flags to ensure non-interactive execution:
```bash
tea pr create \
--repo jpmschweitzer/settled-reach \
--login schweitz \
--title "feat(scope): short description" \
--description "PR body here" \
--base main \
--head branch-name
```
### Large content pushes (team pattern)
When producing many files (wiki pages, content batches, bulk docs):
1. **Lore librarian** agent (read-only): ingests all source material, answers focused context queries from writers, tracks cross-file consistency
2. **Multiple writer** agents (parallel, by domain): each gets a task slice, writes directly to disk using the Write tool — one file at a time, write often, no text accumulation
3. **Reviewer** agents (blocked until writing done): check voice consistency, attribute uniformity, style
Key: writers use Write tool directly (no transcription bottleneck), librarian catches contradictions early, split work by domain not volume.
### Local services
- Gitea: `http://git.schweitz.internal` (login: `schweitz`)
- Qdrant: `http://tower-of-joy:6333/`
- Ollama: `http://tower-of-joy:11434/` (nomic-embed-text)
- Collection: `commonwealth` (768 dimensions, cosine distance)
+15 -5
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@@ -1,6 +1,6 @@
GODOT := $(shell command -v godot4 2>/dev/null || command -v godot 2>/dev/null)
.PHONY: help setup build client server game stop test lint ci ci-client ci-server clean \
.PHONY: help setup build check-protocol client server game stop test lint ci ci-client ci-server clean \
decisions-sync decisions-coverage decisions-active decisions-orphan \
db-backup db-install validate-content content-ron check-fact-ids setup-hooks \
pre-pr pre-pr-lint pre-pr-build pre-pr-test pre-pr-validate pre-pr-fixtures \
@@ -28,6 +28,7 @@ help:
@echo " make ci Run full CI pipeline locally"
@echo " make ci-client Run client CI checks"
@echo " make ci-server Run server CI checks"
@echo " make check-protocol Verify server/client protocol versions match"
@echo " make clean Remove build artifacts and caches"
@echo ""
@echo " make db-backup Backup shared database to git (main only)"
@@ -82,7 +83,16 @@ setup-hooks:
# --- Build ---
build: build-server build-client
check-protocol:
@SERVER_V=$$(grep 'pub const PROTOCOL_VERSION' server/src/bridge/types.rs | sed 's/.*= *//;s/[^0-9]//g'); \
CLIENT_V=$$(grep 'const PROTOCOL_VERSION' client/scripts/protocol/protocol.gd | sed 's/.*= *//;s/[^0-9]//g'); \
if [ "$$SERVER_V" != "$$CLIENT_V" ]; then \
echo "ERROR: Protocol version mismatch — server=$$SERVER_V, client=$$CLIENT_V"; \
echo " Fix: update client/scripts/protocol/protocol.gd to match server/src/bridge/types.rs"; \
exit 1; \
fi
build: check-protocol build-server build-client
build-server:
cd server && cargo build
@@ -94,7 +104,7 @@ build-client:
# --- Run ---
server:
cd server && cargo run
cd server && cargo run --bin settled-reach-server
client:
@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
@@ -103,7 +113,7 @@ client:
game: stop build
@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
@echo "Starting server..."
@cd server && cargo run &
@cd server && cargo run --bin settled-reach-server &
@sleep 2
@echo "Starting client..."
@SR_LIVE=1 $(GODOT) --path client
@@ -290,7 +300,7 @@ perf-baseline:
debug-schedule:
@echo "Dumping bevy_ecs schedule graph..."
@cd server && cargo run -- --dump-schedule
@cd server && cargo run --bin settled-reach-server -- --dump-schedule
content-ron:
cd tooling/content-converter && cargo build --release
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# Dialogue Log Theme — The Settled Reach
#
# Ticket: #535 | Sprint: 14
# Colors and timing for the unified dialogue log panel.
# Loaded by dialogue_box.gd at runtime.
# ============================================================
# PLAYER COLOR
# Fixed color for the player's name in dialogue log entries.
# ============================================================
player_color: "#e0e8ff"
# ============================================================
# NPC COLOR PALETTE
# 8 distinct colors for NPC names. Indexed by hash(npc_name) % 8.
# Must be readable on a dark semi-transparent panel background.
# ============================================================
npc_colors:
0: "#4a9ebb" # teal
1: "#6bc9a6" # green
2: "#e8c547" # amber
3: "#d49e5d" # warm orange
4: "#b586d4" # lavender
5: "#d45d5d" # muted red
6: "#5daa7d" # forest
7: "#7daccc" # sky blue
# ============================================================
# TEXT COLORS
# Arrow separator and speech text color.
# ============================================================
arrow_color: "#8890a0"
speech_color: "#c8d0e0"
# ============================================================
# PASSIVE (OVERHEARD) OPACITY
# Base opacity multiplier for non-player-centric lines.
# 1.0 = full opacity, 0.0 = invisible.
# ============================================================
passive_opacity: 0.9
# ============================================================
# ENTRY TIMING
# All entry types share the same lifetime and fade duration.
# ============================================================
entry_lifetime_seconds: 45.0
entry_fade_seconds: 5.0
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mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false
+5
View File
@@ -120,6 +120,11 @@ bug_report={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194343,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
debug_overlay={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194334,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
teleport_hub={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194317,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
+16 -1
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=22 format=3 uid="uid://bswrmh7w8dbgm"]
[gd_scene load_steps=24 format=3 uid="uid://bswrmh7w8dbgm"]
[ext_resource type="Script" path="res://scripts/main.gd" id="1_main"]
[ext_resource type="Script" path="res://scripts/rendering/world_renderer.gd" id="2_world"]
@@ -21,6 +21,8 @@
[ext_resource type="PackedScene" path="res://ui/checklist_overlay.tscn" id="18_checklist"]
[ext_resource type="PackedScene" path="res://ui/bug_report_dialog.tscn" id="19_bugreport"]
[ext_resource type="PackedScene" path="res://ui/settings_dialog.tscn" id="21_settings"]
[ext_resource type="Script" path="res://scripts/ui/debug_overlay.gd" id="22_debug"]
[ext_resource type="PackedScene" path="res://ui/time_display.tscn" id="23_tdisplay"]
[node name="Game" type="Node2D"]
script = ExtResource("1_main")
@@ -117,6 +119,9 @@ zoom = Vector2(2, 2)
[node name="InsertOverlay" type="CanvasLayer" parent="."]
layer = 10
; #263: Time display — diegetic insert clock, top-left placeholder (D-013, D-031)
[node name="TimeDisplay" parent="InsertOverlay" instance=ExtResource("23_tdisplay")]
; InteractionPrompt — v0.1 fallback single-line "E - Talk" display
[node name="InteractionPrompt" parent="InsertOverlay" instance=ExtResource("9_prompt")]
@@ -152,6 +157,16 @@ layer = 20
; D-065: Inventory grid — 3x3, bottom-right, 40x40px, 1-9 hotkeys
[node name="InventoryGrid" parent="UILayer" instance=ExtResource("12_inv")]
; #511: F3 debug overlay — real-time game state, toggled by F3
[node name="DebugOverlay" type="Control" parent="UILayer"]
anchors_preset = 0
offset_left = 16
offset_top = 120
offset_right = 400
offset_bottom = 400
mouse_filter = 2
script = ExtResource("22_debug")
; D-056: Cursor state machine — insert-styled geometric cursor, topmost in UILayer
[node name="CursorRenderer" type="Node2D" parent="UILayer"]
script = ExtResource("10_cursor")
+5 -5
View File
@@ -44,7 +44,7 @@ const FILTER_CUTOFF_DEFAULT := 20500.0
# --- D-073: Zone crossfade constants ---
const CROSSFADE_DURATION := 1.8 # D-073: 1.5-2s spec, mid-range
# Maps server zone_id strings to ambient asset keys (filenames in res://audio/).
# Maps server zone_id strings to ambient asset keys (filenames in res://assets/audio/).
# Hub and Workplace intentionally share the same ambient layer (amb_hub_layer) —
# they are the same location type, so hub→workplace transition is a same-asset no-op
# (old_asset != new_asset guard skips the fade-out). Sprint brief consolidates
@@ -112,15 +112,15 @@ func _setup_buses() -> void:
# --- Asset registry (D-068 directory-scan pattern) ---
func _scan_registry() -> void:
_scan_dir("res://audio/")
_scan_dir("res://assets/audio/")
print("AudioManager: %d assets registered" % _registry.size())
func _scan_dir(path: String) -> void:
var dir := DirAccess.open(path)
if dir == null:
if path == "res://audio/":
print("AudioManager: res://audio/ not found — all play methods no-op")
if path == "res://assets/audio/":
print("AudioManager: res://assets/audio/ not found — all play methods no-op")
return
dir.list_dir_begin()
var file_name := dir.get_next()
@@ -197,7 +197,7 @@ func stop_all_loops() -> void:
# --- Audio asset registry: event type → asset key (D-018, #125) ---
# Maps server-sent sound event_type strings to audio asset keys.
# Keys match filename stems in res://audio/ (scanned by _scan_registry).
# Keys match filename stems in res://assets/audio/ (scanned by _scan_registry).
# Audio assets per D-038: footstep variants (walk / run), NPC murmur (D-072, #532).
# Missing assets no-op gracefully (D-038 fallback pattern).
const SOUND_EVENT_ASSETS: Dictionary = {
+49 -11
View File
@@ -19,11 +19,20 @@ var visibility_sectors: Dictionary = {} # Vector2i -> "Forward"/"Peripheral"
# refined when the server assigns explicit player entity IDs).
var player_entity_id: int = 1
# #241: Follow target — entity_id of the NPC the player is following, -1 when not following.
# Stub for server ticket #241 (Follow verb). Client reads this for camera/UI behavior.
var follow_target_id: int = -1
# v4 fields (#404/#405)
var nearby_interactions: Array = [] # [{entity_id, entity_type, distance, verbs: [{kind, label, priority, available}]}]
# v5 fields (#414)
var current_monologue: Variant = null # {id, text, duration_seconds} or null
var current_monologue: Variant = null # {id, text, duration_seconds, priority, is_urgent} or null
# #122 (D-032): Character lattice profile — selects monologue text colour palette.
# "lattice_augmented" = detective, "lattice_baseline" = smuggler.
# Server sends this field as part of the player's capability snapshot.
var lattice_profile: String = "lattice_baseline"
# v6 fields (#449, D-053, D-065)
var player_stance: String = "Walk" # Sprint/Walk/Careful/Crouch
@@ -54,6 +63,13 @@ var rng_seed: Variant = null
# v7 fields (#431, D-059/D-060)
var pending_recognitions: Array = [] # [{entity_id, x, y, z, remaining_ticks, total_delay_ticks}]
# v8 fields (#305, D-028): NPC follow-up after player dialogue choice
var dialogue_response: Variant = null # {line_id, text, speaker_entity_id}
# v9 fields (#535, D-078): Overheard NPC-to-NPC conversations
var conversation_events: Array = [] # [{speaker_id, target_id, speaker_name, target_name, occluded_line}]
var conversation_ended: Array = [] # [{speaker_id, target_id}]
# #126, D-018: Medium-range sound events for fog-edge directional indicators.
# Format: [{x, y, event_type, range_category}] — server sends current medium events per tick.
var medium_sound_events: Array = []
@@ -138,6 +154,10 @@ func apply_snapshot(snapshot: Dictionary) -> void:
else:
current_monologue = null
# #122: lattice_profile — character insert capability level for monologue colour
if snapshot.has("lattice_profile") and snapshot.lattice_profile is String:
lattice_profile = snapshot.lattice_profile
# v6: player_stance (#449, D-053)
if snapshot.has("player_stance") and snapshot.player_stance is String:
player_stance = snapshot.player_stance
@@ -160,6 +180,24 @@ func apply_snapshot(snapshot: Dictionary) -> void:
else:
pending_recognitions = []
# v9: conversation_events (#535, D-078) — overheard NPC-to-NPC lines
if snapshot.has("conversation_events") and snapshot.conversation_events is Array:
conversation_events = snapshot.conversation_events
else:
conversation_events = []
# v9: conversation_ended (#535, D-078) — pairs whose conversation ended
if snapshot.has("conversation_ended") and snapshot.conversation_ended is Array:
conversation_ended = snapshot.conversation_ended
else:
conversation_ended = []
# v8: dialogue_response (#305, D-028) — NPC follow-up after player choice
if snapshot.has("dialogue_response") and snapshot.dialogue_response is Dictionary:
dialogue_response = snapshot.dialogue_response
else:
dialogue_response = null
# v8: gauntlet mode (#496) — room_id and gauntlet_mode
if snapshot.has("gauntlet_mode") and snapshot.gauntlet_mode == true:
gauntlet_mode = true
@@ -202,16 +240,16 @@ func apply_snapshot(snapshot: Dictionary) -> void:
medium_sound_events = []
close_sound_events = []
# D-073 (#529): Extract zone_id from the player's current tile (server-authoritative).
# O(1) via visible_positions dict would be ideal, but tiles are arrays without
# positional indexing — use the same tile iteration below instead.
current_zone_id = ""
var _px := int(player_position.x)
var _py := int(player_position.y)
for _ztile in visible_tiles:
if _ztile is Dictionary and _ztile.get("x") == _px and _ztile.get("y") == _py:
current_zone_id = _ztile.get("zone_id", "")
break
# D-073 (#529): O(1) zone_id lookup. Build coord→tile dict from member visible_tiles
# (populated above from either "tiles" test-mode key or "visible_tiles" live key).
# Must use the member var, not snapshot.visible_tiles, so test mode is covered.
var _tile_by_coord: Dictionary = {}
for vtile in visible_tiles:
if vtile is Dictionary and vtile.has("x") and vtile.has("y"):
_tile_by_coord[Vector2i(vtile.x, vtile.y)] = vtile
var player_pos_key := Vector2i(int(player_position.x), int(player_position.y))
var player_tile = _tile_by_coord.get(player_pos_key, null)
current_zone_id = player_tile.get("zone_id", "") if player_tile else ""
# v2: visible_tiles with visibility sectors
# Derives visible_positions when not explicitly provided (real server mode)
+44
View File
@@ -241,6 +241,17 @@ func receive_bytes(bytes: PackedByteArray) -> void:
snapshot["current_monologue"] = _last_snapshot["current_monologue"]
if snapshot.get("current_dialogue") == null and _last_snapshot.get("current_dialogue") != null:
snapshot["current_dialogue"] = _last_snapshot["current_dialogue"]
# #535: Carry forward one-shot dialogue events (arrays merge, scalar falls through)
if snapshot.get("dialogue_response") == null and _last_snapshot.get("dialogue_response") != null:
snapshot["dialogue_response"] = _last_snapshot["dialogue_response"]
var old_conv_events: Array = _last_snapshot.get("conversation_events", [])
if old_conv_events.size() > 0:
var new_conv_events: Array = snapshot.get("conversation_events", [])
snapshot["conversation_events"] = old_conv_events + new_conv_events
var old_conv_ended: Array = _last_snapshot.get("conversation_ended", [])
if old_conv_ended.size() > 0:
var new_conv_ended: Array = snapshot.get("conversation_ended", [])
snapshot["conversation_ended"] = old_conv_ended + new_conv_ended
_last_snapshot = snapshot
# Drain the outbound buffer. Returns raw input entries for batch encoding.
@@ -396,6 +407,37 @@ func _test_snapshot() -> Dictionary:
"total_delay_ticks": total_delay,
})
# #535: Mock overheard NPC-NPC conversation (D-078)
# Two NPCs (Mira and Soren) trade lines every 5 ticks starting at tick 3.
# Conversation ends after 6 exchanges (~30 ticks).
var conv_events: Array = []
var conv_ended: Array = []
var conv_start := 3
var conv_lines := [
{"speaker": "Mira", "target": "Soren", "line": "The cargo manifests don't add up. Three containers unaccounted for."},
{"speaker": "Soren", "target": "Mira", "line": "Could be a logging error. Happens every... cycle."},
{"speaker": "Mira", "target": "Soren", "line": "Not like this. Someone moved them after... check."},
{"speaker": "Soren", "target": "Mira", "line": "You're reading too much into it. The docks are... these days."},
{"speaker": "Mira", "target": "Soren", "line": "Then explain the weight discrepancy. Two hundred kilos... just gone."},
{"speaker": "Soren", "target": "Mira", "line": "Fine. I'll pull the bay... tonight. But keep this between us."},
]
var conv_tick_interval := 5
var conv_total_ticks := conv_lines.size() * conv_tick_interval
if _test_tick >= conv_start and _test_tick < conv_start + conv_total_ticks:
var conv_index := (_test_tick - conv_start) / conv_tick_interval
var within_tick := (_test_tick - conv_start) % conv_tick_interval
if within_tick == 0 and conv_index < conv_lines.size():
var cl: Dictionary = conv_lines[conv_index]
conv_events.append({
"speaker_id": 10,
"target_id": 11,
"speaker_name": cl.speaker,
"target_name": cl.target,
"occluded_line": cl.line,
})
elif _test_tick == conv_start + conv_total_ticks:
conv_ended.append({"speaker_id": 10, "target_id": 11})
return {
"tick": _test_tick,
"version": Protocol.PROTOCOL_VERSION,
@@ -417,6 +459,8 @@ func _test_snapshot() -> Dictionary:
