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Author SHA1 Message Date
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
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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.
+151
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@@ -0,0 +1,151 @@
---
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.
@@ -0,0 +1,212 @@
# 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)"
+197
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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()
+34 -13
View File
@@ -63,23 +63,44 @@ 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
@@ -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?
+4 -3
View File
@@ -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
View File
@@ -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
+66
View File
@@ -6,6 +6,72 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
## [Unreleased]
## [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
+2
View File
@@ -20,6 +20,7 @@ docs/
briefings/ # Per-agent context briefings (maintained by Qatux)
architecture/ # Technical architecture documents
design/ # Game design documents
diagrams/ # d2 source + PNG renders (architecture, data-flow, entity, state, ui)
sprints/ # Sprint briefings per team (server.md, client.md, copy.md, joint.md, etc.)
workshops/ # Workshop briefs and outputs (per-workshop subdirectories)
db/
@@ -144,6 +145,7 @@ Key rules:
### 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
+15 -5
View File
@@ -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
@@ -0,0 +1,19 @@
[remap]
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://dfy0ye3srawos"
path="res://.godot/imported/amb_bar_layer.ogg-8e32a9c679a33f27226744a176d7d405.oggvorbisstr"
[deps]
source_file="res://assets/audio/amb_bar_layer.ogg"
dest_files=["res://.godot/imported/amb_bar_layer.ogg-8e32a9c679a33f27226744a176d7d405.oggvorbisstr"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4
@@ -0,0 +1,19 @@
[remap]
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://cne005dbmwt6d"
path="res://.godot/imported/amb_corridor_layer.ogg-f14ba54010b129b65b0d248444331998.oggvorbisstr"
[deps]
source_file="res://assets/audio/amb_corridor_layer.ogg"
dest_files=["res://.godot/imported/amb_corridor_layer.ogg-f14ba54010b129b65b0d248444331998.oggvorbisstr"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4
@@ -0,0 +1,19 @@
[remap]
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://b6ycjdvxpphfa"
path="res://.godot/imported/amb_station_base.ogg-8056e0ae231edecc9ec0e49bb90136b7.oggvorbisstr"
[deps]
source_file="res://assets/audio/amb_station_base.ogg"
dest_files=["res://.godot/imported/amb_station_base.ogg-8056e0ae231edecc9ec0e49bb90136b7.oggvorbisstr"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4
@@ -0,0 +1,19 @@
[remap]
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://dw2pokvg5d7v2"
path="res://.godot/imported/amb_workplace_layer.ogg-580ba32198a3f6c782381c66f9520e63.oggvorbisstr"
[deps]
source_file="res://assets/audio/amb_workplace_layer.ogg"
dest_files=["res://.godot/imported/amb_workplace_layer.ogg-580ba32198a3f6c782381c66f9520e63.oggvorbisstr"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4
@@ -0,0 +1,19 @@
[remap]
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://da81bx5y6iw87"
path="res://.godot/imported/sfx_footstep_metal_run.ogg-0d448f29204d35d4133f5314a179d054.oggvorbisstr"
[deps]
source_file="res://assets/audio/sfx_footstep_metal_run.ogg"
dest_files=["res://.godot/imported/sfx_footstep_metal_run.ogg-0d448f29204d35d4133f5314a179d054.oggvorbisstr"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4
@@ -0,0 +1,19 @@
[remap]
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://d14dx3q0qd483"
path="res://.godot/imported/sfx_footstep_metal_walk.ogg-af30f14f9f80059ea65ad6e78234cc05.oggvorbisstr"
[deps]
source_file="res://assets/audio/sfx_footstep_metal_walk.ogg"
dest_files=["res://.godot/imported/sfx_footstep_metal_walk.ogg-af30f14f9f80059ea65ad6e78234cc05.oggvorbisstr"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4
@@ -2,7 +2,7 @@
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://caeuztw9ah5h5l"
uid="uid://cow7symyvpmal"
path="res://.godot/imported/sfx_npc_murmur.ogg-bfd7592cfea1b592d89f107b6cd33838.oggvorbisstr"
[deps]
@@ -0,0 +1,36 @@
[remap]
importer="font_data_dynamic"
type="FontFile"
uid="uid://qbg8rfnetlqn"
path="res://.godot/imported/Michroma-Regular.ttf-928de7d8513fc5249047ef3681175fc2.fontdata"
[deps]
source_file="res://assets/fonts/Michroma-Regular.ttf"
dest_files=["res://.godot/imported/Michroma-Regular.ttf-928de7d8513fc5249047ef3681175fc2.fontdata"]
[params]
Rendering=null
antialiasing=1
generate_mipmaps=false
disable_embedded_bitmaps=true
multichannel_signed_distance_field=false
msdf_pixel_range=8
msdf_size=48
allow_system_fallback=true
force_autohinter=false
modulate_color_glyphs=false
hinting=1
subpixel_positioning=4
keep_rounding_remainders=true
oversampling=0.0
Fallbacks=null
fallbacks=[]
Compress=null
compress=true
preload=[]
language_support={}
script_support={}
opentype_features={}
+47
View File
@@ -0,0 +1,47 @@
# 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
+1
View File
@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="128" height="128"><rect width="128" height="128" fill="#1a1a2e"/></svg>

After

Width:  |  Height:  |  Size: 119 B

+43
View File
@@ -0,0 +1,43 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://caxeq5xayr0iy"
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.svg"
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
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)
+12 -1
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=22 format=3 uid="uid://bswrmh7w8dbgm"]
[gd_scene load_steps=23 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 +21,7 @@
[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"]
[node name="Game" type="Node2D"]
script = ExtResource("1_main")
@@ -152,6 +153,16 @@ 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 = {
+39 -1
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
+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
+7 -2
View File
@@ -91,14 +91,19 @@ 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
# 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
+98 -40
View File
@@ -14,16 +14,19 @@ 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 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 +35,10 @@ 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 +47,7 @@ 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 +59,15 @@ 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:
@@ -129,6 +131,10 @@ func _process(_delta: float) -> void:
if checklist_overlay and checklist_overlay.has_method("update_from_state"):
checklist_overlay.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 +151,23 @@ 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 +242,16 @@ 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 +288,12 @@ 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 +301,7 @@ 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 +315,7 @@ 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 +324,39 @@ 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 +371,29 @@ 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 +425,8 @@ 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 +434,7 @@ 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,
}
+12 -9
View File
@@ -13,8 +13,11 @@ extends Node2D
# color from RelationshipState via the knowledge graph.
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 scaled to 32px runtime)
const ENTITY_WIDTH: int = 24
const ENTITY_HEIGHT: int = 32
const ENTITY_OFFSET_X: float = (TILE_SIZE - ENTITY_WIDTH) / 2.0 # center horizontally
const ENTITY_OFFSET_Y: float = (TILE_SIZE - ENTITY_HEIGHT) / 2.0 # center vertically for placeholder. Migration: switch to bottom-anchor (offset = TILE_SIZE - ENTITY_HEIGHT) when real sprites land for correct y-sort ordering.
# Lerp speed — framerate-independent exponential smoothing.
# At 12.0: ~70% there after 0.1s, ~95% after 0.25s.
@@ -93,8 +96,8 @@ func update_entities(entities: Array) -> void:
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)
entity_node.size = Vector2(ENTITY_WIDTH, ENTITY_HEIGHT)
entity_node.pivot_offset = Vector2(ENTITY_WIDTH / 2.0, ENTITY_HEIGHT / 2.0)
# D-033 color by relationship (#521)
entity_node.color = _color_for_kind(entity_data)
@@ -110,8 +113,8 @@ 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
@@ -129,8 +132,8 @@ func _update_entity_node(entity_id: int, entity_data: Dictionary) -> void:
# 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)
@@ -195,5 +198,5 @@ func _add_facing_indicator(parent_node: Control) -> void:
])
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)
indicator.position = Vector2(ENTITY_WIDTH / 2.0, ENTITY_HEIGHT / 2.0)
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
Binary file not shown.