"current_dialogue": dialogue,
"pending_recognitions": pending_recs,
"gauntlet_mode": _test_gauntlet_mode,
"conversation_events": conv_events,
"conversation_ended": conv_ended,
}
# Generate a small test room: 8x6 room with walls, a door, and floor
@@ -0,0 +1 @@
uid://rqfw0ycyb4c6
+12 -2
View File
@@ -91,14 +91,24 @@ const FACING_INDICATOR_SIZE: float = 6.0
const FACING_INDICATOR_OFFSET: float = 14.0
# D-076 (OQ-29 resolution): Dialogue box max-width in pixels.
# 640px = 20 × TILE_SIZE (32px) — grid-aligned, ~33% of 1920px viewport.
# Raised from D-076 default (640px) to 1200px for readability.
# Tyre architecture review 2026-02-19: readability over max-width; fits
# two columns of text comfortably, leaves world game visible alongside.
const DIALOGUE_MAX_WIDTH: int = 640
const DIALOGUE_MAX_WIDTH: int = 1200
# D-031: Format game-minutes (0..1439) as station local time string "HH:MM".
static func format_game_time(time_of_day: int) -> String:
var clamped: int = clampi(time_of_day, 0, 1439)
return "%02d:%02d" % [clamped / 60, clamped % 60]
# Default camera zoom — used as fallback when get_camera_2d() returns null
const CAMERA_DEFAULT_ZOOM: Vector2 = Vector2(2.0, 2.0)
# #117: Camera smoothing speed — exponential interpolation via manual lerp in main.gd.
# Same pattern as EntityRenderer.LERP_SPEED. At 8.0: ~55% convergence after 0.1s.
# Slightly softer than entity movement (12.0) for a touch of cinematic camera lag.
const CAMERA_SMOOTHING_SPEED: float = 8.0
# #517: Implant UI font color grading — avoid pure white, project through a lens
const IMPLANT_TEXT_COLOR: Color = Color("#E0F7FA") # Cyan-white — primary text
const IMPLANT_TEXT_DIM: Color = Color("#9EBFC4") # Dimmed variant — secondary text
+104 -41
View File
@@ -14,16 +14,20 @@ extends Node2D
@onready var cursor_renderer = $UILayer/CursorRenderer # D-056: z-layer 7
@onready var gauntlet_hud = $UILayer/GauntletHUD # #496: room timer + personal bests
@onready var checklist_overlay = $UILayer/ChecklistOverlay # #503: auto-checklist progress
@onready var time_display = $InsertOverlay/TimeDisplay # #263: diegetic time display (D-013, D-031)
@onready var debug_overlay = $UILayer/DebugOverlay # #511: F3 debug overlay
@onready var bug_report_dialog = $ModalLayer/BugReportDialog # #495: F12 WRONG button
@onready var settings_dialog = $ModalLayer/SettingsDialog # #528: audio settings (ESC/OPEN_MENU)
var _last_dialogue_npc_id: int = -1 # D-064: NPC entity_id for WalkAway input
var _last_dialogue_npc_name: String = "" # #535: NPC name for dialogue_response attribution
var _camera_anchored: bool = false
var _last_monologue_tick: int = -1 # Prevent re-consuming monologue when same tick polled twice
var _last_monologue_tick: int = -1 # Prevent re-consuming monologue when same tick polled twice
var _last_dialogue_tick: int = -1
var _last_confrontation_tick: int = -1 # Deduplicate confrontation_monologue signals within same tick
var _known_recognition_ids: Dictionary = {} # D-067: entity_ids that have already chimed
var _flash_rect: ColorRect = null # #502/#501: ephemeral screen flash overlay (shared: teleport preempts amber)
var _teleport_in_progress: bool = false # #501: defer smoothing re-enable by one frame after teleport
var _teleport_in_progress: bool = false # #501/#117: forces camera snap (not lerp) on next _process frame
var _pending_record_inputs: Array = [] # #507: accumulates server-bound inputs across frames; flushed into record_tick() on snapshot arrival
var _current_zone: String = "" # D-073 (#529): zone tracking for ambient crossfades
@@ -32,13 +36,10 @@ const LISTENING_FOCUS_TICKS: int = 30 # D-071: stationary ticks before Listenin
func _ready() -> void:
print("The Settled Reach — client initialized")
# Disable camera smoothing during init. Camera2D's position_smoothing
# lerps an internal smoothed_camera_pos toward global_position each frame.
# That smoothed position initializes at (0,0) — the Camera2D's default in
# the .tscn. Even after we set global_position to the player coords,
# smoothing causes the viewport to still show (0,0) on the first rendered
# frame because the lerp hasn't converged. With smoothing OFF, the viewport
# uses global_position directly. Re-enabled in _process() after anchor.
# #117: Manual lerp approach — disable Godot's built-in Camera2D smoothing.
# We lerp camera.global_position directly in _process() using CAMERA_SMOOTHING_SPEED,
# matching entity_renderer.gd's exponential smoothing pattern. Built-in smoothing
# would conflict because we'd be setting global_position to the target every frame.
camera.position_smoothing_enabled = false
# Connect to simulation (test mode sets CONNECTED immediately)
@@ -47,7 +48,7 @@ func _ready() -> void:
# Camera anchor: snap to player position before the first frame renders.
# In test mode poll_snapshot() returns synchronously — position is set
# immediately. In live mode the snapshot isn't available yet — _process
# handles it. No reset_smoothing() needed: smoothing is OFF.
# handles it via the lerp block in _process().
var first_snapshot: Variant = SimBridge.poll_snapshot()
if first_snapshot != null:
GameState.apply_snapshot(first_snapshot)
@@ -59,13 +60,15 @@ func _ready() -> void:
dialogue_box.option_selected.connect(_on_dialogue_option_selected)
dialogue_box.dialogue_dismissed.connect(_on_dialogue_dismissed)
dialogue_box.confrontation_monologue.connect(_on_confrontation_monologue)
dialogue_box.pause_requested.connect(_on_dialogue_pause_requested)
dialogue_box.unpause_requested.connect(_on_dialogue_unpause_requested)
# #496: Print gauntlet session summary on disconnect
if gauntlet_hud:
SimBridge.connection_state_changed.connect(_on_connection_state_changed)
func _process(_delta: float) -> void:
func _process(delta: float) -> void:
# Main game loop: poll snapshot, apply state, flush input
var snapshot: Variant = SimBridge.poll_snapshot()
if snapshot != null:
@@ -102,7 +105,7 @@ func _process(_delta: float) -> void:
if interaction_list and interaction_list.has_method("update_from_state"):
if dialogue_box and dialogue_box.is_dialogue_active():
if interaction_list.is_showing():
interaction_list._hide()
interaction_list.hide_list()
else:
interaction_list.update_from_state()
@@ -129,6 +132,14 @@ func _process(_delta: float) -> void:
if checklist_overlay and checklist_overlay.has_method("update_from_state"):
checklist_overlay.update_from_state()
# #263: Update time display (D-013, D-031)
if time_display and time_display.has_method("update_from_state"):
time_display.update_from_state()
# #511: Update debug overlay (F3 toggle, dev tool)
if debug_overlay and debug_overlay.has_method("update_from_state"):
debug_overlay.update_from_state()
# D-018 #125: Play close-range sound events via positional 2D audio
_play_close_sound_events()
@@ -145,23 +156,23 @@ func _process(_delta: float) -> void:
# D-061: Show dialogue if server sent one this tick (#434)
_consume_dialogue()
# Track camera to player position every frame (D-015: locked, no panning)
if _camera_anchored:
camera.global_position = GameState.player_position * Constants.TILE_SIZE
# #535: Consume overheard conversation events and responses
_consume_conversation_events()
_consume_conversation_ended()
_consume_dialogue_response()
# Re-enable smoothing after the first anchored frame. The frame that just
# rendered used smoothing=OFF (correct viewport from frame one). Now we
# turn smoothing back on and sync its internal state so subsequent frames
# get smooth camera tracking during gameplay.
# #501: Skip re-enable during teleport — _teleport_transition() disables
# smoothing for a clean camera snap. Defer by one frame to avoid the
# re-enable block in the same _process() call undoing the snap.
if _camera_anchored and not camera.position_smoothing_enabled:
# Track camera to player (D-015: locked, fixed-north).
# #117: Manual exponential smoothing — same pattern as EntityRenderer.LERP_SPEED.
# Teleport (flag set by _teleport_transition): snap immediately, resume lerp next frame.
# Init: camera already snapped in _ready() or late-anchor path above.
if _camera_anchored:
var target := GameState.player_position * Constants.TILE_SIZE
if _teleport_in_progress:
camera.global_position = target
_teleport_in_progress = false
else:
camera.position_smoothing_enabled = true
camera.reset_smoothing()
var weight := 1.0 - exp(-Constants.CAMERA_SMOOTHING_SPEED * delta)
camera.global_position = camera.global_position.lerp(target, weight)
# Send queued input to simulation
# #507: Server-bound inputs are accumulated into _pending_record_inputs across frames.
@@ -236,22 +247,16 @@ func _play_close_sound_events() -> void:
# D-067: Recognition chime — fires sfx_monologue_chime when a fog entity
# enters the cognitive delay recognition queue for the first time.
# "The chime marks the character's attention shifting" (D-067).
# Entities that complete recognition (leave pending_recognitions) are removed
# from _known_recognition_ids so they can chime again if re-encountered.
# IDs persist for the session — one chime per entity, no re-trigger on
# fog oscillation or server re-send. Cleared on room change (teleport).
func _play_recognition_chimes() -> void:
var active_ids: Dictionary = {}
for rec in GameState.pending_recognitions:
if not rec is Dictionary or not rec.has("entity_id"):
continue
var eid: int = rec.entity_id
active_ids[eid] = true
if not _known_recognition_ids.has(eid):
_known_recognition_ids[eid] = true
AudioManager.play(AudioManager.CHIME_RECOGNITION)
# Expire IDs no longer in the recognition queue
for eid in _known_recognition_ids.keys():
if not active_ids.has(eid):
_known_recognition_ids.erase(eid)
# D-073 (#529): Zone ambient crossfade — reads zone_id from GameState.current_zone_id
@@ -288,7 +293,12 @@ func _consume_monologue() -> void:
return
_last_monologue_tick = GameState.current_tick
var mono: Dictionary = GameState.current_monologue
monologue_display.show_monologue(mono.get("text", ""), mono.get("duration_seconds", 5.0))
monologue_display.show_monologue(
mono.get("text", ""),
mono.get("duration_seconds", 5.0),
mono.get("priority", 2),
mono.get("is_urgent", false)
)
# #502: Amber flash on room reset
var mono_id: String = mono.get("id", "")
if mono_id.begins_with("room_reset"):
@@ -296,6 +306,7 @@ func _consume_monologue() -> void:
GameState.current_monologue = null
# Consume-once per tick with ID tracking: show dialogue, then clear.
# Tick guard + is_dialogue_active check prevent re-triggering.
func _consume_dialogue() -> void:
@@ -309,6 +320,7 @@ func _consume_dialogue() -> void:
_last_dialogue_tick = GameState.current_tick
var dlg: Dictionary = GameState.current_dialogue
_last_dialogue_npc_id = dlg.get("npc_entity_id", -1)
_last_dialogue_npc_name = dlg.get("npc_name", "")
dialogue_box.show_dialogue(
dlg.get("npc_name", ""),
dlg.get("speech", ""),
@@ -317,6 +329,39 @@ func _consume_dialogue() -> void:
GameState.current_dialogue = null
# #535: Consume overheard NPC-NPC conversation events (D-078).
# Each event carries pre-occluded text — render verbatim in the dialogue log.
func _consume_conversation_events() -> void:
if not dialogue_box:
return
for event in GameState.conversation_events:
dialogue_box.append_conversation_event(event)
GameState.conversation_events = []
# #535: Handle conversation_ended events — notify dialogue box to stop tracking pairs.
func _consume_conversation_ended() -> void:
if not dialogue_box:
return
for event in GameState.conversation_ended:
dialogue_box.on_conversation_ended(event)
GameState.conversation_ended = []
# #535: Consume dialogue_response — NPC follow-up line after player picks an option.
# Updates dialogue_box entity display registry with speaker identity from the wire.
func _consume_dialogue_response() -> void:
if GameState.dialogue_response == null or not dialogue_box:
return
var dr: Dictionary = GameState.dialogue_response
var speaker_entity_id: int = dr.get("speaker_entity_id", _last_dialogue_npc_id)
var speaker_color_index: int = dr.get("speaker_color_index", -1)
var speaker_name: String = dr.get("speaker_name", _last_dialogue_npc_name)
dialogue_box.update_entity_display(speaker_entity_id, speaker_name, speaker_color_index)
dialogue_box.append_dialogue_response(speaker_name, dr.get("text", ""))
GameState.dialogue_response = null
# D-061: Handle dialogue option selection → send to server
func _on_dialogue_option_selected(response_id: String, text: String) -> void:
SimBridge.send_input({
@@ -331,9 +376,29 @@ func _on_dialogue_option_selected(response_id: String, text: String) -> void:
# D-063: Handle confrontation beat monologue → show on monologue display (layer 7)
# Confrontation lines are high-priority (3) and urgent — full opacity, elevated colour.
# Tick guard deduplicates if dialogue box emits the signal multiple times in one tick.
func _on_confrontation_monologue(text: String, duration: float) -> void:
if monologue_display:
monologue_display.show_monologue(text, duration)
if not monologue_display:
return
if GameState.current_tick == _last_confrontation_tick:
return
_last_confrontation_tick = GameState.current_tick
monologue_display.show_monologue(text, duration, 3, true)
# D-061: Auto-pause on dialogue open — routed through input recording (#507, Tyre #3)
func _on_dialogue_pause_requested() -> void:
var input := {"action": InputMapper.Action.PAUSE, "timestamp_msec": Time.get_ticks_msec()}
SimBridge.send_input(input)
_pending_record_inputs.append(input)
# D-061: Auto-unpause on dialogue close — routed through input recording (#507, Tyre #3)
func _on_dialogue_unpause_requested() -> void:
var input := {"action": InputMapper.Action.UNPAUSE, "timestamp_msec": Time.get_ticks_msec()}
SimBridge.send_input(input)
_pending_record_inputs.append(input)
# D-064: Handle walk-away → send WalkAway{npc_id} to server
@@ -365,11 +430,8 @@ func _detect_teleport(old_pos: Vector2, new_pos: Vector2) -> bool:
# Clears dialogue/monologue/interaction state (server clears its side too).
# Scoped to Gauntlet testing only — production fast-travel uses diegetic gates.
func _teleport_transition() -> void:
# Snap camera: disable smoothing, force re-anchor.
# _teleport_in_progress defers smoothing re-enable by one frame so the
# re-enable block at the bottom of _process() doesn't undo the snap.
camera.position_smoothing_enabled = false
camera.global_position = GameState.player_position * Constants.TILE_SIZE
# Set teleport flag — the camera tracking block in _process() will snap
# to the player's new position this frame (no lerp). Flag clears after snap.
_camera_anchored = true
_teleport_in_progress = true
@@ -377,6 +439,7 @@ func _teleport_transition() -> void:
GameState.current_monologue = null
GameState.current_dialogue = null
GameState.dialogue_active = false
_known_recognition_ids.clear() # D-067: reset chimes for new room
if dialogue_box and dialogue_box.is_dialogue_active():
dialogue_box.hide_dialogue()
+29 -1
View File
@@ -11,7 +11,7 @@ class_name Protocol
## Protocol version — must match server PROTOCOL_VERSION in bridge/types.rs.
## Reject snapshots where version != this value.
const PROTOCOL_VERSION: int = 8
const PROTOCOL_VERSION: int = 13
# -- Decode: bytes from server → GDScript types --------------------------------
@@ -180,6 +180,32 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
"speaker_entity_id": int(raw_dr.get("speaker_entity_id", -1)),
}
# v9: conversation_events (#535, D-078) — overheard NPC-to-NPC dialogue lines.
# Each event carries pre-occluded text plus speaker/target attribution.
var conversation_events: Array = []
var raw_conv_events: Variant = raw.get("conversation_events")
if raw_conv_events is Array:
for raw_ce in raw_conv_events:
if raw_ce is Dictionary and raw_ce.has("occluded_line"):
conversation_events.append({
"speaker_id": int(raw_ce.get("speaker_id", 0)),
"target_id": int(raw_ce.get("target_id", 0)),
"speaker_name": str(raw_ce.get("speaker_name", "")),
"target_name": str(raw_ce.get("target_name", "")),
"occluded_line": str(raw_ce["occluded_line"]),
})
# v9: conversation_ended (#535, D-078) — pairs whose conversation ended this tick.
var conversation_ended: Array = []
var raw_conv_ended: Variant = raw.get("conversation_ended")
if raw_conv_ended is Array:
for raw_end in raw_conv_ended:
if raw_end is Dictionary:
conversation_ended.append({
"speaker_id": int(raw_end.get("speaker_id", 0)),
"target_id": int(raw_end.get("target_id", 0)),
})
return {
"tick": tick,
"entities": entities,
@@ -195,6 +221,8 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
"current_dialogue": current_dialogue,
"dialogue_response": dialogue_response,
"pending_recognitions": pending_recognitions,
"conversation_events": conversation_events,
"conversation_ended": conversation_ended,
}
+100 -40
View File
@@ -2,7 +2,7 @@ class_name EntityRenderer
extends Node2D
# Entity renderer — manages entity sprites under the Entities node
# Creates/updates/removes ColorRect children based on entity data
# Creates/updates/removes Sprite2D children based on entity data
# Entity format (from Protocol v2): {entity_id, x, y, z, kind: {variant, data}, visibility}
#
# Position lerping: entity sprites smoothly slide between tiles instead of snapping.
@@ -11,10 +11,15 @@ extends Node2D
#
# D-033 colors: Phase 1 defaults by entity kind. Phase 2 (#361) will derive
# color from RelationshipState via the knowledge graph.
# #540: Sprites at D-019 angle (-72.5° from horizontal). Textures are neutral greyscale;
# self_modulate applies D-033 relationship tinting. modulate.a reserved for D-015 dimming.
const TILE_SIZE: int = Constants.TILE_SIZE
const ENTITY_SIZE: int = 24
const ENTITY_OFFSET: float = (TILE_SIZE - ENTITY_SIZE) / 2.0 # center within tile
# D-044: 24x32 entity footprint within 32x32 visual tile (64x64 source at 0.5 scale = 32px runtime)
const ENTITY_WIDTH: int = 24
const ENTITY_HEIGHT: int = 32
const ENTITY_OFFSET_X: float = 0.0 # sprite fills tile width at 0.5 scale
const ENTITY_OFFSET_Y: float = TILE_SIZE - ENTITY_HEIGHT # feet-anchored for correct y-sort with D-019 tilt