Binary file not shown.
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@@ -0,0 +1 @@
uid://duvqpvheku2j2
+1
View File
@@ -0,0 +1 @@
uid://d30by4d62g7ts
@@ -0,0 +1 @@
uid://b1tata3wjyb46
+22 -19
View File
@@ -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)
+1
View File
@@ -0,0 +1 @@
uid://dhgcekc2ywr26
+8 -8
View File
@@ -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
+1
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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 (2.020.0 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)
@@ -0,0 +1 @@
uid://s15smoothcam1
@@ -0,0 +1 @@
uid://tp8wpp6t8tvx
+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])
+1
View File
@@ -0,0 +1 @@
uid://c5xgtnkp0butl
+485 -111
View File
@@ -1,28 +1,59 @@
extends Control
# Dialogue box — D-061: bottom screen, max 20% height, no portraits.
# #535: Unified conversation log — player dialogue and overheard NPC-NPC conversations
# flow chronologically. Oldest at top, scrolls up. Options at bottom.
#
# InsertOverlay (CanvasLayer 10, z-layer 6) — diegetic, insert-styled.
# NPC speech top, player response options below, left-aligned.
# Max 3 visible options. No close button — walk-away (WASD) or option select only.
# Auto-pause in single-player when dialogue is open (D-061).
# D-063: Confrontation options render italic, trigger monologue beat before send.
# D-064: Walk-away via WASD dismisses active conversation (log entries persist).
# dialogue_active held until fade completes (D-064 auto-pause spec).
# D-078: Overheard NPC-NPC lines prefixed with ┃ glyph + desaturated colours.
signal option_selected(response_id: String, text: String)
signal dialogue_dismissed # Walk-away or conversation end
signal confrontation_monologue(text: String, duration: float) # D-063: beat monologue
signal pause_requested # D-061: auto-pause — main.gd routes through input recording (#507)
signal unpause_requested # D-061: auto-unpause
@onready var panel: PanelContainer = $PanelContainer
@onready var npc_speech: RichTextLabel = $PanelContainer/MarginContainer/VBoxContainer/NpcSpeech
@onready var dialogue_log: RichTextLabel = $PanelContainer/MarginContainer/VBoxContainer/DialogueLog
@onready var options_container: VBoxContainer = $PanelContainer/MarginContainer/VBoxContainer/OptionsContainer
var _is_showing: bool = false
# -- Log state --
# Entry format (legacy): {speaker: String, target: String, text, is_passive, pinned, timestamp_msec}
# Entry format (entity-anchored): {speaker_id: int, target_id: int, text, is_passive, pinned, timestamp_msec}
# pinned entries do not expire (active conversation lines, Araminta review).
var _log_entries: Array[Dictionary] = []
var _in_player_conversation: bool = false
var _log_dirty: bool = false # Dirty flag — prevents per-frame O(n) BBCode rebuild (Hoshe #1)
# Entity ID → {name: String, color_index: int}
# Populated from server events; drives retroactive re-render when NPC names resolve.
var _entity_display: Dictionary = {}
# -- Option state --
var _option_controls: Array[Control] = []
var _option_response_ids: Array[String] = []
var _option_texts: Array[String] = []
var _option_is_confrontation: Array[bool] = []
var _npc_name: String = ""
# -- UI state --
var _active_tween: Tween = null
var _beat_tween: Tween = null # D-063: confrontation beat delay
var _option_controls: Array[Control] = []
var _option_response_ids: Array[String] = [] # response_id per option, same index
var _option_texts: Array[String] = [] # raw display text per option
var _option_is_confrontation: Array[bool] = [] # confrontation flag per option
var _npc_name: String = ""
# -- Theme (loaded from data/dialogue-theme.yaml) --
var _player_color: Color = Color("#e0e8ff")
var _npc_colors: Array[Color] = []
var _arrow_color: Color = Color("#8890a0")
var _speech_color: Color = Color("#c8d0e0")
var _passive_opacity: float = 0.9
var _entry_lifetime: float = 45.0
var _entry_fade: float = 5.0
const THEME_PATH: String = "res://data/dialogue-theme.yaml"
const FADE_IN: float = 0.2
const FADE_OUT: float = 0.3 # D-064: 300ms fade on walk-away
@@ -32,6 +63,10 @@ const MAX_WIDTH_PX: float = Constants.DIALOGUE_MAX_WIDTH # D-076: 640px (OQ-29)
const CONFRONTATION_BEAT_DURATION: float = 1.5 # D-063: pause before sending
const CONFRONTATION_DIM_ALPHA: float = 0.7 # D-063: dialogue box dims during beat
const CONFRONTATION_MONOLOGUE_KEY: String = "dialogue.confrontation_beat"
const PLAYER_NAME: String = "You"
const PASSIVE_GLYPH: String = "\u2503 " # ┃ prefix for overheard lines (Araminta review)
const PASSIVE_DESATURATION: float = 0.4 # Desaturate passive name colours by this factor
const MIN_CONTRAST_LUMINANCE: float = 0.25 # Floor for name colour brightness against dark BG
# D-064: movement actions that trigger walk-away
const _WALK_AWAY_ACTIONS: Array[StringName] = [
@@ -41,59 +76,275 @@ const _WALK_AWAY_ACTIONS: Array[StringName] = [
func _ready() -> void:
panel.modulate.a = 0.0
visible = false
_is_showing = false
# Panel is always visible as a permanent insert UI element (D-061).
# Content fades in/out but the panel frame stays on screen.
visible = true
panel.modulate.a = 1.0
mouse_filter = Control.MOUSE_FILTER_IGNORE
_load_theme()
_update_layout()
get_viewport().size_changed.connect(_update_layout)
func _process(_delta: float) -> void:
_expire_entries()
if _log_dirty:
_log_dirty = false
_rebuild_log()
func _unhandled_input(event: InputEvent) -> void:
if not _is_showing:
if not _in_player_conversation:
return
# D-064: WASD during dialogue → walk-away, 300ms fade
# Number keys 1-3 select dialogue options
if event is InputEventKey and event.pressed:
var key_index := -1
if event.keycode == KEY_1: key_index = 0
elif event.keycode == KEY_2: key_index = 1
elif event.keycode == KEY_3: key_index = 2
if key_index >= 0 and key_index < _option_controls.size():
get_viewport().set_input_as_handled()
_on_option_pressed(key_index)
return
# D-064: WASD during active player dialogue → walk-away
if event is InputEventKey and event.pressed:
for action in _WALK_AWAY_ACTIONS:
if event.is_action_pressed(action):
get_viewport().set_input_as_handled()
_cancel_beat()
hide_dialogue()
_end_player_conversation()
dialogue_dismissed.emit()