# Lerp speed — framerate-independent exponential smoothing.
# At 12.0: ~70% there after 0.1s, ~95% after 0.25s.
@@ -24,7 +29,8 @@ const LERP_SPEED: float = 12.0
var entity_nodes: Dictionary = {} # entity_id -> Node2D
var _entity_targets: Dictionary = {} # entity_id -> Vector2 (target pixel position)
var _entity_relationships: Dictionary = {} # #521: entity_id -> String (last relationship)
var _entity_tweens: Dictionary = {} # #521: entity_id -> {target: Color, elapsed: float}
var _entity_tweens: Dictionary = {} # #521: entity_id -> {from: Color, target: Color, elapsed: float}
var _entity_facing: Dictionary = {} # #540: entity_id -> String ("north"/"east"/"south"/"west")
# #521: Color transition duration in seconds (D-033: "0.5s fade")
const COLOR_FADE_DURATION: float = 0.5
@@ -45,7 +51,7 @@ func _process(delta: float) -> void:
if not node.position.is_equal_approx(target):
node.position = node.position.lerp(target, weight)
# #521: Advance color transitions (manual lerp, testable without SceneTree)
# #521: Advance self_modulate transitions (manual lerp, testable without SceneTree)
var finished_ids: Array = []
for entity_id in _entity_tweens.keys():
if not entity_nodes.has(entity_id):
@@ -54,8 +60,9 @@ func _process(delta: float) -> void:
var tween_data: Dictionary = _entity_tweens[entity_id]
tween_data.elapsed += delta
var t := clampf(tween_data.elapsed / COLOR_FADE_DURATION, 0.0, 1.0)
var node_c: ColorRect = entity_nodes[entity_id] as ColorRect
node_c.color = tween_data.from.lerp(tween_data.target, t)
var node_s: Sprite2D = entity_nodes[entity_id] as Sprite2D
if node_s:
node_s.self_modulate = tween_data.from.lerp(tween_data.target, t)
if t >= 1.0:
finished_ids.append(entity_id)
for eid in finished_ids:
@@ -89,15 +96,26 @@ func update_entities(entities: Array) -> void:
for entity_id in ids_to_remove:
_remove_entity_node(entity_id)
# Create a new entity node with D-033 color and optional facing indicator
func _create_entity_node(entity_id: int, entity_data: Dictionary) -> void:
var entity_node = ColorRect.new()
entity_node.name = "Entity_" + str(entity_id)
entity_node.size = Vector2(ENTITY_SIZE, ENTITY_SIZE)
entity_node.pivot_offset = Vector2(ENTITY_SIZE / 2.0, ENTITY_SIZE / 2.0)
# D-033 color by relationship (#521)
entity_node.color = _color_for_kind(entity_data)
# Create a new entity node with D-033 tint and sprite texture at D-019 angle
func _create_entity_node(entity_id: int, entity_data: Dictionary) -> void:
var entity_node := Sprite2D.new()
entity_node.name = "Entity_" + str(entity_id)
# centered=false: top-left origin aligns with tile grid.
# scale=0.5: maps 64px source texture to 32px runtime (D-043, 2x camera = 64px on screen).
entity_node.centered = false
entity_node.scale = Vector2(0.5, 0.5)
# Load sprite for current facing direction
var direction := _entity_direction(entity_id, entity_data)
_entity_facing[entity_id] = direction
var tex := _load_sprite_texture(direction)
if tex == null:
push_error("EntityRenderer: no texture for entity %d direction '%s' — entity will be invisible" % [entity_id, direction])
entity_node.texture = tex
# D-033: self_modulate for relationship tinting; modulate.a is reserved for D-015 dimming.
entity_node.self_modulate = _color_for_kind(entity_data)
add_child(entity_node)
entity_nodes[entity_id] = entity_node
@@ -110,61 +128,66 @@ func _create_entity_node(entity_id: int, entity_data: Dictionary) -> void:
# Snap to initial position (no lerp on first appearance)
if entity_data.has("x") and entity_data.has("y"):
var target := Vector2(
floorf(entity_data.x) * TILE_SIZE + ENTITY_OFFSET,
floorf(entity_data.y) * TILE_SIZE + ENTITY_OFFSET
floorf(entity_data.x) * TILE_SIZE + ENTITY_OFFSET_X,
floorf(entity_data.y) * TILE_SIZE + ENTITY_OFFSET_Y
)
entity_node.position = target
_entity_targets[entity_id] = target
_update_entity_node(entity_id, entity_data)
# Update an existing entity node (target position, visibility dimming, facing)
# Update an existing entity node (target position, sprite direction, visibility dimming, facing)
func _update_entity_node(entity_id: int, entity_data: Dictionary) -> void:
if not entity_nodes.has(entity_id):
return
var entity_node = entity_nodes[entity_id]
var node = entity_nodes[entity_id]
# Update target position — the lerp in _process() will smoothly move there.
# Server sends tile-center coords (tile 16 → 16.5), floor to get tile index.
if entity_data.has("x") and entity_data.has("y"):
_entity_targets[entity_id] = Vector2(
floorf(entity_data.x) * TILE_SIZE + ENTITY_OFFSET,
floorf(entity_data.y) * TILE_SIZE + ENTITY_OFFSET
floorf(entity_data.x) * TILE_SIZE + ENTITY_OFFSET_X,
floorf(entity_data.y) * TILE_SIZE + ENTITY_OFFSET_Y
)
# #521: Detect relationship change → fade D-033 color (0.5s via _process)
# #540: Update sprite texture when facing direction changes
var new_dir := _entity_direction(entity_id, entity_data)
if new_dir != _entity_facing.get(entity_id, ""):
_entity_facing[entity_id] = new_dir
var new_tex := _load_sprite_texture(new_dir)
if new_tex != null:
(node as Sprite2D).texture = new_tex
# null: keep previous texture rather than going invisible mid-game
# #521: Detect relationship change → fade D-033 self_modulate (0.5s via _process)
var new_rel: String = entity_data.get("relationship", "Unknown")
var old_rel: String = _entity_relationships.get(entity_id, "Unknown")
if new_rel != old_rel:
if new_rel != _entity_relationships.get(entity_id, "Unknown"):
_entity_relationships[entity_id] = new_rel
var new_color := _color_for_kind(entity_data)
_entity_tweens[entity_id] = {
"from": entity_node.color,
"target": new_color,
"from": (node as Sprite2D).self_modulate,
"target": _color_for_kind(entity_data),
"elapsed": 0.0,
}
# Note: modulate.a (peripheral dimming below) and color (D-033 tint above)
# are compositionally independent — both can change simultaneously without
# interference. If alpha tweening is added later, coordinate with color tween.
# v2: Peripheral vision dimming (D-015)
# null visibility (v1 backward compat) defaults to full alpha
# D-015: Peripheral vision dimming via modulate.a.
# Independent from self_modulate (D-033 tint) — both can change simultaneously.
var visibility: Variant = entity_data.get("visibility")
var target_alpha := Constants.PERIPHERAL_ALPHA if visibility == "Peripheral" else 1.0
if not is_equal_approx(entity_node.modulate.a, target_alpha):
entity_node.modulate.a = target_alpha
if not is_equal_approx(node.modulate.a, target_alpha):
node.modulate.a = target_alpha
# D-054: Update facing indicator from client-side mouse angle (not server).
# InputMapper.facing_angle is a continuous float — smoother than octant snapping.
if entity_id == GameState.player_entity_id:
var indicator = entity_node.get_node_or_null("FacingIndicator")
var indicator = node.get_node_or_null("FacingIndicator")
if indicator != null:
# facing_angle: 0=East, -PI/2=North. Indicator: 0=North (up).
# Rotate from North basis: add PI/2 to convert.
indicator.rotation = InputMapper.facing_angle + PI / 2.0
# Remove an entity node
func _remove_entity_node(entity_id: int) -> void:
if not entity_nodes.has(entity_id):
@@ -176,13 +199,49 @@ func _remove_entity_node(entity_id: int) -> void:
_entity_targets.erase(entity_id)
_entity_relationships.erase(entity_id)
_entity_tweens.erase(entity_id)
_entity_facing.erase(entity_id)
# D-033 color by entity kind — delegates to Constants.color_for_entity_kind
static func _color_for_kind(entity_data: Dictionary) -> Color:
return Constants.color_for_entity_kind(entity_data)
# Add a facing direction indicator triangle to the player entity
func _add_facing_indicator(parent_node: Control) -> void:
# #540: Map entity to current 4-direction sprite key.
# Player uses GameState.player_facing (8-octant → 4-cardinal). NPCs default "south".
func _entity_direction(entity_id: int, _entity_data: Dictionary) -> String:
if entity_id == GameState.player_entity_id:
return _octant_to_direction(GameState.player_facing)
# NPCs: no facing field in v1 entity format; south is viewer-facing (D-019 angle)
return "south"
# Map 8-direction octant string to nearest 4-direction sprite key.
# N/NW → north, NE/E → east, SE/S → south, SW/W → west
static func _octant_to_direction(octant: String) -> String:
match octant:
"North", "Northwest": return "north"
"Northeast", "East": return "east"
"Southeast", "South": return "south"
"Southwest", "West": return "west"
_:
push_warning("EntityRenderer: unrecognised octant '%s' — defaulting to south" % octant)
return "south"
# Load the sprite texture for the given 4-direction key.
# Falls back to null with a push_warning if the asset is missing.
static func _load_sprite_texture(direction: String) -> Texture2D:
var path := "res://assets/sprites/npc_generic_%s_64.png" % direction
if ResourceLoader.exists(path):
return load(path) as Texture2D
push_warning("EntityRenderer: sprite not found: %s" % path)
return null
# Add a facing direction indicator triangle to the player entity.
# Indicator position is in Sprite2D local space (64px texture before 0.5 scale → center at (32,32)).
func _add_facing_indicator(parent_node: Node2D) -> void:
var indicator := Polygon2D.new()
indicator.name = "FacingIndicator"
var s := Constants.FACING_INDICATOR_SIZE
@@ -194,6 +253,7 @@ func _add_facing_indicator(parent_node: Control) -> void:
Vector2(s * 0.6, -offset + s * 0.4),
])
indicator.color = Constants.ENTITY_COLOR_PLAYER
# Position at center of parent ColorRect — rotation around this point
indicator.position = Vector2(ENTITY_SIZE / 2.0, ENTITY_SIZE / 2.0)
# Sprite2D local space: 64px texture at scale 0.5 → center of visible sprite at (32,32).
# Indicator rotates around this point to track player facing direction.
indicator.position = Vector2(32.0, 32.0)
parent_node.add_child(indicator)
@@ -0,0 +1 @@
uid://cb10ir0idsr0g
+11
View File
@@ -12,6 +12,7 @@ extends TileMapLayer
# (4,0) = reset_plate — amber (#502)
const TILE_SIZE: int = Constants.TILE_SIZE
const GROUND_FLOOR: int = 0 # Server floor level for ground — filter target in update_tiles()
enum TileType { FLOOR = 0, WALL = 1, DOOR = 2, OBJECT = 3, RESET_PLATE = 4 }
@@ -64,6 +65,10 @@ func _setup_tileset() -> void:
# Update tiles from snapshot data
# tiles: Array of {x: int, y: int, z: int, type: String}
# z here is the server-side FLOOR LEVEL (0 = ground, 1 = first floor, etc.),
# NOT the Godot scene z_index (which controls render order within a floor).
# This node only renders floor-level 0. Higher floor levels will be handled
# by separate TileMapLayer nodes when multi-floor rendering is implemented.
func update_tiles(tiles: Array) -> void:
if not _initialized:
return
@@ -74,6 +79,12 @@ func update_tiles(tiles: Array) -> void:
if not tile_data.has("x") or not tile_data.has("y") or not tile_data.has("type"):
continue
# Floor-level filter: only render tiles at ground floor.
# Upper floor tiles (level 1+) are for future multi-floor nodes.
var tile_z: int = tile_data.get("z", 0)
if tile_z != GROUND_FLOOR:
continue
var tile_type_str: String = tile_data.type
if not TILE_TYPE_MAP.has(tile_type_str):
push_warning("TileRenderer: unknown tile type '%s' at (%d, %d)" % [
+115
View File
@@ -0,0 +1,115 @@
extends Control
# #511: F3 debug overlay — real-time game state display for dev use.
const HEADER_COLOR := Color("#e8c547")
const LABEL_COLOR := Color("#8890a0")
const VALUE_COLOR := Color("#c8d0e0")
const BG_COLOR := Color(0.08, 0.08, 0.12, 0.85)
const FONT_SIZE := 12
const LINE_HEIGHT := 16
const PADDING := Vector2(10, 8)
const COL_GAP := 16 # gap between left and right columns
var _cached_font: Font = null
func _ready() -> void:
visible = false
_cached_font = ThemeDB.fallback_font
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("debug_overlay"):
visible = not visible
if visible:
queue_redraw()
func update_from_state() -> void:
if not visible:
return
queue_redraw()
func _draw() -> void:
if not visible:
return
var font: Font = _cached_font if _cached_font else ThemeDB.fallback_font
# Build lines as [label, value, label, value] pairs (two columns)
var left_lines: Array = []
var right_lines: Array = []
left_lines.append(["tick", str(GameState.current_tick)])
right_lines.append(["fps", str(Engine.get_frames_per_second())])
var pos := GameState.player_position
left_lines.append(["pos", "(%d, %d)" % [int(pos.x), int(pos.y)]])
right_lines.append(["facing", GameState.player_facing])
left_lines.append(["stance", GameState.player_stance])
right_lines.append(["zone", GameState.current_zone_id if GameState.current_zone_id != "" else "-"])
left_lines.append(["entities", str(GameState.visible_entities.size())])
right_lines.append(["tiles", str(GameState.visible_tiles.size())])
left_lines.append(["interactions", str(GameState.nearby_interactions.size())])
right_lines.append(["recognitions", str(GameState.pending_recognitions.size())])
var mono_status := "active" if GameState.current_monologue != null else "idle"
var dlg_status := "active" if GameState.dialogue_active else "idle"
left_lines.append(["monologue", mono_status])
right_lines.append(["dialogue", dlg_status])
left_lines.append(["stationary", str(GameState.stationary_ticks)])
right_lines.append(["insert", "ON" if GameState.insert_active else "OFF"])
var gt := GameState.game_time
var time_str := "%s d%s" % [gt.get("day_phase", "-"), str(gt.get("day", "-"))] if gt.size() > 0 else "-"
var rate_str: String = gt.get("tick_rate", "-") if gt.size() > 0 else "-"
left_lines.append(["time", time_str])
right_lines.append(["tick_rate", rate_str])
var mode_str := "test" if SimBridge.test_mode else "live"
var gauntlet_str := "ON" if GameState.gauntlet_mode else "OFF"
left_lines.append(["mode", mode_str])
right_lines.append(["gauntlet", gauntlet_str])
# Measure column widths
var left_label_w: float = 0.0
var left_value_w: float = 0.0
var right_label_w: float = 0.0
var right_value_w: float = 0.0
for line in left_lines:
left_label_w = max(left_label_w, font.get_string_size(line[0] + ": ", HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE).x)
left_value_w = max(left_value_w, font.get_string_size(line[1], HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE).x)
for line in right_lines:
right_label_w = max(right_label_w, font.get_string_size(line[0] + ": ", HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE).x)
right_value_w = max(right_value_w, font.get_string_size(line[1], HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE).x)
var header_text := "F3 DEBUG"
var header_w := font.get_string_size(header_text, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE + 1).x
var content_w := left_label_w + left_value_w + COL_GAP + right_label_w + right_value_w
var box_w: float = max(header_w, content_w) + PADDING.x * 2
var line_count: int = maxi(left_lines.size(), right_lines.size())
var box_h: float = PADDING.y * 2 + LINE_HEIGHT + LINE_HEIGHT * line_count # header + data lines
# Background
draw_rect(Rect2(Vector2.ZERO, Vector2(box_w, box_h)), BG_COLOR)
# Header
var y: float = PADDING.y + FONT_SIZE
draw_string(font, Vector2(PADDING.x, y), header_text, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE + 1, HEADER_COLOR)
y += LINE_HEIGHT
# Data lines (two columns)
var right_x: float = PADDING.x + left_label_w + left_value_w + COL_GAP
for i in range(line_count):
if i < left_lines.size():
var lbl: String = left_lines[i][0] + ": "
var val: String = left_lines[i][1]
draw_string(font, Vector2(PADDING.x, y), lbl, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, LABEL_COLOR)
draw_string(font, Vector2(PADDING.x + left_label_w, y), val, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, VALUE_COLOR)
if i < right_lines.size():
var lbl: String = right_lines[i][0] + ": "
var val: String = right_lines[i][1]
draw_string(font, Vector2(right_x, y), lbl, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, LABEL_COLOR)
draw_string(font, Vector2(right_x + right_label_w, y), val, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, VALUE_COLOR)
y += LINE_HEIGHT
+1
View File
@@ -0,0 +1 @@
uid://c55ow14m345vv
@@ -0,0 +1 @@
うtickヘ,ヲaction�DialogueResponseげtarget_entity_id*ォresponse_idーkael-davan_d_001
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@@ -0,0 +1 @@
uid://duvqpvheku2j2
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@@ -0,0 +1 @@
uid://d30by4d62g7ts
@@ -0,0 +1 @@
uid://b1tata3wjyb46
+22 -19
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@@ -97,6 +97,20 @@ func test_camera_smoothing_off_after_ready() -> void:
assert_that(camera.position_smoothing_enabled).is_false()
func test_camera_smoothing_stays_off_with_manual_lerp() -> void:
# #117: Manual lerp approach — Godot's built-in smoothing must stay OFF always.
# CAMERA_SMOOTHING_SPEED is used as the lerp weight, not Godot's position_smoothing_speed.
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
_instance._process(0.016)
var camera: Camera2D = _instance.get_node("Camera2D")
assert_that(camera.position_smoothing_enabled).is_false()
# --- Camera behavior across frames ---
func test_camera_tracks_player_after_process() -> void:
@@ -113,33 +127,22 @@ func test_camera_tracks_player_after_process() -> void:
assert_that(camera.global_position).is_equal(expected)
func test_camera_smoothing_reenabled_after_process() -> void:
# After the first anchored frame, smoothing should be back on for gameplay.
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
_instance._process(0.016)
var camera: Camera2D = _instance.get_node("Camera2D")
assert_that(camera.position_smoothing_enabled).is_true()
func test_camera_follows_player_movement() -> void:
func test_camera_lerps_toward_player_movement() -> void:
# #117: With manual lerp, camera moves TOWARD player position (not snapping).
# After one 16ms frame the camera should be partway between old and new position.
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
var camera: Camera2D = _instance.get_node("Camera2D")
var initial_pos := camera.global_position
var initial_pos := camera.global_position # anchored at (320, 320)
# Move player north via SimBridge test mode
SimBridge._test_input_queue.append("MoveNorth")
_instance._process(0.016)
# Camera should have moved with the player
assert_that(camera.global_position.y < initial_pos.y).is_true()
assert_that(camera.global_position).is_equal(
GameState.player_position * Constants.TILE_SIZE)
var new_target := GameState.player_position * Constants.TILE_SIZE # (320, 288)
# Camera should have moved north (lower y) but NOT reached the target yet
assert_that(camera.global_position.y).is_less(initial_pos.y)
assert_that(camera.global_position.y).is_greater(new_target.y)
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@@ -0,0 +1 @@
uid://dhgcekc2ywr26
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@@ -152,8 +152,8 @@ func test_entity_snap_on_first_appear() -> void:
renderer.update_entities(entity)
var node = renderer.entity_nodes[10]
var expected := Vector2(
floorf(8.0) * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET,
floorf(6.0) * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET
floorf(8.0) * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET_X,
floorf(6.0) * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET_Y
)
assert_that(node.position).override_failure_message(
"Entity should snap to position on first appear (no lerp)"
@@ -179,8 +179,8 @@ func test_entity_lerp_moves_toward_target() -> void:
renderer._process(0.016)
var after_pos: Vector2 = node.position
var target := Vector2(
floorf(6.0) * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET,
floorf(5.0) * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET
floorf(6.0) * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET_X,
floorf(5.0) * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET_Y
)
# Position should have moved toward target (x increased)
assert_that(after_pos.x > start_pos.x).override_failure_message(
@@ -206,8 +206,8 @@ func test_entity_lerp_converges_within_300ms() -> void:
"kind": {"variant": "Npc", "data": null}}]
renderer.update_entities(entity_moved)
var target := Vector2(
floorf(7.0) * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET,
floorf(5.0) * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET
floorf(7.0) * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET_X,
floorf(5.0) * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET_Y
)
# Simulate 0.3s at 60fps (18 frames × 0.016s ≈ 0.288s)
for i in 20:
@@ -298,8 +298,8 @@ func test_lerp_weight_increases_with_delta() -> void:
var small_progress: float = small_node.position.x - small_start
# Reset position for large delta test
small_node.position = Vector2(
floorf(5.0) * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET,
floorf(5.0) * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET
floorf(5.0) * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET_X,
floorf(5.0) * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET_Y
)
# Large delta step
var large_start: float = small_node.position.x
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@@ -135,43 +135,43 @@ func test_npc_uses_relationship_color_unknown() -> void:
var renderer: Node2D = _make_entity_renderer()
var entities: Array = [_make_entity(2, "Npc", "Unknown")]
renderer.update_entities(entities)
var node: ColorRect = renderer.entity_nodes[2] as ColorRect
var node: Sprite2D = renderer.entity_nodes[2] as Sprite2D
# Unknown -> teal (both Phase 1 and Phase 2 produce the same result)
assert_that(node.color).is_equal(Constants.ENTITY_COLOR_UNKNOWN)
assert_that(node.self_modulate).is_equal(Constants.ENTITY_COLOR_UNKNOWN)
renderer.queue_free()
func test_npc_uses_relationship_color_friendly() -> void:
var renderer: Node2D = _make_entity_renderer()
var entities: Array = [_make_entity(2, "Npc", "Friendly")]
renderer.update_entities(entities)
var node: ColorRect = renderer.entity_nodes[2] as ColorRect
var node: Sprite2D = renderer.entity_nodes[2] as Sprite2D
if not _entity_uses_relationship(renderer):
push_warning("TestColorShift: entity renderer not yet using relationship for color — awaiting #521")
renderer.queue_free()
return
assert_that(node.color).is_equal(Constants.ENTITY_COLOR_FRIENDLY)
assert_that(node.self_modulate).is_equal(Constants.ENTITY_COLOR_FRIENDLY)
renderer.queue_free()
func test_npc_uses_relationship_color_poi() -> void:
var renderer: Node2D = _make_entity_renderer()
var entities: Array = [_make_entity(2, "Npc", "PersonOfInterest")]
renderer.update_entities(entities)
var node: ColorRect = renderer.entity_nodes[2] as ColorRect
var node: Sprite2D = renderer.entity_nodes[2] as Sprite2D
if not _entity_uses_relationship(renderer):
renderer.queue_free()
return
assert_that(node.color).is_equal(Constants.ENTITY_COLOR_POI)
assert_that(node.self_modulate).is_equal(Constants.ENTITY_COLOR_POI)
renderer.queue_free()
func test_npc_uses_relationship_color_hostile() -> void:
var renderer: Node2D = _make_entity_renderer()
var entities: Array = [_make_entity(2, "Npc", "Hostile")]
renderer.update_entities(entities)
var node: ColorRect = renderer.entity_nodes[2] as ColorRect
var node: Sprite2D = renderer.entity_nodes[2] as Sprite2D
if not _entity_uses_relationship(renderer):
renderer.queue_free()
return
assert_that(node.color).is_equal(Constants.ENTITY_COLOR_HOSTILE)
assert_that(node.self_modulate).is_equal(Constants.ENTITY_COLOR_HOSTILE)
renderer.queue_free()
func test_player_color_ignores_relationship() -> void:
@@ -179,8 +179,8 @@ func test_player_color_ignores_relationship() -> void:
var renderer: Node2D = _make_entity_renderer()
var entities: Array = [_make_entity(1, "Player", "Hostile")]
renderer.update_entities(entities)
var node: ColorRect = renderer.entity_nodes[1] as ColorRect
assert_that(node.color).is_equal(Constants.ENTITY_COLOR_PLAYER)
var node: Sprite2D = renderer.entity_nodes[1] as Sprite2D
assert_that(node.self_modulate).is_equal(Constants.ENTITY_COLOR_PLAYER)
renderer.queue_free()
func test_object_color_ignores_relationship() -> void:
@@ -188,8 +188,8 @@ func test_object_color_ignores_relationship() -> void:
var renderer: Node2D = _make_entity_renderer()
var entities: Array = [_make_entity(3, "Object", "Friendly")]
renderer.update_entities(entities)
var node: ColorRect = renderer.entity_nodes[3] as ColorRect
assert_that(node.color).is_equal(Constants.ENTITY_COLOR_OBJECT)
var node: Sprite2D = renderer.entity_nodes[3] as Sprite2D
assert_that(node.self_modulate).is_equal(Constants.ENTITY_COLOR_OBJECT)
renderer.queue_free()
@@ -204,20 +204,20 @@ func test_color_shift_not_instant() -> void:
var renderer: Node2D = _make_entity_renderer()
var entities_before: Array = [_make_entity(2, "Npc", "Friendly")]
renderer.update_entities(entities_before)
var node: ColorRect = renderer.entity_nodes[2] as ColorRect
var node: Sprite2D = renderer.entity_nodes[2] as Sprite2D
if not _entity_uses_relationship(renderer):
renderer.queue_free()
return
# Change relationship to Hostile
var entities_after: Array = [_make_entity(2, "Npc", "Hostile")]
renderer.update_entities(entities_after)
# Immediately after update, color should NOT yet be the target
var color_after_immediate: Color = node.color
# Immediately after update, self_modulate should NOT yet be the target
var color_after_immediate: Color = node.self_modulate
if not _renderer_has_tween_support(renderer):
push_warning("TestColorShift: tween on relationship change not implemented yet — awaiting #521")
renderer.queue_free()
return
# The color should NOT be exactly the target yet (tween in progress)
# The self_modulate should NOT be exactly the target yet (tween in progress)
assert_that(color_after_immediate != Constants.ENTITY_COLOR_HOSTILE).is_true()
renderer.queue_free()
@@ -236,8 +236,8 @@ func test_color_shift_reaches_target() -> void:
while elapsed < 1.5:
renderer._process(1.0 / 60.0)
elapsed += 1.0 / 60.0
var node: ColorRect = renderer.entity_nodes[2] as ColorRect
assert_that(node.color.is_equal_approx(Constants.ENTITY_COLOR_HOSTILE)).is_true()
var node: Sprite2D = renderer.entity_nodes[2] as Sprite2D
assert_that(node.self_modulate.is_equal_approx(Constants.ENTITY_COLOR_HOSTILE)).is_true()
renderer.queue_free()
func test_color_shift_mid_transition_retrigger() -> void:
@@ -263,8 +263,8 @@ func test_color_shift_mid_transition_retrigger() -> void:
while elapsed < 1.0:
renderer._process(1.0 / 60.0)
elapsed += 1.0 / 60.0
var node: ColorRect = renderer.entity_nodes[2] as ColorRect
assert_that(node.color.is_equal_approx(Constants.ENTITY_COLOR_HOSTILE)).is_true()
var node: Sprite2D = renderer.entity_nodes[2] as Sprite2D
assert_that(node.self_modulate.is_equal_approx(Constants.ENTITY_COLOR_HOSTILE)).is_true()
renderer.queue_free()
@@ -275,10 +275,10 @@ func test_color_shift_same_relationship_no_tween() -> void:
return
var entities: Array = [_make_entity(2, "Npc", "Unknown")]
renderer.update_entities(entities)
var node: ColorRect = renderer.entity_nodes[2] as ColorRect
var color_first: Color = node.color
var node: Sprite2D = renderer.entity_nodes[2] as Sprite2D
var color_first: Color = node.self_modulate
renderer.update_entities(entities)
var color_second: Color = node.color
var color_second: Color = node.self_modulate
assert_that(color_first).is_equal(color_second)
renderer.queue_free()
@@ -354,10 +354,12 @@ func _entity_uses_relationship(renderer: Node2D) -> bool:
renderer.update_entities([friendly, hostile])
if not renderer.entity_nodes.has(10) or not renderer.entity_nodes.has(11):
return false
var f_node: ColorRect = renderer.entity_nodes[10] as ColorRect
var h_node: ColorRect = renderer.entity_nodes[11] as ColorRect
var f_color: Color = f_node.color
var h_color: Color = h_node.color
var f_node: Sprite2D = renderer.entity_nodes[10] as Sprite2D
var h_node: Sprite2D = renderer.entity_nodes[11] as Sprite2D
if not f_node or not h_node:
return false
var f_color: Color = f_node.self_modulate
var h_color: Color = h_node.self_modulate
var uses_rel: bool = not f_color.is_equal_approx(h_color)
renderer.update_entities([])
return uses_rel
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## Sprint 17 — UX: E-Talk overlay improvement (#537) — Phase 1
## Tests for relationship color indicator in interaction_list.gd.
##
## Spec refs:
## D-033 (entity color = relationship to player)
## D-051 (diegetic insert display — insert-only overlay)
## D-057 (interaction list, z-layer 6)
##
## Phase 1 scope (2026-02-24):
## Color bar only — NPC name and dialogue tier deferred to Phase 2 pending
## server protocol change (no known_attributes in wire protocol v13).
##
## Implementation: client/ui/interaction_list.gd
## `var _relationship_color: Color = Constants.IMPLANT_TEXT_DIM`
## `func _cache_entity_relationship() -> void`
## 3px left-edge bar drawn in _draw() at 85% alpha, called from update_from_state()
class_name TestETalkOverlaySprint17
extends GdUnitTestSuite
func before_test() -> void:
SimBridge.reset_test_state()
GameState.nearby_interactions = []
GameState.visible_entities = []
GameState.player_stance = ""
func after_test() -> void:
GameState.nearby_interactions = []
GameState.visible_entities = []
GameState.player_stance = ""
# -------------------------------------------------------------------------
# D-033: Constants.color_for_relationship() — palette baseline (pure logic)
# -------------------------------------------------------------------------
func test_relationship_unknown_maps_to_teal() -> void:
assert_that(Constants.color_for_relationship("Unknown")).is_equal(Constants.ENTITY_COLOR_UNKNOWN)
func test_relationship_friendly_maps_to_green() -> void:
assert_that(Constants.color_for_relationship("Friendly")).is_equal(Constants.ENTITY_COLOR_FRIENDLY)
func test_relationship_poi_maps_to_amber() -> void:
assert_that(Constants.color_for_relationship("PersonOfInterest")).is_equal(Constants.ENTITY_COLOR_POI)
func test_relationship_hostile_maps_to_red() -> void:
assert_that(Constants.color_for_relationship("Hostile")).is_equal(Constants.ENTITY_COLOR_HOSTILE)
func test_relationship_known_falls_back_to_unknown_color() -> void:
# "Known" not matched in color_for_relationship() — falls through _ → ENTITY_COLOR_UNKNOWN
assert_that(Constants.color_for_relationship("Known")).is_equal(Constants.ENTITY_COLOR_UNKNOWN)
func test_relationship_unknown_string_falls_back_to_unknown() -> void:
assert_that(Constants.color_for_relationship("SomeNewState")).is_equal(Constants.ENTITY_COLOR_UNKNOWN)
# -------------------------------------------------------------------------
# UIStrings: relationship state labels exist (Phase 2 pre-fixture)
# -------------------------------------------------------------------------
func test_ui_strings_has_relationship_unknown_label() -> void:
assert_that(UIStrings.has_key("relationship_states.unknown.label")).is_true()
func test_ui_strings_has_relationship_known_label() -> void:
assert_that(UIStrings.has_key("relationship_states.known.label")).is_true()
func test_ui_strings_has_relationship_friendly_label() -> void:
assert_that(UIStrings.has_key("relationship_states.friendly.label")).is_true()
func test_ui_strings_has_relationship_poi_label() -> void:
assert_that(UIStrings.has_key("relationship_states.person_of_interest.label")).is_true()
func test_ui_strings_has_relationship_hostile_label() -> void:
assert_that(UIStrings.has_key("relationship_states.hostile.label")).is_true()
# -------------------------------------------------------------------------
# _relationship_color initial state
# -------------------------------------------------------------------------
func test_relationship_color_default_is_implant_dim() -> void:
# Before any update, _relationship_color starts at IMPLANT_TEXT_DIM
var list = _make_list()
assert_that(list._relationship_color).is_equal(Constants.IMPLANT_TEXT_DIM)
list.queue_free()
# -------------------------------------------------------------------------
# _cache_entity_relationship(): D-033 palette via update_from_state() (#537 core)
# -------------------------------------------------------------------------
func test_cache_relationship_unknown_sets_unknown_color() -> void:
_setup_npc_interaction(2, "Unknown")
var list = _make_list()
list.update_from_state()
assert_that(list._relationship_color).is_equal(Constants.ENTITY_COLOR_UNKNOWN)
list.queue_free()
func test_cache_relationship_friendly_sets_green() -> void:
_setup_npc_interaction(2, "Friendly")
var list = _make_list()
list.update_from_state()
assert_that(list._relationship_color).is_equal(Constants.ENTITY_COLOR_FRIENDLY)
list.queue_free()
func test_cache_relationship_poi_sets_amber() -> void:
_setup_npc_interaction(2, "PersonOfInterest")
var list = _make_list()
list.update_from_state()
assert_that(list._relationship_color).is_equal(Constants.ENTITY_COLOR_POI)
list.queue_free()
func test_cache_relationship_hostile_sets_red() -> void:
_setup_npc_interaction(2, "Hostile")
var list = _make_list()
list.update_from_state()
assert_that(list._relationship_color).is_equal(Constants.ENTITY_COLOR_HOSTILE)
list.queue_free()
func test_cache_relationship_absent_field_uses_unknown_color() -> void:
# Entity present but "relationship" key missing → get("relationship", "Unknown") → Unknown color
GameState.visible_entities = [{
"entity_id": 2, "x": 12.0, "y": 9.0, "z": 0,
"kind": {"variant": "Npc", "data": null},
"visibility": "Forward",
}]
GameState.nearby_interactions = [{
"entity_id": 2, "entity_type": "Npc", "distance": 1,
"verbs": [{"kind": "Talk", "label": "Talk", "priority": 1, "available": true}],
}]
var list = _make_list()
list.update_from_state()
assert_that(list._relationship_color).is_equal(Constants.ENTITY_COLOR_UNKNOWN)
list.queue_free()
func test_cache_relationship_entity_not_in_visible_uses_dim_fallback() -> void:
# Entity in nearby_interactions but NOT in visible_entities → IMPLANT_TEXT_DIM fallback
GameState.visible_entities = []
GameState.nearby_interactions = [{
"entity_id": 2, "entity_type": "Npc", "distance": 1,
"verbs": [{"kind": "Talk", "label": "Talk", "priority": 1, "available": true}],
}]
var list = _make_list()
list.update_from_state()
assert_that(list._relationship_color).is_equal(Constants.IMPLANT_TEXT_DIM)
list.queue_free()
func test_cache_relationship_updates_when_relationship_changes() -> void:
# First call: Unknown
_setup_npc_interaction(2, "Unknown")
var list = _make_list()
list.update_from_state()
assert_that(list._relationship_color).is_equal(Constants.ENTITY_COLOR_UNKNOWN)
# Relationship shifts → re-cache picks up new value
_setup_npc_interaction(2, "Hostile")
list.update_from_state()
assert_that(list._relationship_color).is_equal(Constants.ENTITY_COLOR_HOSTILE)
list.queue_free()
func test_cache_relationship_targets_correct_entity_by_id() -> void:
# Two entities visible; nearby_interactions[0] is the target (entity 2, Friendly)
# Entity 3 (Hostile) must not pollute the color
GameState.visible_entities = [
{
"entity_id": 2, "x": 11.0, "y": 9.0, "z": 0,
"kind": {"variant": "Npc", "data": null},
"visibility": "Forward", "relationship": "Friendly", "observation": "Visible",
},
{
"entity_id": 3, "x": 12.0, "y": 9.0, "z": 0,
"kind": {"variant": "Npc", "data": null},
"visibility": "Forward", "relationship": "Hostile", "observation": "Visible",
},
]
GameState.nearby_interactions = [
{
"entity_id": 2, "entity_type": "Npc", "distance": 1,
"verbs": [{"kind": "Talk", "label": "Talk", "priority": 1, "available": true}],
},
{
"entity_id": 3, "entity_type": "Npc", "distance": 2,
"verbs": [{"kind": "Talk", "label": "Talk", "priority": 1, "available": true}],
},
]
var list = _make_list()
list.update_from_state()
# interaction[0] = entity 2 (Friendly) → green bar
assert_that(list._relationship_color).is_equal(Constants.ENTITY_COLOR_FRIENDLY)
list.queue_free()
func test_z_layer_is_insert_canvas() -> void:
# D-049 / D-057: interaction list lives on InsertOverlay (CanvasLayer 10)
var list = _make_list()
assert_that(list.get_z_layer()).is_equal(Constants.CANVAS_INSERT)
list.queue_free()
# -------------------------------------------------------------------------
# Regression: interaction_list public API unaffected by #537 changes
# -------------------------------------------------------------------------
func test_list_hides_when_no_interactions() -> void:
GameState.nearby_interactions = []
var list = _make_list()
list.update_from_state()
assert_that(list.is_showing()).is_false()
list.queue_free()
func test_list_shows_on_npc_interaction() -> void:
_setup_npc_interaction(2, "Unknown")
var list = _make_list()
list.update_from_state()
assert_that(list.is_showing()).is_true()
list.queue_free()
func test_list_get_selected_verb_returns_first_verb() -> void:
GameState.nearby_interactions = [{
"entity_id": 2, "entity_type": "Npc", "distance": 1,
"verbs": [
{"kind": "Talk", "label": "Talk", "priority": 1, "available": true},
{"kind": "ExamineNpc", "label": "Look", "priority": 2, "available": true},
],
}]
var list = _make_list()
assert_that(list.get_selected_verb()).is_equal("Talk")
list.queue_free()
func test_list_get_interaction_target_returns_entity_id() -> void:
GameState.visible_entities = [{
"entity_id": 5, "x": 12.0, "y": 9.0, "z": 0,
"kind": {"variant": "Npc", "data": null},
"visibility": "Forward", "relationship": "Unknown", "observation": "Visible",
}]
GameState.nearby_interactions = [{
"entity_id": 5, "entity_type": "Npc", "distance": 1,
"verbs": [{"kind": "Talk", "label": "Talk", "priority": 1, "available": true}],
}]
var list = _make_list()
list.update_from_state()
assert_that(list.get_interaction_target()).is_equal(5)
list.queue_free()
func test_list_suppressed_when_insert_inactive() -> void:
_setup_npc_interaction(2, "Unknown")
var list = _make_list()
list.set_insert_active(false)
list.update_from_state()
assert_that(list.is_showing()).is_false()
list.queue_free()
func test_list_hides_on_empty_verb_list() -> void:
GameState.nearby_interactions = [{
"entity_id": 2, "entity_type": "Npc", "distance": 1, "verbs": [],
}]
var list = _make_list()
list.update_from_state()
assert_that(list.is_showing()).is_false()
list.queue_free()
# -------------------------------------------------------------------------
# Phase 2 placeholders — deferred pending server protocol change (no known_attributes in v13)
# -------------------------------------------------------------------------
func skip_test_npc_name_displayed_when_known() -> void:
pass
func skip_test_dialogue_tier_context_hint_for_friendly() -> void:
pass
func skip_test_dialogue_tier_context_hint_for_hostile() -> void:
pass
# -------------------------------------------------------------------------
# Helpers
# -------------------------------------------------------------------------
func _make_list() -> Control:
var scene = load("res://ui/interaction_list.tscn")
var list = scene.instantiate()