return
# Responsive layout — clamps width to MAX_WIDTH_PX and height to 20% viewport.
# -- Theme loading --
func _load_theme() -> void:
# Default NPC palette in case file not found
_npc_colors = [
Color("#4a9ebb"), Color("#6bc9a6"), Color("#e8c547"), Color("#d49e5d"),
Color("#b586d4"), Color("#d45d5d"), Color("#5daa7d"), Color("#7daccc"),
]
if not FileAccess.file_exists(THEME_PATH):
push_warning("DialogueBox: theme file not found: %s — using defaults" % THEME_PATH)
return
var file := FileAccess.open(THEME_PATH, FileAccess.READ)
if file == null:
return
var text := file.get_as_text()
file.close()
var strings := UIStrings._parse_yaml(text)
if strings.has("player_color"):
_player_color = Color(strings["player_color"])
if strings.has("arrow_color"):
_arrow_color = Color(strings["arrow_color"])
if strings.has("speech_color"):
_speech_color = Color(strings["speech_color"])
if strings.has("passive_opacity"):
_passive_opacity = float(strings["passive_opacity"])
if strings.has("entry_lifetime_seconds"):
_entry_lifetime = float(strings["entry_lifetime_seconds"])
if strings.has("entry_fade_seconds"):
_entry_fade = float(strings["entry_fade_seconds"])
# Load NPC colors from indexed keys (npc_colors.0 through npc_colors.7)
var loaded_colors: Array[Color] = []
for i in range(16): # support up to 16 palette entries
var key := "npc_colors.%d" % i
if strings.has(key):
loaded_colors.append(Color(strings[key]))
if loaded_colors.size() > 0:
_npc_colors = loaded_colors
# -- Responsive layout --
func _update_layout() -> void:
var vp := get_viewport_rect().size
var max_h := vp.y * MAX_HEIGHT_RATIO
var w := minf(MAX_WIDTH_PX, vp.x * 0.65)
var w := minf(MAX_WIDTH_PX, vp.x * 0.85)
panel.offset_left = -w / 2.0
panel.offset_right = w / 2.0
panel.offset_top = -max_h
# Show dialogue with NPC speech and response options.
# npc_name: who is speaking (displayed as prefix)
# speech: the NPC's dialogue text
# options: Array of {text, response_id, priority, confrontation} — sorted by priority, max 3 shown.
# D-062: locked options are invisible (server filters before sending).
# D-063: confrontation options render italic.
# -- Log entry management --
## Append a dialogue line to the log.
## speaker/target: display names. text: the spoken line.
## is_passive: true for overheard NPC-NPC (renders with ┃ prefix + desaturated).
## Active conversation entries are pinned (no timeout) while _in_player_conversation.
func append_line(speaker: String, target: String, text: String, is_passive: bool = false) -> void:
var pinned := not is_passive and _in_player_conversation
_log_entries.append({
"speaker": speaker,
"target": target,
"text": text,
"is_passive": is_passive,
"pinned": pinned,
"timestamp_msec": Time.get_ticks_msec(),
})
_log_dirty = true
_ensure_visible()
## Append an overheard conversation event (D-078).
## Stores entity IDs for retroactive name resolution when NPC display names change.
func append_conversation_event(event: Dictionary) -> void:
var text: String = event.get("occluded_line", "")
if text.is_empty():
return
var speaker_id: int = event.get("speaker_id", -1)
var target_id: int = event.get("target_id", -1)
var speaker_name: String = event.get("speaker_name", "?")
var target_name: String = event.get("target_name", "?")
var speaker_color_index: int = event.get("speaker_color_index", -1)
var target_color_index: int = event.get("target_color_index", -1)
# Update entity display registry — set dirty if a known name changed (retroactive update)
if speaker_id >= 0:
var prev: Dictionary = _entity_display.get(speaker_id, {})
_entity_display[speaker_id] = {"name": speaker_name, "color_index": speaker_color_index}
if prev.has("name") and prev.get("name", "") != speaker_name:
_log_dirty = true
if target_id >= 0:
var prev: Dictionary = _entity_display.get(target_id, {})
_entity_display[target_id] = {"name": target_name, "color_index": target_color_index}
if prev.has("name") and prev.get("name", "") != target_name:
_log_dirty = true
var entry: Dictionary = {
"text": text,
"is_passive": true,
"pinned": false,
"timestamp_msec": Time.get_ticks_msec(),
}
if speaker_id >= 0:
entry["speaker_id"] = speaker_id
entry["target_id"] = target_id
else:
# Fallback: no entity IDs on wire, store raw names for legacy rendering
entry["speaker"] = speaker_name
entry["target"] = target_name
_log_entries.append(entry)
_log_dirty = true
_ensure_visible()
## Update entity display name and color index — called when Talk responses arrive.
## Triggers retroactive log re-render if the entity's displayed name has changed.
func update_entity_display(entity_id: int, name: String, color_index: int) -> void:
if entity_id < 0:
return
var prev: Dictionary = _entity_display.get(entity_id, {})
_entity_display[entity_id] = {"name": name, "color_index": color_index}
if prev.has("name") and prev.get("name", "") != name:
_log_dirty = true
## Handle conversation_ended — no-op currently (entries expire via timeout).
func on_conversation_ended(_event: Dictionary) -> void:
pass
## Append the player's chosen response to the log.
func append_player_line(target_npc: String, text: String) -> void:
append_line(PLAYER_NAME, target_npc, text, false)
## Append an NPC follow-up line (from dialogue_response).
func append_dialogue_response(npc_name: String, text: String) -> void:
append_line(npc_name, PLAYER_NAME, text, false)
# -- Active player conversation --
## Show dialogue with NPC speech and response options.
## npc_name: who is speaking. speech: the NPC's line. options: player choices.
func show_dialogue(npc_name: String, speech: String, options: Array = []) -> void:
_npc_name = npc_name
_cancel_beat()
_in_player_conversation = true
# NPC speech — name prefix in bold
if npc_name.is_empty():
npc_speech.text = speech
else:
npc_speech.text = "[b]%s:[/b] %s" % [npc_name, speech]
# Append NPC's line to the log
if not speech.is_empty():
append_line(npc_name, PLAYER_NAME, speech, false)
# Clear old options
# Clear old options and show new ones
_clear_options()
_show_options(options)
# Sort by priority ascending, cap at MAX_OPTIONS (D-061: max 3 visible)
# Show panel
_ensure_visible()
mouse_filter = Control.MOUSE_FILTER_STOP
GameState.dialogue_active = true # D-064: block movement while in conversation
# D-069: Dialogue dip
AudioManager.apply_dip("dialogue")
# D-061: auto-pause — signal to main.gd for input recording (#507)
pause_requested.emit()
## End active player conversation — clears options but preserves log.
## D-064: dialogue_active cleared immediately so WASD resumes.
## Log entries remain visible and expire via timeout (cosmetic only).
func _end_player_conversation() -> void:
_in_player_conversation = false
_clear_options()
mouse_filter = Control.MOUSE_FILTER_IGNORE
# Unpin all entries and reset their timestamps so timeout starts now (Araminta review)
var now := Time.get_ticks_msec()
for entry in _log_entries:
if entry.pinned:
entry.pinned = false
entry.timestamp_msec = now
_log_dirty = true
# D-069: Clear dialogue/confrontation dip
AudioManager.clear_dip()
# D-061: unpause — signal to main.gd for input recording (#507)
unpause_requested.emit()
# D-064: unblock movement immediately — log entries stay visible but don't block input.
GameState.dialogue_active = false
# If no entries remain, hide the panel with fade.
if _log_entries.is_empty():
hide_dialogue()
## End active dialogue state. Panel stays visible (permanent insert UI element).
func hide_dialogue() -> void:
if _in_player_conversation:
_end_player_conversation()
return # _end_player_conversation may call hide_dialogue if log is empty
GameState.dialogue_active = false
func is_dialogue_active() -> bool:
return _in_player_conversation or GameState.dialogue_active
func has_active_entries() -> bool:
return _log_entries.size() > 0 or _in_player_conversation
# -- Options --
func _show_options(options: Array) -> void:
var sorted_opts: Array = options.duplicate()
sorted_opts.sort_custom(func(a, b): return a.get("priority", 0) < b.get("priority", 0))
var count := mini(sorted_opts.size(), MAX_OPTIONS)
@@ -103,27 +354,21 @@ func show_dialogue(npc_name: String, speech: String, options: Array = []) -> voi
var raw_text: String = opt.get("text", "")
var is_confrontation: bool = opt.get("confrontation", false)
# RichTextLabel for BBCode support (D-063: confrontation italic)
var label := RichTextLabel.new()
label.bbcode_enabled = true
label.fit_content = true
label.scroll_active = false
var label := Label.new()
label.add_theme_font_size_override("font_size", 14)
label.add_theme_color_override("font_color", Constants.INSERT_COLOR_TEXT)
label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
label.mouse_filter = Control.MOUSE_FILTER_STOP
label.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
label.add_theme_color_override("default_color", Constants.INSERT_COLOR_TEXT)
if is_confrontation:
label.text = "[i]%s[/i]" % raw_text
else:
label.text = raw_text
var numbered_text := "%d. %s" % [i + 1, raw_text]
label.text = numbered_text
# Click handling
var idx := i
label.gui_input.connect(func(event: InputEvent):
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
_on_option_pressed(idx)
)
# Hover color
label.mouse_entered.connect(_make_hover_on(label))
label.mouse_exited.connect(_make_hover_off(label))
@@ -133,56 +378,6 @@ func show_dialogue(npc_name: String, speech: String, options: Array = []) -> voi
_option_texts.append(raw_text)
_option_is_confrontation.append(is_confrontation)
# Show with fade
visible = true
mouse_filter = Control.MOUSE_FILTER_STOP
_is_showing = true
GameState.dialogue_active = true # D-064: block movement while dialogue visible/fading
# D-069: Dialogue dip — reduce ambient noise to foreground conversation.
# Confrontation options REPLACE (not nest) this dip via apply_dip("confrontation")
# in _start_confrontation_beat(). hide_dialogue()'s clear_dip() restores to base
# volumes regardless of which profile was last active — intentional replacement semantics.
AudioManager.apply_dip("dialogue")
# D-061: auto-pause in single-player when dialogue opens
SimBridge.send_input({"action": InputMapper.Action.PAUSE, "timestamp_msec": Time.get_ticks_msec()})
if _active_tween and _active_tween.is_valid():
_active_tween.kill()
_active_tween = create_tween()
_active_tween.tween_property(panel, "modulate:a", 1.0, FADE_IN)
# Hide dialogue with fade (D-064: 300ms)
func hide_dialogue() -> void:
if not _is_showing:
return
_is_showing = false
mouse_filter = Control.MOUSE_FILTER_IGNORE
# D-069: Clear dialogue/confrontation dip — restore bus volumes to player slider settings.
# Safe to call even if confrontation beat already cleared the dip (no-op when empty).
AudioManager.clear_dip()
# D-061: unpause when dialogue closes
SimBridge.send_input({"action": InputMapper.Action.UNPAUSE, "timestamp_msec": Time.get_ticks_msec()})
if _active_tween and _active_tween.is_valid():
_active_tween.kill()
_active_tween = create_tween()
_active_tween.tween_property(panel, "modulate:a", 0.0, FADE_OUT)
_active_tween.tween_callback(func():
visible = false
_clear_options()
GameState.dialogue_active = false # D-064: unblock movement after fade completes
)
func is_dialogue_active() -> bool:
return _is_showing or GameState.dialogue_active
func _on_option_pressed(index: int) -> void:
if index >= _option_controls.size():
@@ -191,46 +386,40 @@ func _on_option_pressed(index: int) -> void:
var text: String = _option_texts[index] if index < _option_texts.size() else ""
var is_confront: bool = _option_is_confrontation[index] if index < _option_is_confrontation.size() else false
# Append player's chosen response to the log
append_player_line(_npc_name, text)
if is_confront:
_start_confrontation_beat(rid, text)
else:
option_selected.emit(rid, text)
hide_dialogue()
_end_player_conversation()
# D-063: Confrontation beat — delay before sending response.
# 1. Dim dialogue to 70%, show monologue, dip audio
# 2. Wait CONFRONTATION_BEAT_DURATION
# 3. Emit option_selected, restore audio, hide dialogue
# -- Confrontation beat (D-063) --
func _start_confrontation_beat(response_id: String, text: String) -> void:
# Disable option clicks during beat
for ctrl in _option_controls:
if is_instance_valid(ctrl):
ctrl.mouse_filter = Control.MOUSE_FILTER_IGNORE
# Dim dialogue box
if _active_tween and _active_tween.is_valid():
_active_tween.kill()
_active_tween = create_tween()
_active_tween.tween_property(panel, "modulate:a", CONFRONTATION_DIM_ALPHA, 0.2)
# D-063: monologue beat — text from ui-strings.yaml (D-042)
confrontation_monologue.emit(UIStrings.get_text(CONFRONTATION_MONOLOGUE_KEY), CONFRONTATION_BEAT_DURATION)
# D-063: audio dip via AudioManager
AudioManager.apply_dip("confrontation")
# Delay, then complete
_beat_tween = create_tween()
_beat_tween.tween_interval(CONFRONTATION_BEAT_DURATION)
_beat_tween.tween_callback(func():
AudioManager.clear_dip()
option_selected.emit(response_id, text)
hide_dialogue()
_end_player_conversation()
)
# Cancel an in-flight confrontation beat (e.g. player walks away mid-beat).
func _cancel_beat() -> void:
if _beat_tween and _beat_tween.is_valid():
_beat_tween.kill()
@@ -238,6 +427,191 @@ func _cancel_beat() -> void:
AudioManager.clear_dip()
# -- Log rendering --
## Rebuild the dialogue log BBCode from all non-expired entries.
func _rebuild_log() -> void:
if not dialogue_log:
return
var now := Time.get_ticks_msec()
var bbcode := ""
for entry in _log_entries:
var alpha: float = 1.0
if not entry.pinned:
var age_sec: float = (now - entry.timestamp_msec) / 1000.0
if age_sec > _entry_lifetime:
alpha = clampf(1.0 - (age_sec - _entry_lifetime) / _entry_fade, 0.0, 1.0)
if entry.is_passive:
alpha *= _passive_opacity
if alpha <= 0.0:
continue
var line := _format_entry(entry, alpha)
if not bbcode.is_empty():
bbcode += "\n"
bbcode += line
dialogue_log.text = bbcode
## Format a single log entry as BBCode.
## Hoshe #2: escape BBCode brackets in server-sourced strings.
## Araminta: passive lines get ┃ prefix + desaturated colours.
## Non-blocking: 1-on-1 player dialogue simplifies to "Speaker:" (no → You).
## Entity-anchored entries resolve display name and color from _entity_display.
func _format_entry(entry: Dictionary, alpha: float) -> String:
var speaker: String
var target: String
var speaker_color: Color
var target_color: Color
var involves_player: bool
if entry.has("speaker_id"):
# Entity-anchored entry: resolve from _entity_display registry
var sp_data: Dictionary = _entity_display.get(entry["speaker_id"], {})
var tg_data: Dictionary = _entity_display.get(entry.get("target_id", -1), {})
speaker = _escape_bbcode(sp_data.get("name", "?"))
target = _escape_bbcode(tg_data.get("name", "?"))