add_child(list) # _ready() fires here — @onready var _vbox resolves
return list
## Set up GameState with a single NPC entity + matching interaction for tests.
func _setup_npc_interaction(entity_id: int, relationship: String) -> void:
GameState.visible_entities = [{
"entity_id": entity_id, "x": 12.0, "y": 9.0, "z": 0,
"kind": {"variant": "Npc", "data": null},
"visibility": "Forward", "relationship": relationship, "observation": "Visible",
}]
GameState.nearby_interactions = [{
"entity_id": entity_id, "entity_type": "Npc", "distance": 1,
"verbs": [{"kind": "Talk", "label": "Talk", "priority": 1, "available": true}],
}]
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## #122: Monologue display — client tests (Sprint 14)
## Covers queue management, priority logic, stagger, colour palette, BBCode output,
## no-overwrite contract (P0 #477), and per-slot fade lifecycle.
##
## API per Tyre architecture review:
## show_monologue(text, duration, priority=2, is_urgent=false)
## GameState.lattice_profile selects colour palette
class_name TestMonologueDisplay
extends GdUnitTestSuite
# ---------------------------------------------------------------------------
# Helpers
# ---------------------------------------------------------------------------
func _make_display() -> Node:
if not ResourceLoader.exists("res://ui/monologue_display.tscn"):
push_warning("TestMonologueDisplay: scene not found — tests skipped")
return null
var node = load("res://ui/monologue_display.tscn").instantiate()
add_child(node)
return node
func _label_text(d: Node) -> String:
if d._visible.is_empty():
return ""
var slot_node: Node = d._visible[0].node
return (slot_node.get_child(0) as RichTextLabel).text
# ---------------------------------------------------------------------------
# Lifecycle — ensure clean GameState between every test
# ---------------------------------------------------------------------------
func before_test() -> void:
## Reset GameState fields touched by this suite so tests don't bleed into each other.
## lattice_profile: tests that care about colour set it explicitly — default to baseline.
## current_monologue: GameState integration tests need null as start state.
GameState.current_monologue = null
GameState.lattice_profile = "lattice_baseline"
func after_test() -> void:
GameState.current_monologue = null
GameState.lattice_profile = "lattice_baseline"
# ---------------------------------------------------------------------------
# Initial state
# ---------------------------------------------------------------------------
func test_nothing_visible_on_init() -> void:
var d = _make_display()
if d == null: return
assert_int(d._visible.size()).is_equal(0)
assert_int(d._queue.size()).is_equal(0)
d.queue_free()
func test_stagger_timer_zero_on_init() -> void:
var d = _make_display()
if d == null: return
assert_float(d._next_fade_in_msec).is_equal(0.0)
d.queue_free()
func test_show_monologue_with_empty_text_does_not_set_displaying() -> void:
# Empty text must be ignored — no visible slot created, no queue entry.
# Prevents ghost display nodes and stagger timer contamination.
var d = _make_display()
if d == null: return
d.show_monologue("", 5.0)
assert_int(d._visible.size()).is_equal(0)
assert_int(d._queue.size()).is_equal(0)
d.queue_free()
func test_empty_text_does_not_advance_stagger_timer() -> void:
var d = _make_display()
if d == null: return
d.show_monologue("", 5.0)
assert_float(d._next_fade_in_msec).is_equal(0.0)
d.queue_free()
func test_empty_text_when_slots_full_does_not_enqueue() -> void:
var d = _make_display()
if d == null: return
d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0)
d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0)
d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0)
d.show_monologue("", 5.0)
assert_int(d._queue.size()).is_equal(0)
d.queue_free()
# ---------------------------------------------------------------------------
# Single-line display
# ---------------------------------------------------------------------------
func test_single_line_goes_to_visible() -> void:
var d = _make_display()
if d == null: return
d.show_monologue("One.", 5.0)
assert_int(d._visible.size()).is_equal(1)
assert_int(d._queue.size()).is_equal(0)
d.queue_free()
func test_show_monologue_sets_stagger_timer() -> void:
var d = _make_display()
if d == null: return
var before := float(Time.get_ticks_msec())
d.show_monologue("Stagger.", 5.0)
assert_float(d._next_fade_in_msec).is_greater(before)
d.queue_free()
# ---------------------------------------------------------------------------
# MAX_VISIBLE = 3 simultaneous lines
# ---------------------------------------------------------------------------
func test_three_lines_all_visible() -> void:
var d = _make_display()
if d == null: return
d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0)
d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0)
d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0)
assert_int(d._visible.size()).is_equal(3)
assert_int(d._queue.size()).is_equal(0)
d.queue_free()
func test_fourth_line_queues_when_slots_full() -> void:
var d = _make_display()
if d == null: return
d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0)
d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0)
d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0)
d.show_monologue("D", 5.0)
assert_int(d._visible.size()).is_equal(3)
assert_int(d._queue.size()).is_equal(1)
d.queue_free()
# ---------------------------------------------------------------------------
# No-overwrite contract (P0, #477)
# ---------------------------------------------------------------------------
func test_new_line_does_not_replace_first_visible_line() -> void:
var d = _make_display()
if d == null: return
d.show_monologue("First line.", 10.0)
var first_text := _label_text(d)
# Force stagger active; second call must queue, not display
d._next_fade_in_msec = float(Time.get_ticks_msec()) + 10000.0
d.show_monologue("Second line.", 5.0)
assert_that(_label_text(d)).is_equal(first_text)
d.queue_free()
func test_two_visible_lines_coexist_without_overwriting() -> void:
var d = _make_display()
if d == null: return
d._next_fade_in_msec = 0.0; d.show_monologue("Alpha", 10.0)
d._next_fade_in_msec = 0.0; d.show_monologue("Beta", 10.0)
assert_int(d._visible.size()).is_equal(2)
d.queue_free()
# ---------------------------------------------------------------------------
# Priority queue
# ---------------------------------------------------------------------------
func test_queue_sorted_highest_priority_first() -> void:
var d = _make_display()
if d == null: return
d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0)
d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0)
d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0)
d.show_monologue("low", 5.0, 1)
d.show_monologue("high", 5.0, 4)
d.show_monologue("normal", 5.0, 2)
assert_int(d._queue[0].priority).is_equal(4)
d.queue_free()
func test_queue_drop_replaces_lowest_when_full() -> void:
var d = _make_display()
if d == null: return
d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0)
d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0)
d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0)
for i in range(d.MAX_QUEUE):
d.show_monologue("low_%d" % i, 5.0, 1)
d.show_monologue("critical!", 5.0, 9)
assert_int(d._queue.size()).is_equal(d.MAX_QUEUE)
var has_critical := false
for e in d._queue:
if e.priority == 9:
has_critical = true
assert_that(has_critical).is_true()
d.queue_free()
func test_queue_ignores_lower_priority_when_full() -> void:
var d = _make_display()
if d == null: return
d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0)
d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0)
d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0)
for i in range(d.MAX_QUEUE):
d.show_monologue("hi_%d" % i, 5.0, 5)
d.show_monologue("noise", 1.0, 1)
assert_int(d._queue.size()).is_equal(d.MAX_QUEUE)
for e in d._queue:
assert_int(e.priority).is_equal(5)
d.queue_free()
func test_queue_never_exceeds_max_depth() -> void:
var d = _make_display()
if d == null: return
d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0)
d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0)
d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0)
for i in range(d.MAX_QUEUE + 20):
d.show_monologue("flood_%d" % i, 1.0, 2)
assert_int(d._queue.size()).is_less_or_equal(d.MAX_QUEUE)
d.queue_free()
# ---------------------------------------------------------------------------
# Expire and drain
# ---------------------------------------------------------------------------
func test_expired_slot_removed_from_visible() -> void:
var d = _make_display()
if d == null: return
d.show_monologue("Expires.", 1.0)
d._visible[0].expire_timer = -0.1
d._process(0.0)
assert_int(d._visible.size()).is_equal(0)
d.queue_free()
func test_queue_drains_when_slot_opens() -> void:
var d = _make_display()
if d == null: return
d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0)
d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0)
d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0)
d.show_monologue("Queued.", 5.0)
d._visible[0].expire_timer = -0.1
d._next_fade_in_msec = 0.0 # stagger elapsed
d._process(0.0)
assert_int(d._queue.size()).is_equal(0)
assert_int(d._visible.size()).is_equal(3)
d.queue_free()
# ---------------------------------------------------------------------------
# Stagger
# ---------------------------------------------------------------------------
func test_second_call_within_stagger_period_queues() -> void:
var d = _make_display()
if d == null: return
d.show_monologue("First.", 5.0)
# _next_fade_in_msec is now ~150ms in the future
d.show_monologue("Second.", 5.0)
assert_int(d._visible.size()).is_equal(1)
assert_int(d._queue.size()).is_equal(1)
d.queue_free()
func test_stagger_elapsed_allows_second_visible() -> void:
var d = _make_display()
if d == null: return
d.show_monologue("First.", 5.0)
d._next_fade_in_msec = 0.0 # manually expire stagger
d.show_monologue("Second.", 5.0)
assert_int(d._visible.size()).is_equal(2)
assert_int(d._queue.size()).is_equal(0)
d.queue_free()
# ---------------------------------------------------------------------------
# BBCode output
# ---------------------------------------------------------------------------
func test_text_wrapped_in_italic_bbcode() -> void:
var d = _make_display()
if d == null: return
d.show_monologue("Italic line.", 5.0)
var txt := _label_text(d)
assert_that(txt).contains("[i]")
assert_that(txt).contains("[/i]")
assert_that(txt).contains("Italic line.")
d.queue_free()
func test_text_has_color_bbcode() -> void:
var d = _make_display()
if d == null: return
d.show_monologue("Coloured.", 5.0)
var txt := _label_text(d)
assert_that(txt).contains("[color=#")
assert_that(txt).contains("[/color]")
d.queue_free()
# ---------------------------------------------------------------------------
# Lattice colour palette
# ---------------------------------------------------------------------------
func test_augmented_colour_differs_from_baseline() -> void:
var d = _make_display()
if d == null: return
GameState.lattice_profile = "lattice_augmented"
d.show_monologue("Detective.", 5.0)
var aug_txt := _label_text(d)
d._visible[0].expire_timer = -0.1; d._process(0.0)
d._next_fade_in_msec = 0.0
GameState.lattice_profile = "lattice_baseline"
d.show_monologue("Smuggler.", 5.0)
var base_txt := _label_text(d)
assert_that(aug_txt).is_not_equal(base_txt)
GameState.lattice_profile = "lattice_baseline"
d.queue_free()
func test_urgent_colour_differs_from_standard() -> void:
var d = _make_display()
if d == null: return
GameState.lattice_profile = "lattice_baseline"
d.show_monologue("Normal.", 5.0, 2, false)
var std_txt := _label_text(d)
d._visible[0].expire_timer = -0.1; d._process(0.0)
d._next_fade_in_msec = 0.0
d.show_monologue("Urgent!", 5.0, 3, true)
var urg_txt := _label_text(d)
assert_that(std_txt).is_not_equal(urg_txt)
d.queue_free()
func test_unknown_profile_falls_back_without_crash() -> void:
var d = _make_display()
if d == null: return
GameState.lattice_profile = "lattice_hypothetical_tier_x"
d.show_monologue("Future proof.", 5.0)
var txt := _label_text(d)
assert_that(txt).contains("[color=#") # fallback colour applied, no crash
GameState.lattice_profile = "lattice_baseline"
d.queue_free()
# ---------------------------------------------------------------------------
# Slot lifecycle
# ---------------------------------------------------------------------------
func test_visible_slot_has_tween() -> void:
var d = _make_display()
if d == null: return
d.show_monologue("Has tween.", 5.0)
assert_that(d._visible[0].tween).is_not_null()
d.queue_free()
func test_visible_slot_stores_priority() -> void:
var d = _make_display()
if d == null: return
d.show_monologue("Priority 7.", 5.0, 7)
assert_int(d._visible[0].priority).is_equal(7)
d.queue_free()
func test_expire_timer_decrements_in_process() -> void:
var d = _make_display()
if d == null: return
d.show_monologue("Timer.", 10.0)
d._process(1.5)
assert_float(d._visible[0].expire_timer).is_less(10.0)
d.queue_free()
# ---------------------------------------------------------------------------
# GameState integration — current_monologue field (v5, #414)
# These tests do not instantiate the scene — they verify apply_snapshot()
# correctly populates and clears current_monologue so the display layer
# receives valid data (or null) every tick.
#
# Joint test plan (sprint-14/joint.md §Test Plan Alignment):
# "Verify current_monologue: None produces no display (no ghost text from previous tick)"
# ---------------------------------------------------------------------------
func test_gamestate_monologue_null_when_snapshot_omits_field() -> void:
## D-016: Snapshot without current_monologue must clear the field.
## Prevents a stale line from a previous tick persisting as ghost text.
GameState.current_monologue = {"id": "stale", "text": "Old.", "duration_seconds": 3.0}
GameState.apply_snapshot({"tick": 2})
assert_that(GameState.current_monologue).is_null()
func test_gamestate_monologue_set_from_snapshot() -> void:
## apply_snapshot populates current_monologue when the field is a dict.
GameState.apply_snapshot({
"tick": 1,
"current_monologue": {"id": "m001", "text": "A thought.", "duration_seconds": 5.0},
})
assert_that(GameState.current_monologue).is_not_null()
assert_that(GameState.current_monologue.get("text")).is_equal("A thought.")