var sp_ci: int = sp_data.get("color_index", -1)
var tg_ci: int = tg_data.get("color_index", -1)
if sp_ci >= 0 and not _npc_colors.is_empty():
speaker_color = _enforce_contrast(_npc_colors[sp_ci % _npc_colors.size()])
else:
speaker_color = _color_for_name(sp_data.get("name", "?"))
if tg_ci >= 0 and not _npc_colors.is_empty():
target_color = _enforce_contrast(_npc_colors[tg_ci % _npc_colors.size()])
else:
target_color = _color_for_name(tg_data.get("name", "?"))
involves_player = false # Overheard entries never involve the player directly
else:
# Legacy string-keyed entry (player dialogue, backward compat)
speaker = _escape_bbcode(entry.get("speaker", "?"))
target = _escape_bbcode(entry.get("target", "?"))
speaker_color = _color_for_name(entry.get("speaker", "?"))
target_color = _color_for_name(entry.get("target", "?"))
involves_player = (entry.get("speaker", "") == PLAYER_NAME) or (entry.get("target", "") == PLAYER_NAME)
var text: String = _escape_bbcode(entry.text)
var is_passive: bool = entry.is_passive
# Desaturate passive name colours (Araminta review)
if is_passive:
speaker_color = _desaturate(speaker_color, PASSIVE_DESATURATION)
target_color = _desaturate(target_color, PASSIVE_DESATURATION)
var sc := _color_with_alpha(speaker_color, alpha)
var ac := _color_with_alpha(_arrow_color, alpha)
var tc := _color_with_alpha(target_color, alpha)
var txc := _color_with_alpha(_speech_color, alpha)
var prefix := PASSIVE_GLYPH if is_passive else ""
# Non-blocking: simplify 1-on-1 player dialogue — no arrow for Speaker → You or You → Speaker
if involves_player and not is_passive:
# Just "Speaker: text" or "You: text"
return "%s[color=%s][b]%s[/b][/color][color=%s]: %s[/color]" % [
prefix, sc, speaker, txc, text
]
else:
# Full "Speaker → Target: text" for overheard
return "%s[color=%s][b]%s[/b][/color][color=%s] \u2192 [/color][color=%s][b]%s[/b][/color][color=%s]: %s[/color]" % [
prefix, sc, speaker, ac, tc, target, txc, text
]
## Escape BBCode bracket characters in server-sourced text (Hoshe #2).
static func _escape_bbcode(text: String) -> String:
return text.replace("[", "[lb]")
## Get a stable color for a character name, with contrast floor enforcement.
func _color_for_name(char_name: String) -> Color:
if char_name == PLAYER_NAME:
return _player_color
if _npc_colors.is_empty():
return _speech_color
var idx := absi(char_name.hash()) % _npc_colors.size()
var color := _npc_colors[idx]
return _enforce_contrast(color)
## Enforce minimum luminance so name colours remain readable against dark BG (Araminta #3).
static func _enforce_contrast(color: Color) -> Color:
var lum := color.r * 0.299 + color.g * 0.587 + color.b * 0.114
if lum < MIN_CONTRAST_LUMINANCE:
var boost := MIN_CONTRAST_LUMINANCE / maxf(lum, 0.001)
return Color(
minf(color.r * boost, 1.0),
minf(color.g * boost, 1.0),
minf(color.b * boost, 1.0),
color.a
)
return color
## Desaturate a colour by a factor (0.0 = no change, 1.0 = full greyscale).
static func _desaturate(color: Color, amount: float) -> Color:
var grey := color.r * 0.299 + color.g * 0.587 + color.b * 0.114
return Color(
lerpf(color.r, grey, amount),
lerpf(color.g, grey, amount),
lerpf(color.b, grey, amount),
color.a
)
## Convert a Color to a hex string with alpha baked in.
static func _color_with_alpha(base: Color, alpha: float) -> String:
return Color(base.r, base.g, base.b, base.a * alpha).to_html(true)
# -- Entry expiry --
## Remove fully expired entries. Mark dirty if any fading entries exist.
## Pinned entries (active conversation) skip expiry entirely (Araminta #2).
func _expire_entries() -> void:
if _log_entries.is_empty():
return
var now := Time.get_ticks_msec()
var total_lifetime_msec: int = int((_entry_lifetime + _entry_fade) * 1000.0)
var removed := false
var has_fading := false
# Remove expired non-pinned entries from the front (oldest first)
while _log_entries.size() > 0:
var entry: Dictionary = _log_entries[0]
if entry.pinned:
break # Pinned entries never expire
var age: int = now - entry.timestamp_msec
if age < total_lifetime_msec:
# Check if this entry is in the fading phase
if age > int(_entry_lifetime * 1000.0):
has_fading = true
break
_log_entries.remove_at(0)
removed = true
# Check remaining entries for fading state
if not has_fading:
for entry in _log_entries:
if not entry.pinned:
var age: int = now - entry.timestamp_msec
if age > int(_entry_lifetime * 1000.0):
has_fading = true
break
if removed or has_fading:
_log_dirty = true
if removed and _log_entries.is_empty() and not _in_player_conversation:
hide_dialogue()
# -- Visibility --
## No-op — panel is always visible as a permanent insert UI element.
func _ensure_visible() -> void:
pass
func _clear_options() -> void:
for ctrl in _option_controls:
if is_instance_valid(ctrl):
@@ -248,12 +622,12 @@ func _clear_options() -> void:
_option_is_confrontation.clear()
# Hover callbacks — closures that capture the label reference.
static func _make_hover_on(label: RichTextLabel) -> Callable:
# Hover callbacks
static func _make_hover_on(label: Control) -> Callable:
return func():
label.add_theme_color_override("default_color", Constants.INSERT_COLOR_HOVER)
label.add_theme_color_override("font_color", Constants.INSERT_COLOR_HOVER)
static func _make_hover_off(label: RichTextLabel) -> Callable:
static func _make_hover_off(label: Control) -> Callable:
return func():
label.add_theme_color_override("default_color", Constants.INSERT_COLOR_TEXT)
label.add_theme_color_override("font_color", Constants.INSERT_COLOR_TEXT)
+5 -3
View File
@@ -37,12 +37,14 @@ theme_override_constants/margin_bottom = 14
layout_mode = 2
theme_override_constants/separation = 10
[node name="NpcSpeech" type="RichTextLabel" parent="PanelContainer/MarginContainer/VBoxContainer"]
[node name="DialogueLog" type="RichTextLabel" parent="PanelContainer/MarginContainer/VBoxContainer"]
layout_mode = 2
size_flags_vertical = 3
bbcode_enabled = true
text = ""
fit_content = true
scroll_active = false
fit_content = false
scroll_active = true
scroll_following = true
[node name="OptionsContainer" type="VBoxContainer" parent="PanelContainer/MarginContainer/VBoxContainer"]
layout_mode = 2
+74 -2
View File
@@ -19,10 +19,12 @@ const LABEL_GAP := 2
const INSERT_FG := Constants.IMPLANT_TEXT_COLOR
const INSERT_DIM := Constants.IMPLANT_TEXT_DIM
const INSERT_BG := Color(0.05, 0.05, 0.08, 0.7)
const ENTITY_OFFSET := Vector2(0, -12) # nudge above entity sprite center
var _showing: bool = false
var _insert_active: bool = true
var _current_target_id: int = -1
var _entity_world_pos: Vector2 = Vector2.ZERO # cached world tile position of target
var _verb_items: Array = [] # sorted [{kind, label, priority, available}]
var _selected_index: int = 0
var _active_tween: Tween = null
@@ -37,6 +39,21 @@ func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE
func _process(_delta: float) -> void:
if _showing:
_update_screen_position()
queue_redraw()
func _draw() -> void:
if not _showing or _verb_labels.is_empty():
return
var pad := 6.0
var bg_rect := Rect2(-pad, -pad, size.x + pad * 2, size.y + pad * 2)
draw_rect(bg_rect, INSERT_BG)
draw_rect(bg_rect, Constants.IMPLANT_TEXT_DIM * Color(1, 1, 1, 0.3), false, 1.0)
func update_from_state() -> void:
# D-055: Sprint stance suppresses interaction list
if GameState.player_stance == "Sprint":
@@ -70,6 +87,7 @@ func update_from_state() -> void:
_current_target_id = entity_id
_verb_items = sorted
_selected_index = 0
_cache_entity_position()
_rebuild_labels()
_show()
@@ -84,15 +102,46 @@ func _rebuild_labels() -> void:
for i in range(_verb_items.size()):
var verb: Dictionary = _verb_items[i]
var lbl := Label.new()
lbl.text = verb.get("label", "")
lbl.text = " %s " % verb.get("label", "")
lbl.add_theme_font_size_override("font_size", 14)
lbl.add_theme_color_override("font_color", INSERT_FG if i == _selected_index else INSERT_DIM)
lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_LEFT
lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
lbl.mouse_filter = Control.MOUSE_FILTER_STOP
lbl.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
var idx := i
lbl.gui_input.connect(func(event: InputEvent):
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
_select_and_interact(idx)
)
lbl.mouse_entered.connect(func(): _hover_index(idx))
lbl.mouse_exited.connect(func(): _unhover_index(idx))
_vbox.add_child(lbl)
_verb_labels.append(lbl)
## Cache the target entity's world tile position from GameState.visible_entities.
func _cache_entity_position() -> void:
for entity in GameState.visible_entities:
if entity.get("entity_id") == _current_target_id:
_entity_world_pos = Vector2(entity.x, entity.y)
return
## Convert entity world position to screen coords and reposition this Control.
## Runs every frame while showing so the list tracks the entity as the camera moves.
func _update_screen_position() -> void:
var camera := get_viewport().get_camera_2d()
if camera == null:
return
var viewport_size := get_viewport_rect().size
var cam_center := camera.get_screen_center_position()
var zoom: Vector2 = camera.zoom if camera.zoom.length_squared() > 0.01 else Constants.CAMERA_DEFAULT_ZOOM
var world_px := _entity_world_pos * Constants.TILE_SIZE
var screen_pos := (world_px - cam_center) * zoom + viewport_size / 2.0
# Anchor above the entity, centered horizontally
position = screen_pos + ENTITY_OFFSET * zoom - Vector2(size.x / 2.0, size.y)
func _show() -> void:
if _showing:
return
@@ -161,6 +210,29 @@ func get_verb_labels() -> Array:
return labels
func _hover_index(idx: int) -> void:
_selected_index = idx
_update_label_colors()
func _unhover_index(_idx: int) -> void:
pass # keep last hover highlighted
func _select_and_interact(idx: int) -> void:
if idx < 0 or idx >= _verb_items.size():
return
_selected_index = idx
verb_selected.emit(_verb_items[idx].get("kind", ""), _current_target_id)
func _update_label_colors() -> void:
for i in range(_verb_labels.size()):
if is_instance_valid(_verb_labels[i]):
_verb_labels[i].add_theme_color_override(
"font_color", INSERT_FG if i == _selected_index else INSERT_DIM)
func set_insert_active(active: bool) -> void:
_insert_active = active
if not active and _showing:
+150 -35
View File
@@ -1,48 +1,163 @@
extends Control
# Internal monologue display (per D-015)
# Shows character's internal thoughts as text overlay
# Internal monologue display — multi-line, priority-queued (per D-016, #122).
# Per Tyre architecture review, Sprint 14.
#
# Up to MAX_VISIBLE lines display simultaneously in a VBoxContainer.
# Additional arrivals queue up to MAX_QUEUE depth; lowest-priority entry is
# dropped when the queue is full and an equal-or-higher-priority line arrives
# (>= tiebreak = FIFO: newest replaces oldest at same priority).
#
# Stagger: 0.15s minimum gap between consecutive fade-ins (spec §5.4).
# Colour: lattice_profile passed in at call time — no autoload access in renderer.
# is_urgent=true → opacity 1.0 and elevated colour variant (bloom deferred).
@onready var text_panel: PanelContainer = $PanelContainer
@onready var text_label: RichTextLabel = $PanelContainer/MarginContainer/RichTextLabel
const MAX_VISIBLE: int = 3
const MAX_QUEUE: int = 5
const STAGGER_SEC: float = 0.15
const FADE_IN_SEC: float = 0.3
const FADE_OUT_SEC: float = 0.5
const MIN_DURATION: float = FADE_IN_SEC + 0.1 # clamp: line must survive its own fade-in
# Lattice colour palette — keyed by lattice_profile passed from GameState at show time.
# standard opacity = 0.85, urgent opacity = 1.0.
# Source: Tyre architecture review, Sprint 14.
const _LATTICE_COLORS: Dictionary = {
"lattice_augmented": { # detective
"standard": Color("#d0d4e0"),
"urgent": Color("#e0e8f8"),
},
"lattice_baseline": { # smuggler
"standard": Color("#d8d0c4"),
"urgent": Color("#f0e4d4"),
},
}
const _FALLBACK_STANDARD: Color = Color("#c8d0e0")
const _FALLBACK_URGENT: Color = Color("#e0e8f8")
@onready var _vbox: VBoxContainer = $VBoxContainer
# Visible slot: {node: Control, expire_timer: float, priority: int, tween: Tween}
var _visible: Array[Dictionary] = []
# Queue entry: {text, duration, priority, is_urgent, lattice_profile}
var _queue: Array[Dictionary] = []
# Msec timestamp when the next fade-in may begin (stagger enforcement)
var _next_fade_in_msec: float = 0.0
var fade_timer: float = 0.0
var fade_duration: float = 5.0 # Display duration before fade
var is_visible: bool = false
var _active_tween: Tween = null
func _ready() -> void:
print("MonologueDisplay: Initialized")
text_panel.modulate.a = 0.0
is_visible = false
pass
func _process(delta: float) -> void:
# Auto-fade after display
if is_visible:
fade_timer += delta
if fade_timer >= fade_duration:
_fade_out()
# Expire visible lines
for slot in _visible.duplicate():
slot.expire_timer -= delta
if slot.expire_timer <= 0.0:
_retire_slot(slot)
# Show internal monologue text
func show_monologue(text: String, duration: float = 5.0) -> void:
text_label.text = text
fade_duration = duration
fade_timer = 0.0
is_visible = true
# Drain queue into available visible slots (one per stagger interval)
if not _queue.is_empty() and _visible.size() < MAX_VISIBLE:
var now := float(Time.get_ticks_msec())
if now >= _next_fade_in_msec:
var next: Dictionary = _queue.pop_front()
_show_line(next.text, next.duration, next.priority, next.is_urgent, next.lattice_profile)
# Cancel any active tween before starting a new one
if _active_tween and _active_tween.is_valid():
_active_tween.kill()
_active_tween = create_tween()
_active_tween.tween_property(text_panel, "modulate:a", 1.0, 0.3)
# Fade out the monologue
func _fade_out() -> void:
if not is_visible:
# Display a monologue line.
# priority: higher number = more important (default 2; urgent beats normal).
# is_urgent: visual flag — full opacity + elevated colour. Bloom deferred.
# Empty text is silently ignored — no slot created, no queue entry.
# lattice_profile is read from GameState here and passed down — renderer stays
# decoupled from the autoload (D-020 renderer contract).
func show_monologue(text: String, duration: float, priority: int = 2, is_urgent: bool = false) -> void:
if text.is_empty():
return
var profile := GameState.lattice_profile
var now := float(Time.get_ticks_msec())
if _visible.size() < MAX_VISIBLE and now >= _next_fade_in_msec:
_show_line(text, duration, priority, is_urgent, profile)
else:
_enqueue(text, duration, priority, is_urgent, profile)
is_visible = false
if _active_tween and _active_tween.is_valid():
_active_tween.kill()
_active_tween = create_tween()
_active_tween.tween_property(text_panel, "modulate:a", 0.0, 0.5)
# ---------------------------------------------------------------------------
# Internal
# ---------------------------------------------------------------------------
func _show_line(text: String, duration: float, priority: int, is_urgent: bool, lattice_profile: String) -> void:
var line_node := _build_line_node(text, is_urgent, lattice_profile)
_vbox.add_child(line_node)
var slot := {
node = line_node,
expire_timer = maxf(duration, MIN_DURATION), # clamp: survives own fade-in
priority = priority,
tween = null,
}
_visible.append(slot)
_next_fade_in_msec = float(Time.get_ticks_msec()) + STAGGER_SEC * 1000.0
line_node.modulate.a = 0.0
var tween := create_tween()
slot.tween = tween
var target_opacity := 1.0 if is_urgent else 0.85
tween.tween_property(line_node, "modulate:a", target_opacity, FADE_IN_SEC)
func _retire_slot(slot: Dictionary) -> void:
_visible.erase(slot)
var node: Node = slot.node
var t: Tween = slot.tween
if t and t.is_valid():
t.kill()
var tween := create_tween()
tween.tween_property(node, "modulate:a", 0.0, FADE_OUT_SEC)
tween.tween_callback(node.queue_free)
func _enqueue(text: String, duration: float, priority: int, is_urgent: bool, lattice_profile: String) -> void:
if _queue.size() < MAX_QUEUE:
_queue.append({text = text, duration = duration, priority = priority, is_urgent = is_urgent, lattice_profile = lattice_profile})
_queue.sort_custom(func(a: Dictionary, b: Dictionary) -> bool: return a.priority > b.priority)
else:
# >= tiebreak: newest replaces oldest at equal priority (FIFO for equal ranks)
var lowest := _lowest_priority_idx()
if priority >= _queue[lowest].priority:
_queue[lowest] = {text = text, duration = duration, priority = priority, is_urgent = is_urgent, lattice_profile = lattice_profile}
_queue.sort_custom(func(a: Dictionary, b: Dictionary) -> bool: return a.priority > b.priority)
# else: incoming line is strictly lower priority — silently drop; no sort needed
func _lowest_priority_idx() -> int:
var idx := 0
for i in range(1, _queue.size()):
if _queue[i].priority < _queue[idx].priority:
idx = i
return idx
func _build_line_node(text: String, is_urgent: bool, lattice_profile: String) -> Control:
var palette: Dictionary = _LATTICE_COLORS.get(lattice_profile, {})
var color: Color = palette.get("urgent", _FALLBACK_URGENT) if is_urgent \
else palette.get("standard", _FALLBACK_STANDARD)
var container := MarginContainer.new()
container.add_theme_constant_override("margin_left", 4)
container.add_theme_constant_override("margin_right", 4)
container.add_theme_constant_override("margin_top", 2)
container.add_theme_constant_override("margin_bottom", 2)
var label := RichTextLabel.new()
label.bbcode_enabled = true
label.fit_content = true
label.scroll_active = false
label.add_theme_font_size_override("normal_font_size", 13)
# Escape [ to prevent BBCode injection from server-sourced text.
# [lb] is Godot's BBCode entity for a literal left bracket.
var safe_text := text.replace("[", "[lb]")
label.text = "[i][color=#%s]%s[/color][/i]" % [color.to_html(false), safe_text]
container.add_child(label)
return container
+13 -27
View File
@@ -2,37 +2,23 @@
[ext_resource type="Script" path="res://ui/monologue_display.gd" id="1_monologue"]
; Monologue display area — bottom-left of viewport.
; Anchors: 5% left margin, 50% max width, 25% height from bottom (spec §3.1, z-layer 7).
; Lines are created dynamically inside VBoxContainer by monologue_display.gd.
[node name="MonologueDisplay" type="Control"]
layout_mode = 3
anchors_preset = 12
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_top = -150.0
grow_horizontal = 2
layout_mode = 1
anchor_left = 0.05
anchor_top = 0.75
anchor_right = 0.55
anchor_bottom = 0.98
grow_horizontal = 1
grow_vertical = 0
clip_contents = true
mouse_filter = 2
script = ExtResource("1_monologue")
[node name="PanelContainer" type="PanelContainer" parent="."]
[node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 1
anchors_preset = 10
anchor_right = 1.0
offset_left = 100.0
offset_right = -100.0
offset_bottom = 120.0
grow_horizontal = 2
[node name="MarginContainer" type="MarginContainer" parent="PanelContainer"]
layout_mode = 2
theme_override_constants/margin_left = 16
theme_override_constants/margin_top = 12
theme_override_constants/margin_right = 16
theme_override_constants/margin_bottom = 12
[node name="RichTextLabel" type="RichTextLabel" parent="PanelContainer/MarginContainer"]
layout_mode = 2
bbcode_enabled = true
text = "Internal monologue will appear here..."
fit_content = true
scroll_active = false
anchor_bottom = 1.0
theme_override_constants/separation = 4
+1
View File
@@ -0,0 +1 @@
uid://cpjq8yfsnpr5m
+1 -1
View File
@@ -5,7 +5,7 @@
; D-058: World radial menu — right-click, 2 spokes (Observe + Insert)
[node name="WorldRadial" type="Control"]
layout_mode = 3
anchors_preset = 15
anchors_preset = 0
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
+288
View File
@@ -0,0 +1,288 @@
{
"$schema": "https://json-schema.org/draft/2020-12/schema",
"$id": "dialogue-line.schema.json",
"title": "Dialogue Line — canonical D-035 tag taxonomy",
"description": "Canonical single-line schema for dialogue and monologue pools. Implements the converged tag taxonomy from D-035 (6 structural + 3 selection + 2 authoring-only tags). Monologue-specific additions (character, trigger, prerequisite) are defined in $defs/monologue_extension. Mood vocabulary renamed Sprint 14 to match voice guide (anxious/frustrated/content/suspicious/warm/hostile/relieved/focused).",
"type": "object",
"required": ["id", "text", "role", "access", "trust", "situation"],
"additionalProperties": false,
"properties": {
"id": {
"type": "string",
"pattern": "^[a-z][a-z0-9-]*_(d|m)_[0-9]{3}$",
"description": "Stable machine-parseable line ID: {template}_{d|m}_{###}. d = dialogue, m = monologue."
},
"text": {
"type": "string",
"minLength": 1,
"description": "The authored line text."
},
"role": {
"type": "string",
"pattern": "^[a-z][a-z0-9-]*$",
"description": "Template-defined role slug (e.g. dock-worker, bar-owner, player_character). Not NPC name — NPC assignment is runtime."
},
"access": {
"type": "array",
"items": {
"type": "string",
"enum": ["public", "insider", "authority", "peer", "hostile"]
},
"minItems": 1,
"uniqueItems": true,
"description": "D-028 Layer 1: access tiers this line is eligible for. List — a line can be eligible for multiple tiers. Hard filter."