func test_gamestate_monologue_null_when_field_is_non_dict() -> void:
## Defensive: a non-dictionary value from the server must be rejected (null).
GameState.apply_snapshot({"tick": 1, "current_monologue": "not-a-dict"})
assert_that(GameState.current_monologue).is_null()
func test_gamestate_monologue_duration_seconds_survives_round_trip() -> void:
## duration_seconds feeds show_monologue()'s duration param — must not be lost.
GameState.apply_snapshot({
"tick": 1,
"current_monologue": {"id": "m1", "text": "Test.", "duration_seconds": 7.5},
})
var dur: float = float(GameState.current_monologue.get("duration_seconds"))
assert_that(dur).is_equal_approx(7.5, 0.001)
func test_gamestate_monologue_id_survives_round_trip() -> void:
## The id field is used by SimBridge carry-forward deduplication (#477).
GameState.apply_snapshot({
"tick": 1,
"current_monologue": {"id": "enter_cargo_bay_001", "text": "Hmm.", "duration_seconds": 3.0},
})
assert_that(GameState.current_monologue.get("id")).is_equal("enter_cargo_bay_001")
func test_gamestate_monologue_replaced_by_next_snapshot() -> void:
## Each snapshot with a monologue replaces the previous value — no accumulation.
GameState.apply_snapshot({
"tick": 1,
"current_monologue": {"id": "first", "text": "First.", "duration_seconds": 3.0},
})
GameState.apply_snapshot({
"tick": 2,
"current_monologue": {"id": "second", "text": "Second.", "duration_seconds": 3.0},
})
assert_that(GameState.current_monologue.get("id")).is_equal("second")
# ---------------------------------------------------------------------------
# D-049 Z-layer / canvas scope compliance
# MonologueDisplay must be parented to UILayer (CanvasLayer, layer=20).
# Two tests: (1) constant sanity, (2) scene tree structural verification.
# ---------------------------------------------------------------------------
func test_canvas_ui_constant_is_20() -> void:
## D-049: CANVAS_UI = 20 is the agreed HUD layer for monologue display.
## Sanity check — constant must not drift from the spec.
assert_that(Constants.CANVAS_UI).is_equal(20)
func test_monologue_display_parented_to_canvas_layer_20_in_main_scene() -> void:
## D-049: Structural verification — MonologueDisplay must be a direct child of
## UILayer (CanvasLayer, layer=20) in the live scene tree, not the world layer.
## Catches regressions where the node gets accidentally moved to InsertOverlay
## (layer=10) or ModalLayer (layer=30), or dropped into the world z-stack.
##
## Scene path verified: Game/UILayer/MonologueDisplay (main.tscn line 141).
if not ResourceLoader.exists("res://scenes/main.tscn"):
push_warning("TestMonologueDisplay: main.tscn not found — D-049 scene tree test skipped")
return
var scene: Node = load("res://scenes/main.tscn").instantiate()
auto_free(scene)
add_child(scene)
var mono: Node = scene.get_node_or_null("UILayer/MonologueDisplay")
assert_that(mono != null).is_true()
var parent: Node = mono.get_parent()
assert_that(parent is CanvasLayer).is_true()
assert_that((parent as CanvasLayer).layer).is_equal(Constants.CANVAS_UI)
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## Sprint 15 — Smooth camera movement tests (#117)
## Validates exponential lerp, teleport snap, and configurable smoothing.
## Spec: D-015 (camera locked, fixed-north), #117 (interpolated tracking).
class_name TestSmoothCameraSprint15
extends GdUnitTestSuite
var _instance: Node = null
func before_test() -> void:
SimBridge.reset_test_state()
GameState.current_tick = 0
GameState.player_position = Vector2.ZERO
GameState.visible_entities = []
GameState.visible_tiles = []
GameState.visible_positions = {}
GameState.current_monologue = null
GameState.current_dialogue = null
func after_test() -> void:
if _instance and is_instance_valid(_instance):
_instance.queue_free()
_instance = null
# --- Configurable smoothing constant ---
func test_camera_smoothing_speed_constant_defined() -> void:
# #117: CAMERA_SMOOTHING_SPEED must be declared in Constants (configurable).
assert_that(Constants.CAMERA_SMOOTHING_SPEED > 0.0).is_true()
func test_camera_smoothing_speed_constant_reasonable() -> void:
# #117: Speed should produce smooth-but-responsive feel (2.0–20.0 range).
assert_that(
Constants.CAMERA_SMOOTHING_SPEED >= 2.0 and Constants.CAMERA_SMOOTHING_SPEED <= 20.0
).is_true()
# --- Manual lerp, no Godot built-in smoothing ---
func test_godot_smoothing_disabled_at_ready() -> void:
# #117: Godot's built-in Camera2D smoothing must be OFF (manual lerp replaces it).
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
var camera: Camera2D = _instance.get_node("Camera2D")
assert_that(camera.position_smoothing_enabled).is_false()
func test_godot_smoothing_stays_off_after_frames() -> void:
# #117: Smoothing must NOT be re-enabled at any point — manual lerp only.
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
for i in range(5):
_instance._process(0.016)
var camera: Camera2D = _instance.get_node("Camera2D")
assert_that(camera.position_smoothing_enabled).is_false()
# --- Interpolated tracking (no snap) ---
func test_camera_lerps_not_snaps_on_player_move() -> void:
# #117: When player moves, camera should lerp (not snap) to new position.
# After 1 frame at ~60fps, camera should be partway there — not at target.
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
var camera: Camera2D = _instance.get_node("Camera2D")
var start_y := camera.global_position.y # anchored at player (10,10) → 320px
SimBridge._test_input_queue.append("MoveNorth")
_instance._process(0.016)
# Player moved to (10,9) → target_y = 288. Camera should be between 288 and 320.
var target_y: float = GameState.player_position.y * Constants.TILE_SIZE
assert_that(camera.global_position.y < start_y).is_true()
assert_that(camera.global_position.y > target_y).is_true()
func test_camera_converges_to_player_over_multiple_frames() -> void:
# #117: After enough frames the camera should be within 1px of target.
# At LERP_SPEED=8: ~95% convergence in 0.25s, >99% in 0.5s.
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
SimBridge._test_input_queue.append("MoveNorth")
_instance._process(0.016) # trigger the move, get new player position
var target := GameState.player_position * Constants.TILE_SIZE
# Run 120 frames (~2s at 60fps) — converges within 1px for any speed ≥ 2.0
for i in range(120):
_instance._process(0.016)
var camera: Camera2D = _instance.get_node("Camera2D")
var dist := camera.global_position.distance_to(target)
assert_that(dist < 1.0).is_true()
func test_camera_stationary_player_no_drift() -> void:
# #117: When player is stationary, camera should not drift (lerp to same point).
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
var camera: Camera2D = _instance.get_node("Camera2D")
var initial_pos := camera.global_position
# Run several frames with no movement
for i in range(10):
_instance._process(0.016)
# Camera should still be at anchored position (target = same point).
# Use distance check — lerp toward same point may introduce float rounding.
assert_that(camera.global_position.distance_to(initial_pos) < 0.01).is_true()
# --- Teleport snap ---
func test_teleport_snaps_camera_immediately() -> void:
# #117: _teleport_in_progress causes camera to snap (not lerp) in the same frame.
# Manually displace camera, set the flag, call _process — camera should snap to target.
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
var camera: Camera2D = _instance.get_node("Camera2D")
# Displace camera from its anchored position
camera.global_position = Vector2(0, 0)
# Set teleport flag — next _process() should snap to player target
_instance._camera_anchored = true
_instance._teleport_in_progress = true
_instance._process(0.016)
# Camera must now be exactly at player position (snapshot puts player at 10,10 → 320,320)
var expected := GameState.player_position * Constants.TILE_SIZE
assert_that(camera.global_position).is_equal(expected)
func test_teleport_flag_cleared_after_snap() -> void:
# #117: _teleport_in_progress must be false after the snap frame.
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
_instance._camera_anchored = true
_instance._teleport_in_progress = true
_instance._process(0.016)
assert_that(_instance._teleport_in_progress).is_false()
func test_camera_resumes_lerp_after_teleport() -> void:
# #117: Frame after teleport snap must resume lerp (not continue snapping).
# After teleport flag clears, any position delta produces lerp movement.
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
# Frame 1: teleport snap — camera displaced, flag set, expect snap
var camera: Camera2D = _instance.get_node("Camera2D")
camera.global_position = Vector2(0, 0)
_instance._camera_anchored = true
_instance._teleport_in_progress = true
_instance._process(0.016)
# After snap: camera at player position (10,10) = (320, 320)
var post_snap_y := camera.global_position.y
# Frame 2: player moves north — camera should lerp, not snap
SimBridge._test_input_queue.append("MoveNorth")
_instance._process(0.016)
var new_target_y: float = GameState.player_position.y * Constants.TILE_SIZE
# Camera must be between snap position and new target (lerping, not snapping)
assert_that(camera.global_position.y < post_snap_y).is_true()
assert_that(camera.global_position.y > new_target_y).is_true()
# Teleport flag must not be re-set by normal movement
assert_that(_instance._teleport_in_progress).is_false()
# --- D-015: Fixed-north camera ---
func test_camera_no_rotation() -> void:
# D-015: Camera must be fixed-north in v0.1 — no rotation regardless of facing.
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
var camera: Camera2D = _instance.get_node("Camera2D")
assert_that(camera.rotation).is_equal(0.0)
_instance._process(0.016)
assert_that(camera.rotation).is_equal(0.0)
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## Sprint 16 #543: GameState.current_zone_id population tests.
## Verifies that apply_snapshot() correctly extracts zone_id from the player's
## current tile after the O(N) → O(1) refactor. Behavior must be identical
## before and after the change (net-zero behavioral change per ticket spec).
## Spec refs: D-073, #543, #529.
class_name TestSnapshotZoneId
extends GdUnitTestSuite
func before_test() -> void:
GameState.current_zone_id = ""
GameState.player_position = Vector2.ZERO
GameState.visible_tiles = []
GameState.visible_positions = {}
GameState.visibility_sectors = {}
# -- Happy path (S16-Z01) ------------------------------------------------------
func test_zone_id_populated_when_player_on_zone_tile() -> void:
# S16-Z01: Player at (5,5), visible_tiles has zone_id "zone_alpha" at (5,5).
# D-073: current_zone_id must be set to the server-authoritative zone_id.
GameState.apply_snapshot({
"tick": 1,
"entities": [
{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": null}},
],
"visible_tiles": [
{"x": 3, "y": 3, "z": 0, "type": "floor", "zone_id": "zone_foyer"},
{"x": 5, "y": 5, "z": 0, "type": "floor", "zone_id": "zone_alpha"},
{"x": 7, "y": 7, "z": 0, "type": "floor", "zone_id": "zone_beta"},
],
})
assert_that(GameState.current_zone_id).override_failure_message(
"current_zone_id must match zone_id at player tile (5,5)"
).is_equal("zone_alpha")
assert_that(GameState.current_zone_id.is_empty()).override_failure_message(
"current_zone_id must be non-empty when player is on a zone-tagged tile"
).is_false()
# -- Missing zone_id field (S16-Z02) -------------------------------------------
func test_zone_id_empty_when_tile_lacks_zone_field() -> void:
# S16-Z02: Player's tile exists but has no zone_id key → empty string.
# Server may send tiles without zone_id when tile is unzoned.
GameState.apply_snapshot({
"tick": 1,
"entities": [
{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": null}},
],
"visible_tiles": [
{"x": 5, "y": 5, "z": 0, "type": "floor"},
],
})
assert_that(GameState.current_zone_id).override_failure_message(
"Tile without zone_id field → current_zone_id must default to empty string"
).is_equal("")
# -- Player off-tile (S16-Z03) -------------------------------------------------
func test_zone_id_empty_when_player_not_on_any_tile() -> void:
# S16-Z03: Player at (99,99) but no tile at that position → empty string.
GameState.apply_snapshot({
"tick": 1,
"entities": [
{"entity_id": 1, "x": 99.0, "y": 99.0, "z": 0, "kind": {"variant": "Player", "data": null}},
],
"visible_tiles": [
{"x": 5, "y": 5, "z": 0, "type": "floor", "zone_id": "zone_alpha"},
],
})
assert_that(GameState.current_zone_id).override_failure_message(
"Player at (99,99) with no matching tile → current_zone_id must be empty"
).is_equal("")
# -- Empty tiles (S16-Z04) -----------------------------------------------------
func test_zone_id_empty_on_empty_visible_tiles() -> void:
# S16-Z04: No visible tiles at all → empty string, no crash.
GameState.apply_snapshot({
"tick": 1,
"entities": [
{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": null}},
],
"visible_tiles": [],
})
assert_that(GameState.current_zone_id).override_failure_message(
"Empty visible_tiles → current_zone_id must be empty string (no crash)"
).is_equal("")
# -- Correct tile selected among many (S16-Z05) --------------------------------
func test_zone_id_selects_correct_tile_among_many() -> void:
# S16-Z05: 10x10 tile grid, player at (6,4). Only zone_6_4 must be selected.
# Tests that the lookup doesn't accidentally match a neighboring tile.
var tiles: Array = []
for tx in range(10):
for ty in range(10):
tiles.append({"x": tx, "y": ty, "z": 0, "type": "floor",
"zone_id": "zone_%d_%d" % [tx, ty]})
GameState.apply_snapshot({
"tick": 1,
"entities": [
{"entity_id": 1, "x": 6.0, "y": 4.0, "z": 0, "kind": {"variant": "Player", "data": null}},
],
"visible_tiles": tiles,
})
assert_that(GameState.current_zone_id).override_failure_message(
"Player at (6,4) must get zone_6_4, not a neighboring tile"
).is_equal("zone_6_4")
# -- Zone transition (S16-Z06) -------------------------------------------------
func test_zone_id_updates_on_zone_transition() -> void:
# S16-Z06: Player moves from zone_alpha (5,5) to zone_beta (6,5).
# current_zone_id must update on each snapshot.
GameState.apply_snapshot({
"tick": 1,
"entities": [
{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": null}},
],
"visible_tiles": [
{"x": 5, "y": 5, "z": 0, "type": "floor", "zone_id": "zone_alpha"},
{"x": 6, "y": 5, "z": 0, "type": "floor", "zone_id": "zone_beta"},
],
})
assert_that(GameState.current_zone_id).is_equal("zone_alpha")
GameState.apply_snapshot({
"tick": 2,
"entities": [
{"entity_id": 1, "x": 6.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": null}},
],
"visible_tiles": [
{"x": 5, "y": 5, "z": 0, "type": "floor", "zone_id": "zone_alpha"},
{"x": 6, "y": 5, "z": 0, "type": "floor", "zone_id": "zone_beta"},
],
})
assert_that(GameState.current_zone_id).override_failure_message(
"After moving to (6,5), current_zone_id must update to zone_beta"
).is_equal("zone_beta")
# -- Regression: visible_positions unaffected (S16-Z07) -----------------------
func test_visible_positions_unaffected_by_zone_id_refactor() -> void:
# S16-Z07: The O(1) refactor must not break visible_positions population.
# Both zone_id and visible_positions derive from the same visible_tiles loop —
# verify both are correctly populated after a single apply_snapshot().
GameState.apply_snapshot({
"tick": 1,
"entities": [
{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": null}},
],
"visible_tiles": [
{"x": 5, "y": 5, "z": 0, "type": "floor", "zone_id": "zone_alpha", "visibility": "Forward"},
{"x": 6, "y": 5, "z": 0, "type": "floor", "zone_id": "zone_beta", "visibility": "Peripheral"},
],
})
assert_that(GameState.visible_positions.has(Vector2i(5, 5))).override_failure_message(
"visible_positions must still contain (5,5) after zone_id refactor"
).is_true()
assert_that(GameState.visible_positions.has(Vector2i(6, 5))).is_true()
assert_that(GameState.current_zone_id).override_failure_message(
"current_zone_id must be zone_alpha after same apply_snapshot call"
).is_equal("zone_alpha")
# -- Fractional player position (S16-Z08) --------------------------------------
func test_zone_id_uses_int_truncation_of_player_position() -> void:
# S16-Z08: Player at (5.7, 5.9) → int(5.7)=5, int(5.9)=5 → matches tile (5,5).
# Server sends player coords as floats; zone lookup must truncate to tile index.
GameState.apply_snapshot({
"tick": 1,
"entities": [
{"entity_id": 1, "x": 5.7, "y": 5.9, "z": 0, "kind": {"variant": "Player", "data": null}},
],
"visible_tiles": [
{"x": 5, "y": 5, "z": 0, "type": "floor", "zone_id": "zone_alpha"},
],
})
assert_that(GameState.current_zone_id).override_failure_message(
"Player at (5.7,5.9) must match tile (5,5) — int() truncation applies"
).is_equal("zone_alpha")
# -- Test-mode tiles key (S16-Z09) --------------------------------------------
func test_zone_id_works_with_test_mode_tiles_key() -> void:
# S16-Z09: Test mode sends "tiles" key, not "visible_tiles".
# The O(1) refactor uses member visible_tiles (covers both paths).
# Regression guard: if _tile_by_coord is moved into the snapshot.visible_tiles
# block only, this test fails — catching the exact regression Tyre flagged.
GameState.apply_snapshot({
"tick": 1,
"entities": [
{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": null}},
],
"tiles": [
{"x": 5, "y": 5, "z": 0, "type": "floor", "zone_id": "zone_alpha"},
],
})
assert_that(GameState.current_zone_id).override_failure_message(
"Test-mode 'tiles' key must populate zone_id via member visible_tiles"
).is_equal("zone_alpha")
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## Sprint 16 #540: Sprite integration tests.
## Tests z-sorting with real sprites, 24x32 D-044 footprint within D-066 64x64
## bounding box, sprite asset existence from #541, and fog shader independence.
## Spec refs: D-019, D-043, D-044, D-049, D-066, #540, #541.
class_name TestSpriteIntegration
extends GdUnitTestSuite
var EntityRendererScript = load("res://scripts/rendering/entity_renderer.gd")
func before_test() -> void:
GameState.player_entity_id = 1
GameState.player_position = Vector2.ZERO
GameState.visible_entities = []
# -- Helpers -------------------------------------------------------------------
func _make_entity_renderer() -> Node2D:
var renderer = Node2D.new()
renderer.set_script(EntityRendererScript)
add_child(renderer)
return renderer
# -- Footprint constants: D-044 spec (S16-S01, S16-S02) -----------------------
func test_entity_footprint_matches_d044_spec() -> void:
# S16-S01: D-044 specifies 24x32 entity footprint within 32x32 visual tile.
# (64x64 source sprite scaled to 32px runtime at 2x retina per D-066).
assert_that(EntityRenderer.ENTITY_WIDTH).override_failure_message(
"D-044: ENTITY_WIDTH must be 24px"
).is_equal(24)
assert_that(EntityRenderer.ENTITY_HEIGHT).override_failure_message(
"D-044: ENTITY_HEIGHT must be 32px"
).is_equal(32)
func test_entity_footprint_within_d066_2x2_sim_tile_bounding_box() -> void:
# S16-S02: D-066 requires entity sprite footprint contained within 2x2 sim tile
# bounding box. At 32px/tile → 64x64px max. Entity must fit to keep interaction
# range (2 sim tiles) accurate with the tilted perspective.
var tile_2x: int = Constants.TILE_SIZE * 2
assert_that(EntityRenderer.ENTITY_WIDTH <= tile_2x).override_failure_message(
"D-066: ENTITY_WIDTH %d must fit within 2x tile width %dpx" % [
EntityRenderer.ENTITY_WIDTH, tile_2x]
).is_true()
assert_that(EntityRenderer.ENTITY_HEIGHT <= tile_2x).override_failure_message(
"D-066: ENTITY_HEIGHT %d must fit within 2x tile height %dpx" % [
EntityRenderer.ENTITY_HEIGHT, tile_2x]
).is_true()
func test_entity_width_fits_within_single_tile() -> void:
# S16-S03: Entity width (24) < TILE_SIZE (32) → centered within tile.
# Ensures horizontal centering offset is positive and entity doesn't overflow.
assert_that(EntityRenderer.ENTITY_WIDTH < Constants.TILE_SIZE).override_failure_message(
"Entity width must be less than TILE_SIZE for centered layout"
).is_true()
assert_that(EntityRenderer.ENTITY_OFFSET_X >= 0.0).override_failure_message(
"ENTITY_OFFSET_X must be non-negative for horizontal centering"
).is_true()
# -- Pixel position (S16-S04) -------------------------------------------------
func test_entity_pixel_position_at_tile_3_7() -> void:
# S16-S04: Entity at tile (3.0, 7.0) → pixel position must be
# (3 * TILE_SIZE + ENTITY_OFFSET_X, 7 * TILE_SIZE + ENTITY_OFFSET_Y).
var renderer := _make_entity_renderer()
var entity := [{"entity_id": 10, "x": 3.0, "y": 7.0, "z": 0,
"kind": {"variant": "Npc", "data": null}}]
renderer.update_entities(entity)
var node = renderer.entity_nodes[10]
var expected_x := 3.0 * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET_X
var expected_y := 7.0 * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET_Y
assert_that(node.position.x).override_failure_message(
"Entity x must be tile_x * TILE_SIZE + ENTITY_OFFSET_X"
).is_equal_approx(expected_x, 0.1)
assert_that(node.position.y).override_failure_message(
"Entity y must be tile_y * TILE_SIZE + ENTITY_OFFSET_Y"
).is_equal_approx(expected_y, 0.1)
renderer.queue_free()
# -- Z-sort ordering: D-049 y-based (S16-S05, S16-S06) -----------------------
func test_z_sort_south_entity_has_higher_pixel_y() -> void:
# S16-S05: D-049 y-sort — entity at y=8 (south) must have higher pixel.y
# than entity at y=4 (north). Godot y-sort renders higher-y on top.
# With tilted sprites, south-facing entity must visually overlap northern.
var renderer := _make_entity_renderer()
var entities := [
{"entity_id": 20, "x": 5.0, "y": 4.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
{"entity_id": 21, "x": 5.0, "y": 8.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
]
renderer.update_entities(entities)
var north_node = renderer.entity_nodes[20]
var south_node = renderer.entity_nodes[21]
assert_that(south_node.position.y > north_node.position.y).override_failure_message(
"Entity at y=8 must have higher pixel.y than entity at y=4 for y-sort"
).is_true()
renderer.queue_free()
func test_z_sort_y_position_difference_equals_tile_size() -> void:
# S16-S06: Two entities one tile apart in y → pixel y difference = TILE_SIZE.
# Verifies position calculation is consistent for adjacent tiles.
var renderer := _make_entity_renderer()
var entities := [
{"entity_id": 30, "x": 5.0, "y": 3.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
{"entity_id": 31, "x": 5.0, "y": 4.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
]
renderer.update_entities(entities)
var node3 = renderer.entity_nodes[30]
var node4 = renderer.entity_nodes[31]
var delta_y := node4.position.y - node3.position.y
assert_that(delta_y).override_failure_message(
"Adjacent tiles must differ by exactly TILE_SIZE (%dpx) in y" % Constants.TILE_SIZE
).is_equal_approx(float(Constants.TILE_SIZE), 0.1)
renderer.queue_free()
func test_z_sort_same_y_different_x_no_y_difference() -> void:
# S16-S07: Two entities at same y but different x → same pixel.y.
# Horizontal position must not affect y-sort order.
var renderer := _make_entity_renderer()
var entities := [
{"entity_id": 40, "x": 2.0, "y": 5.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
{"entity_id": 41, "x": 8.0, "y": 5.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
]
renderer.update_entities(entities)
var left_node = renderer.entity_nodes[40]
var right_node = renderer.entity_nodes[41]
assert_that(left_node.position.y).override_failure_message(
"Entities at same y-tile must have same pixel.y regardless of x"
).is_equal_approx(right_node.position.y, 0.1)
renderer.queue_free()
# -- Sprite assets from #541 (S16-S08, S16-S09) --------------------------------
func test_npc_sprite_assets_exist_for_all_cardinal_directions() -> void:
# S16-S08: #541 delivers 64px NPC sprites for all four cardinal directions.
# entity_renderer.gd must be able to load these paths.
for direction in ["north", "east", "south", "west"]:
var path := "res://assets/sprites/npc_generic_%s_64.png" % direction
assert_that(ResourceLoader.exists(path)).override_failure_message(
"NPC sprite missing: %s" % path
).is_true()
func test_wall_sprite_assets_exist_for_all_cardinal_directions() -> void:
# S16-S09: #541 delivers 64px wall sprites for all four cardinal directions.
for direction in ["north", "east", "south", "west"]:
var path := "res://assets/sprites/wall_structural_%s_64.png" % direction
assert_that(ResourceLoader.exists(path)).override_failure_message(
"Wall sprite missing: %s" % path
).is_true()
# -- Fog shader independence: D-019 (S16-S10, S16-S11) -----------------------
func test_fog_shader_script_and_gdshader_load_correctly() -> void:
# S16-S10: fog_shader.gd and fog.gdshader must remain intact after sprite
# changes. D-019: "fog vision cone math remains pure 2D" — unaffected by
# the art-direction tilt baked into sprites.
assert_that(ResourceLoader.exists("res://scripts/rendering/fog_shader.gd")).override_failure_message(
"fog_shader.gd must load correctly — must not be affected by sprite changes"
).is_true()
assert_that(ResourceLoader.exists("res://shaders/fog.gdshader")).override_failure_message(
"fog.gdshader must exist — fog is screen-space and sprite-independent"
).is_true()
func test_fog_update_runs_independently_of_entity_renderer_state() -> void:
# S16-S11: FogState.update_from_state() must succeed with no entity renderer
# active. D-019: fog driven by LOS mask (visible_positions), not sprites.
var fog = get_node_or_null("/root/FogState")
if fog == null:
push_warning("TestSpriteIntegration: FogState not available — fog independence test skipped")
return
# Provide visibility data but no entity renderer context
GameState.visible_positions = {Vector2i(5, 5): true, Vector2i(6, 5): true}
GameState.visibility_sectors = {
Vector2i(5, 5): "Forward",
Vector2i(6, 5): "Peripheral",
}
if fog.has_method("update_from_state"):
fog.update_from_state()
assert_that(fog.visibility_texture).override_failure_message(
"FogState visibility_texture must be populated independently of sprite state"
).is_not_null()
GameState.visible_positions.clear()
GameState.visibility_sectors.clear()
# -- Direction mapping: _octant_to_direction (S16-S12 through S16-S21) --------
func test_octant_north_maps_to_north() -> void:
# S16-S12: "North" → "north"
assert_that(EntityRenderer._octant_to_direction("North")).is_equal("north")
func test_octant_northwest_maps_to_north() -> void:
# S16-S13: "Northwest" → "north" (grouped with North per mapping spec)
assert_that(EntityRenderer._octant_to_direction("Northwest")).is_equal("north")
func test_octant_northeast_maps_to_east() -> void:
# S16-S14: "Northeast" → "east"
assert_that(EntityRenderer._octant_to_direction("Northeast")).is_equal("east")
func test_octant_east_maps_to_east() -> void:
# S16-S15: "East" → "east"
assert_that(EntityRenderer._octant_to_direction("East")).is_equal("east")
func test_octant_southeast_maps_to_south() -> void:
# S16-S16: "Southeast" → "south"
assert_that(EntityRenderer._octant_to_direction("Southeast")).is_equal("south")
func test_octant_south_maps_to_south() -> void:
# S16-S17: "South" → "south"
assert_that(EntityRenderer._octant_to_direction("South")).is_equal("south")
func test_octant_southwest_maps_to_west() -> void:
# S16-S18: "Southwest" → "west"
assert_that(EntityRenderer._octant_to_direction("Southwest")).is_equal("west")
func test_octant_west_maps_to_west() -> void:
# S16-S19: "West" → "west"
assert_that(EntityRenderer._octant_to_direction("West")).is_equal("west")
func test_octant_unknown_string_falls_back_to_south() -> void:
# S16-S20: Unknown string → "south" fallback (safe default — viewer-facing per D-019)
assert_that(EntityRenderer._octant_to_direction("Unknown")).is_equal("south")
assert_that(EntityRenderer._octant_to_direction("invalid")).is_equal("south")
func test_octant_empty_string_falls_back_to_south() -> void:
# S16-S21: Empty string → "south" fallback
assert_that(EntityRenderer._octant_to_direction("")).is_equal("south")
# -- Direction mapping: _entity_direction (S16-S22 through S16-S25) ----------
func test_entity_direction_npc_always_south() -> void:
# S16-S22: NPC entity → always "south" regardless of any data field.
# NPCs have no facing in v1 entity format; south is viewer-facing (D-019 angle).
var renderer := _make_entity_renderer()
GameState.player_entity_id = 1
# entity_id 99 is not the player
var dir := renderer._entity_direction(99, {"entity_id": 99,
"kind": {"variant": "Npc", "data": null}})
assert_that(dir).override_failure_message(
"NPC entity must always return 'south'"
).is_equal("south")
renderer.queue_free()
func test_entity_direction_player_uses_player_facing() -> void:
# S16-S23: Player entity → uses GameState.player_facing via _octant_to_direction.
var renderer := _make_entity_renderer()
GameState.player_entity_id = 1
GameState.player_facing = "North"
var dir := renderer._entity_direction(1, {"entity_id": 1,
"kind": {"variant": "Player", "data": null}})
assert_that(dir).override_failure_message(
"Player entity with player_facing='North' must return 'north'"
).is_equal("north")
renderer.queue_free()
func test_entity_direction_player_facing_east() -> void:
# S16-S24: Player facing "East" → "east"
var renderer := _make_entity_renderer()
GameState.player_entity_id = 1
GameState.player_facing = "East"
var dir := renderer._entity_direction(1, {"entity_id": 1,
"kind": {"variant": "Player", "data": null}})
assert_that(dir).override_failure_message(
"Player entity with player_facing='East' must return 'east'"
).is_equal("east")
renderer.queue_free()
func test_entity_direction_player_facing_diagonal_uses_nearest_cardinal() -> void:
# S16-S25: Player facing "Northwest" → "north" (nearest cardinal mapping).
# Diagonal octants map to one of the four cardinal sprite sets.
var renderer := _make_entity_renderer()
GameState.player_entity_id = 1
GameState.player_facing = "Northwest"
var dir := renderer._entity_direction(1, {"entity_id": 1,
"kind": {"variant": "Player", "data": null}})
assert_that(dir).override_failure_message(
"Player entity with player_facing='Northwest' must return 'north'"
).is_equal("north")
renderer.queue_free()
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## Sprint 17 — Time display on insert HUD (#263)
## Tests for Constants.format_game_time(), InsertClock wiring, and GameState integration.
##
## Spec refs:
## D-031 (game time: 10 ticks = 1 game-minute, 1440 min/day, HH:MM display)
## D-051 (diegetic insert display)
##
## Implementation: client/ui/time_display.gd — draw-based Control at InsertOverlay/TimeDisplay.
## Format function: Constants.format_game_time(time_of_day: int) -> String (extracted for
## testability from time_display.gd:46 inline Constants.format_game_time(tod)).
##
## Private state access: Tests read _time_str, _phase_str, _day_str, _has_data directly
## because time_display.gd is draw-based (no Label nodes to inspect). This is an accepted
## test pattern for draw-based UI — the private vars ARE the rendered output contract.
## If the rendering approach changes (e.g. to Label nodes), these tests should switch to
## reading Label.text via public node paths instead.
class_name TestTimeDisplaySprint17
extends GdUnitTestSuite
var _clock: Control = null
func before_test() -> void:
SimBridge.reset_test_state()
GameState.game_time = {}
var ClockScript = load("res://ui/time_display.gd")
_clock = Control.new()
_clock.set_script(ClockScript)
add_child(_clock)
func after_test() -> void:
if _clock and is_instance_valid(_clock):
_clock.queue_free()
_clock = null
GameState.game_time = {}
# -------------------------------------------------------------------------
# Constants.format_game_time() — pure logic, D-031
# -------------------------------------------------------------------------
func test_format_midnight() -> void:
assert_that(Constants.format_game_time(0)).is_equal("00:00")
func test_format_morning_start() -> void:
# 360 game-minutes = 6 h exactly (Morning phase boundary, D-031)
assert_that(Constants.format_game_time(360)).is_equal("06:00")
func test_format_noon() -> void:
assert_that(Constants.format_game_time(720)).is_equal("12:00")
func test_format_evening_start() -> void:
assert_that(Constants.format_game_time(1080)).is_equal("18:00")
func test_format_end_of_day() -> void:
# Last valid minute — must not wrap or overflow
assert_that(Constants.format_game_time(1439)).is_equal("23:59")
func test_format_pads_single_digit_hour() -> void:
# 30 min = 00:30
assert_that(Constants.format_game_time(30)).is_equal("00:30")
func test_format_pads_single_digit_minute() -> void:
# 121 min = 02:01
assert_that(Constants.format_game_time(121)).is_equal("02:01")
func test_format_half_past_hour() -> void:
assert_that(Constants.format_game_time(90)).is_equal("01:30")
func test_format_arbitrary_midday() -> void:
# 835 min = 13:55
assert_that(Constants.format_game_time(835)).is_equal("13:55")
# -------------------------------------------------------------------------
# InsertClock initial state
# -------------------------------------------------------------------------
func test_insert_clock_initial_time_str_is_placeholder() -> void:
# Before any snapshot, _time_str must be "--:--" (not shown by _draw)
assert_that(_clock._time_str).is_equal("--:--")
func test_insert_clock_initial_phase_str_is_empty() -> void:
assert_that(_clock._phase_str).is_equal("")
func test_insert_clock_initial_day_str_is_empty() -> void:
assert_that(_clock._day_str).is_equal("")
# -------------------------------------------------------------------------
# InsertClock.update_from_state() — reads GameState.game_time
# -------------------------------------------------------------------------
func test_update_from_state_formats_time_str() -> void:
GameState.game_time = {
"day": 0, "time_of_day": 720, "day_phase": "Afternoon", "tick_rate": "Full",
}
_clock.update_from_state()
assert_that(_clock._time_str).is_equal("12:00")
func test_update_from_state_sets_phase_str() -> void:
GameState.game_time = {
"day": 0, "time_of_day": 1080, "day_phase": "Evening", "tick_rate": "Full",
}
_clock.update_from_state()
assert_that(_clock._phase_str).is_equal("Evening")
func test_update_from_state_sets_day_str_one_indexed() -> void:
# Day 0 from server → "D1" display (1-indexed)
GameState.game_time = {
"day": 0, "time_of_day": 100, "day_phase": "Morning", "tick_rate": "Full",
}
_clock.update_from_state()
assert_that(_clock._day_str).is_equal("D1")
func test_update_from_state_day_2() -> void:
GameState.game_time = {
"day": 1, "time_of_day": 50, "day_phase": "Morning", "tick_rate": "Full",
}
_clock.update_from_state()
assert_that(_clock._day_str).is_equal("D2")
func test_update_from_state_midnight() -> void:
GameState.game_time = {
"day": 0, "time_of_day": 0, "day_phase": "Night", "tick_rate": "Full",
}
_clock.update_from_state()
assert_that(_clock._time_str).is_equal("00:00")
func test_update_from_state_end_of_day() -> void:
GameState.game_time = {
"day": 0, "time_of_day": 1439, "day_phase": "Night", "tick_rate": "Full",
}
_clock.update_from_state()
assert_that(_clock._time_str).is_equal("23:59")
func test_update_from_state_skips_empty_game_time() -> void:
# Empty game_time must not overwrite --:-- (guard in update_from_state)
GameState.game_time = {}
_clock.update_from_state()
assert_that(_clock._time_str).is_equal("--:--")
func test_update_from_state_deduplicates_same_tick() -> void:
# Calling twice with identical data must produce same result (signature cache)
GameState.game_time = {
"day": 0, "time_of_day": 360, "day_phase": "Morning", "tick_rate": "Full",
}
_clock.update_from_state()
assert_that(_clock._time_str).is_equal("06:00")
# Call again — result unchanged, no crash
_clock.update_from_state()
assert_that(_clock._time_str).is_equal("06:00")
func test_update_from_state_updates_on_new_tick() -> void:
# time_of_day changes → signature changes → _time_str updates
GameState.game_time = {
"day": 0, "time_of_day": 60, "day_phase": "Morning", "tick_rate": "Full",
}
_clock.update_from_state()
assert_that(_clock._time_str).is_equal("01:00")
GameState.game_time = {
"day": 0, "time_of_day": 120, "day_phase": "Morning", "tick_rate": "Full",
}
_clock.update_from_state()
assert_that(_clock._time_str).is_equal("02:00")
# -------------------------------------------------------------------------
# InsertClock.PHASE_COLORS — all four D-031 phases have colors
# -------------------------------------------------------------------------
func test_phase_colors_has_morning() -> void:
assert_that(_clock.PHASE_COLORS.has("Morning")).is_true()
func test_phase_colors_has_afternoon() -> void:
assert_that(_clock.PHASE_COLORS.has("Afternoon")).is_true()
func test_phase_colors_has_evening() -> void:
assert_that(_clock.PHASE_COLORS.has("Evening")).is_true()
func test_phase_colors_has_night() -> void:
assert_that(_clock.PHASE_COLORS.has("Night")).is_true()
func test_phase_color_applied_after_update() -> void:
GameState.game_time = {
"day": 0, "time_of_day": 100, "day_phase": "Morning", "tick_rate": "Full",
}
_clock.update_from_state()
assert_that(_clock._phase_color).is_equal(_clock.PHASE_COLORS["Morning"])
func test_phase_color_unknown_phase_uses_dim_fallback() -> void:
# Unknown phase string → Constants.IMPLANT_TEXT_DIM
GameState.game_time = {
"day": 0, "time_of_day": 100, "day_phase": "Twilight", "tick_rate": "Full",
}
_clock.update_from_state()
assert_that(_clock._phase_color).is_equal(Constants.IMPLANT_TEXT_DIM)
# -------------------------------------------------------------------------
# GameState: game_time field parsing (confirms apply_snapshot wiring)
# -------------------------------------------------------------------------
func test_game_time_populated_from_snapshot() -> void:
GameState.apply_snapshot({
"tick": 5, "entities": [],
"game_time": {
"day": 0, "time_of_day": 720, "day_phase": "Afternoon", "tick_rate": "Full",
},
})
assert_that(GameState.game_time.get("time_of_day")).is_equal(720)
func test_game_time_all_four_phases_store_correctly() -> void:
for phase in ["Morning", "Afternoon", "Evening", "Night"]:
GameState.apply_snapshot({
"tick": 1, "entities": [],
"game_time": {
"day": 0, "time_of_day": 100, "day_phase": phase, "tick_rate": "Full",
},
})
assert_that(GameState.game_time.get("day_phase")).is_equal(phase)
func test_game_time_missing_from_snapshot_preserves_previous() -> void:
GameState.game_time = {
"day": 0, "time_of_day": 360, "day_phase": "Morning", "tick_rate": "Full",
}
GameState.apply_snapshot({"tick": 2, "entities": []})
assert_that(GameState.game_time.get("time_of_day")).is_equal(360)
func test_game_time_zero_time_of_day_stored() -> void:
# time_of_day = 0 (midnight) must not be treated as falsy/missing
GameState.apply_snapshot({
"tick": 1, "entities": [],
"game_time": {"day": 0, "time_of_day": 0, "day_phase": "Night", "tick_rate": "Full"},
})
assert_that(GameState.game_time.get("time_of_day")).is_equal(0)
# -------------------------------------------------------------------------
# SimBridge test mode: game_time fields are valid
# -------------------------------------------------------------------------
func test_sim_bridge_snapshot_has_game_time() -> void:
var snap = SimBridge._test_snapshot()
assert_that(snap.has("game_time")).is_true()
assert_that(snap.game_time is Dictionary).is_true()
func test_sim_bridge_game_time_has_required_fields() -> void:
var snap = SimBridge._test_snapshot()
var gt: Dictionary = snap.game_time
assert_that(gt.has("day")).is_true()
assert_that(gt.has("time_of_day")).is_true()
assert_that(gt.has("day_phase")).is_true()
assert_that(gt.has("tick_rate")).is_true()
func test_sim_bridge_time_of_day_is_non_negative() -> void:
var snap = SimBridge._test_snapshot()
assert_that(snap.game_time.get("time_of_day", -1) as int).is_greater_equal(0)
func test_sim_bridge_time_of_day_within_day_bounds() -> void:
# D-031: 1440 game-minutes per day, valid range 0..1439
var snap = SimBridge._test_snapshot()
assert_that(snap.game_time.get("time_of_day", 0) as int).is_less_equal(1439)
func test_sim_bridge_day_phase_is_valid() -> void:
var snap = SimBridge._test_snapshot()
var phase: String = snap.game_time.get("day_phase", "")
assert_that(["Morning", "Afternoon", "Evening", "Night"].has(phase)).is_true()
# -------------------------------------------------------------------------
# Scene: InsertClock node at InsertOverlay/TimeDisplay
# -------------------------------------------------------------------------
func test_insert_clock_exists_in_ui_layer() -> void:
var scene := load("res://scenes/main.tscn")
var instance = scene.instantiate()
auto_free(instance)
add_child(instance)
assert_that(instance.get_node_or_null("InsertOverlay/TimeDisplay")).is_not_null()
func test_insert_clock_time_str_updates_after_process() -> void:
var scene := load("res://scenes/main.tscn")
var instance = scene.instantiate()
auto_free(instance)
add_child(instance)
GameState.apply_snapshot({
"tick": 1, "version": Protocol.PROTOCOL_VERSION, "entities": [],
"game_time": {"day": 0, "time_of_day": 720, "day_phase": "Afternoon", "tick_rate": "Full"},
})
instance._process(0.016)
var clock = instance.get_node_or_null("InsertOverlay/TimeDisplay")
assert_that(clock).is_not_null()
assert_that(clock._time_str).is_equal("12:00")
# -------------------------------------------------------------------------
# Regression: debug_overlay still reads game_time correctly (#511)
# -------------------------------------------------------------------------
func test_debug_overlay_reads_game_time_day_phase() -> void:
GameState.apply_snapshot({
"tick": 1, "entities": [],
"game_time": {"day": 0, "time_of_day": 100, "day_phase": "Morning", "tick_rate": "Full"},
})
assert_that(GameState.game_time.get("day_phase")).is_equal("Morning")
func test_debug_overlay_reads_game_time_tick_rate() -> void:
GameState.apply_snapshot({
"tick": 1, "entities": [],
"game_time": {"day": 0, "time_of_day": 100, "day_phase": "Morning", "tick_rate": "Half"},
})
assert_that(GameState.game_time.get("tick_rate")).is_equal("Half")
+312
View File
@@ -0,0 +1,312 @@
## Sprint 15 — Basic UI framework validation tests (#74)
## Validates HUD structure, z-layer hierarchy, insert_active control,
## and monologue display wiring per D-049, D-056, D-057, D-061, OQ-07.
class_name TestUIFrameworkSprint15
extends GdUnitTestSuite
var _instance: Node = null
func before_test() -> void:
SimBridge.reset_test_state()
GameState.current_tick = 0
GameState.player_position = Vector2.ZERO
GameState.visible_entities = []
GameState.visible_tiles = []
GameState.visible_positions = {}
GameState.current_monologue = null
GameState.current_dialogue = null
GameState.insert_active = true
func after_test() -> void:
if _instance and is_instance_valid(_instance):
_instance.queue_free()
_instance = null
# -------------------------------------------------------------------------
# D-076: Layout constants
# -------------------------------------------------------------------------
func test_dialogue_max_width_set() -> void:
# DIALOGUE_MAX_WIDTH = 1200px (supersedes D-076 640px default per Tyre review).
assert_that(Constants.DIALOGUE_MAX_WIDTH).is_equal(1200)
# -------------------------------------------------------------------------
# D-049: Z-layer scene hierarchy
# -------------------------------------------------------------------------
func test_insert_overlay_is_canvas_layer_10() -> void:
# D-049: InsertOverlay = conceptual layer 6 (insert scope) = CanvasLayer 10.
# Constants.CANVAS_INSERT must match.
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
var insert_overlay: CanvasLayer = _instance.get_node("InsertOverlay")
assert_that(insert_overlay).is_not_null()
assert_that(insert_overlay.layer).is_equal(Constants.CANVAS_INSERT)
func test_ui_layer_is_canvas_layer_20() -> void:
# D-049: UILayer = conceptual layer 7 (UI/monologue scope) = CanvasLayer 20.
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
var ui_layer: CanvasLayer = _instance.get_node("UILayer")
assert_that(ui_layer).is_not_null()
assert_that(ui_layer.layer).is_equal(Constants.CANVAS_UI)
func test_modal_layer_is_canvas_layer_30() -> void:
# D-049: ModalLayer = pause/inventory modal scope = CanvasLayer 30.
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
var modal_layer: CanvasLayer = _instance.get_node("ModalLayer")
assert_that(modal_layer).is_not_null()
assert_that(modal_layer.layer).is_equal(Constants.CANVAS_MODAL)
func test_ui_layer_above_insert_overlay() -> void:
# D-049: UILayer (20) must render above InsertOverlay (10).
assert_that(Constants.CANVAS_UI).is_greater(Constants.CANVAS_INSERT)
func test_modal_layer_above_ui_layer() -> void:
# D-049: ModalLayer (30) must render above UILayer (20).
assert_that(Constants.CANVAS_MODAL).is_greater(Constants.CANVAS_UI)
# -------------------------------------------------------------------------
# D-049: Required nodes exist in correct layers
# -------------------------------------------------------------------------
func test_monologue_display_exists_in_ui_layer() -> void:
# D-049 / #117 / #414: MonologueDisplay must be in UILayer (layer 7).
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
assert_that(_instance.get_node_or_null("UILayer/MonologueDisplay")).is_not_null()
func test_stance_indicator_exists_in_ui_layer() -> void:
# D-053: StanceIndicator must be in UILayer (layer 7), top-right, color-coded.
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
assert_that(_instance.get_node_or_null("UILayer/StanceIndicator")).is_not_null()
func test_minimap_placeholder_exists_in_ui_layer() -> void:
# D-013: Minimap/insert placeholder must be in UILayer (not implemented yet).
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
assert_that(_instance.get_node_or_null("UILayer/Minimap")).is_not_null()
func test_hud_exists_in_ui_layer() -> void:
# D-049: HUD must be in UILayer.
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
assert_that(_instance.get_node_or_null("UILayer/HUD")).is_not_null()
func test_interaction_list_exists_in_insert_overlay() -> void:
# D-057: InteractionList must be in InsertOverlay (z-layer 6).
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
assert_that(_instance.get_node_or_null("InsertOverlay/InteractionList")).is_not_null()
func test_dialogue_box_exists_in_insert_overlay() -> void:
# D-061: DialogueBox must be in InsertOverlay (z-layer 6).
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
assert_that(_instance.get_node_or_null("InsertOverlay/DialogueBox")).is_not_null()
func test_world_radial_exists_in_insert_overlay() -> void:
# D-058: WorldRadial must be in InsertOverlay (z-layer 6).
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
assert_that(_instance.get_node_or_null("InsertOverlay/WorldRadial")).is_not_null()
func test_cursor_renderer_exists_in_ui_layer() -> void:
# D-056: CursorRenderer must be in UILayer (topmost, z-layer 7).
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
assert_that(_instance.get_node_or_null("UILayer/CursorRenderer")).is_not_null()
# -------------------------------------------------------------------------
# OQ-07 / D-056: insert_active controls z-layer 6 visibility
# -------------------------------------------------------------------------
func test_gamestate_insert_active_defaults_true() -> void:
# OQ-07: v0.1 characters all have inserts — default true.
assert_that(GameState.insert_active).is_true()
func test_insert_active_propagates_on_process() -> void:
# OQ-07 (#522): After apply_snapshot with insert_active=false,
# the next _process() call must propagate the state to z-layer-6 nodes.
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
# Inject a snapshot with insert_active = false
var snap := SimBridge._test_snapshot()
snap["insert_active"] = false
GameState.apply_snapshot(snap)
assert_that(GameState.insert_active).is_false()
func test_insert_active_true_from_snapshot() -> void:
# OQ-07: Snapshot with insert_active=true keeps GameState in default-on state.
var snap := SimBridge._test_snapshot()
snap["insert_active"] = true
GameState.apply_snapshot(snap)
assert_that(GameState.insert_active).is_true()
func test_insert_active_missing_field_defaults_true() -> void:
# OQ-07: Old servers without insert_active field must not disable the insert.
var snap := SimBridge._test_snapshot()
snap.erase("insert_active")
GameState.apply_snapshot(snap)
assert_that(GameState.insert_active).is_true()
# -------------------------------------------------------------------------
# #241 stub: follow_target_id for entity sprite system
# -------------------------------------------------------------------------
func test_follow_target_id_stub_exists() -> void:
# #72 / #241: follow_target_id stub must exist on GameState with default -1.
# Populated by server ticket #241 (Follow verb) when it lands.
assert_that(GameState.follow_target_id).is_equal(-1)
func test_follow_target_id_is_negative_one_by_default() -> void:
# #72: -1 means "not following" — client #72 checks this for entity highlight.
SimBridge.reset_test_state()
GameState.apply_snapshot(SimBridge._test_snapshot())
# Server doesn't send follow_target_id yet — must stay -1 after snapshot
assert_that(GameState.follow_target_id).is_equal(-1)
# -------------------------------------------------------------------------
# Monologue display wiring (#414)
# -------------------------------------------------------------------------
func test_monologue_display_receives_first_tick_monologue() -> void:
# #414 / #74: MonologueDisplay must show monologue from tick 1 test snapshot.
# Verifies the wiring: GameState.current_monologue → main.gd → MonologueDisplay.
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
# Tick 1 snapshot has a monologue (SimBridge test mode)
# _ready() consumes tick 0 (no monologue). _process() here gets tick 1.
_instance._process(0.016)
# If monologue_display received it, current_monologue is cleared (consume-once)
assert_that(GameState.current_monologue).is_null()
# -------------------------------------------------------------------------
# Regression: Sprint 14 integration proofs (D-030 regression markers)
# -------------------------------------------------------------------------
func test_fog_group_exists_in_world() -> void:
# Sprint 14 regression: fog rendering must still be present after sprint 15 changes.
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
assert_that(_instance.get_node_or_null("World/FogGroup")).is_not_null()
func test_floor_tiles_in_fog_group() -> void:
# Sprint 14 regression: FloorTiles must be in FogGroup (D-049 z:0).
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
assert_that(_instance.get_node_or_null("World/FogGroup/FloorTiles")).is_not_null()
func test_entities_in_ysort_group() -> void:
# Sprint 14 regression: Entities must be in YSortGroup for y-sort ordering (D-049 z:100).
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
assert_that(_instance.get_node_or_null("World/FogGroup/YSortGroup/Entities")).is_not_null()
# -------------------------------------------------------------------------
# #71: Tilemap z-filter — FloorTiles only renders floor level 0
# -------------------------------------------------------------------------
func test_tile_renderer_skips_nonzero_z() -> void:
# #71: Tiles with z != 0 must be filtered out by update_tiles().
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
var tile_renderer: TileMapLayer = _instance.get_node("World/FogGroup/FloorTiles")
assert_that(tile_renderer).is_not_null()
# Feed tiles at z=0 and z=1
var tiles: Array = [
{"x": 0, "y": 0, "z": 0, "type": "floor"},
{"x": 1, "y": 0, "z": 1, "type": "floor"},
{"x": 2, "y": 0, "z": 0, "type": "wall"},
{"x": 3, "y": 0, "z": 2, "type": "door"},
]
tile_renderer.update_tiles(tiles)
# z=0 tiles should be present
assert_that(tile_renderer.get_cell_source_id(Vector2i(0, 0))).is_not_equal(-1)
assert_that(tile_renderer.get_cell_source_id(Vector2i(2, 0))).is_not_equal(-1)
# z=1 and z=2 tiles should NOT be present (-1 = no cell)
assert_that(tile_renderer.get_cell_source_id(Vector2i(1, 0))).is_equal(-1)
assert_that(tile_renderer.get_cell_source_id(Vector2i(3, 0))).is_equal(-1)
@@ -0,0 +1 @@
uid://s15uiframe001
+2 -1
View File
@@ -243,6 +243,7 @@ func _close() -> void:
_active = false
visible = false
if _line_edit:
_line_edit.release_focus()
_line_edit.queue_free()
_line_edit = null
@@ -344,7 +345,7 @@ func _save_report(description: String) -> void:
else:
push_error("BugReport: failed to write %s" % seed_path)
push_warning("BugReport: saved %d/6 files to %s (ring: %d ticks)" % [
print("BugReport: saved %d/6 files to %s (ring: %d ticks)" % [
files_saved, base_path, _input_count])

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