},
"trust": {
"type": "string",
"enum": ["surface", "real", "secret"],
"description": "D-028 Layer 3: minimum trust tier required. Hard filter. Ordering: surface < real < secret."
},
"situation": {
"type": "array",
"items": {
"type": "string",
"enum": [
"arrival",
"shift_start",
"shift_end",
"shift_transition",
"bar_evening",
"night_shift",
"investigation",
"confrontation",
"social",
"alone",
"emergency",
"routine",
"observation",
"greeting"
]
},
"minItems": 1,
"uniqueItems": true,
"description": "D-028 Layer 2: situations in which this line can fire. 14 v0.1 values (13 original + greeting added Sprint 8 for PC dialogue initial contact lines). NOTE: 'greeting' is not yet in server/src/content/line_pool.rs — lines using it will be skipped until Rust is updated."
},
"topic": {
"type": "array",
"items": {
"type": "string",
"enum": [
"colleague",
"routine",
"cargo",
"money",
"trust",
"danger",
"institution",
"personal",
"investigation"
]
},
"uniqueItems": true,
"description": "D-028 Layer 4: topic tags for weighted selection. 9 v0.1 values. Optional — defaults to empty if omitted. Note: 'crime' deliberately excluded; NPCs think of it as 'cargo' or 'money'."
},
"mood": {
"type": "array",
"items": {
"type": "string",
"enum": [
"anxious",
"frustrated",
"content",
"suspicious",
"warm",
"hostile",
"relieved",
"focused"
]
},
"uniqueItems": true,
"description": "D-028 Layer 4: mood tags for weighted selection. 8 v0.1 values. Neutral mood = omit tag (untagged lines are always eligible). Renamed Sprint 14 to match voice guide vocabulary."
},
"tags": {
"type": "array",
"items": { "type": "string" },
"description": "Freeform escape hatch for author intent not covered by the structured taxonomy. Not consumed by the engine selection pipeline."
},
"knowledge_grant": {
"type": "object",
"description": "Knowledge the player gains from hearing this line. Feeds into the knowledge graph (D-041).",
"required": ["fact_id", "confidence"],
"additionalProperties": false,
"properties": {
"fact_id": {
"type": "string",
"description": "FactId from the knowledge vocabulary (#368)."
},
"confidence": {
"type": "string",
"enum": ["suspects", "knows_of", "knows_details", "direct"],
"description": "D-041 confidence tier granted."
}
}
},
"dual_lens": {
"type": "object",
"description": "Authoring-only: per-character notes for content with different resonance for smuggler vs detective. NOT consumed by the engine.",
"additionalProperties": false,
"properties": {
"smuggler": { "type": "string" },
"detective": { "type": "string" }
}
},
"notes": {
"type": "string",
"description": "Authoring-only: freeform author notes, context, or intent documentation. NOT consumed by the engine."
}
},
"$defs": {
"monologue_extension": {
"title": "Monologue-specific additions (D-035)",
"description": "Additional required fields for monologue lines. Applied ON TOP OF the base dialogue line schema. Pool-level character partitioning (D-032) is enforced at the pool root, not per-line.",
"type": "object",
"required": ["trigger"],
"properties": {
"character": {
"type": "string",
"enum": ["smuggler", "detective"],
"description": "D-032: hard partition tag. Which playable character this line belongs to. Must match the parent pool's character field."
},
"trigger": {
"type": "string",
"enum": [
"enter_location",
"observe_npc",
"hear_sound",
"observe_anomaly",
"post_conversation",
"discover_evidence",
"witness_interaction",
"time_idle",
"return_visit"
],
"description": "What causes this monologue line to fire. 9 v0.1 trigger types."
},
"prerequisite": {
"description": "Knowledge state gate. null = unconditional (fires whenever triggered). Conditions are AND-evaluated. Uses FactIds from the knowledge vocabulary (#368, D-041).",
"oneOf": [
{ "type": "null" },
{
"type": "object",
"additionalProperties": false,
"properties": {
"facts": {
"type": "array",
"items": { "$ref": "#/$defs/fact_prerequisite" }
},
"entity_attributes": {
"type": "array",
"items": { "$ref": "#/$defs/attribute_prerequisite" }
},
"relationship": {
"type": "object",
"required": ["target", "state"],
"additionalProperties": false,
"properties": {
"target": { "type": "string" },
"state": {
"type": "string",
"enum": ["unknown", "known", "friendly", "person_of_interest", "hostile"]
}
}
}
}
}
]
},
"priority": {
"type": "integer",
"minimum": 0,
"maximum": 10,
"default": 5,
"description": "Selection priority. Higher = more likely to fire when multiple lines are eligible. Default: 5."
},
"cooldown": {
"type": "integer",
"minimum": 0,
"default": 0,
"description": "Minimum simulation ticks before this line can fire again. Default: 0 (no cooldown)."
}
}
},
"fact_prerequisite": {
"type": "object",
"required": ["fact_id", "min_confidence"],
"additionalProperties": false,
"properties": {
"fact_id": {
"type": "string",
"description": "FactId from the knowledge vocabulary (#368, D-041)."
},
"min_confidence": {
"type": "string",
"enum": ["suspects", "knows_of", "knows_details", "direct"],
"description": "Minimum D-041 confidence level required for this fact."
}
}
},
"attribute_prerequisite": {
"type": "object",
"required": ["entity", "key", "value"],
"additionalProperties": false,
"properties": {
"entity": { "type": "string" },
"key": { "type": "string" },
"value": { "type": "string" }
}
},
"situation_enum": {
"type": "string",
"enum": [
"arrival",
"shift_start",
"shift_end",
"shift_transition",
"bar_evening",
"night_shift",
"investigation",
"confrontation",
"social",
"alone",
"emergency",
"routine",
"observation",
"greeting"
],
"description": "14 v0.1 situation values (D-035 + Sprint 8 amendment)."
},
"topic_enum": {
"type": "string",
"enum": [
"colleague",
"routine",
"cargo",
"money",
"trust",
"danger",
"institution",
"personal",
"investigation"
],
"description": "9 v0.1 topic values (D-035)."
},
"mood_enum": {
"type": "string",
"enum": [
"anxious",
"frustrated",
"content",
"suspicious",
"warm",
"hostile",
"relieved",
"focused"
],
"description": "8 v0.1 mood values. Renamed Sprint 14 to match voice guide vocabulary. Neutral = untagged."
}
}
}
+19 -6
View File
@@ -90,13 +90,12 @@
"items": {
"type": "string",
"enum": [
"fond", "comfortable", "worried", "suspicious",
"analytical", "conflicted", "concerned", "relieved",
"focused"
"anxious", "frustrated", "content", "suspicious",
"warm", "hostile", "relieved", "focused"
]
},
"uniqueItems": true,
"description": "Mood tags for selection weighting (D-035: list<enum>, v0.1 8 moods + focused added Sprint 8)"
"description": "Mood tags for selection weighting (D-035: list<enum>). 8 v0.1 values, renamed Sprint 14 to match voice guide vocabulary. Neutral = untagged."
},
"tags": {
"type": "array",
@@ -106,14 +105,28 @@
"knowledge_grant": {
"type": "object",
"description": "Knowledge the player gains from hearing this line",
"required": ["fact_id", "confidence"],
"additionalProperties": false,
"properties": {
"fact_id": { "type": "string" },
"confidence": {
"type": "string",
"enum": ["suspects", "knows_of", "knows_details", "direct"]
}
},
"required": ["fact_id", "confidence"]
}
},
"dual_lens": {
"type": "object",
"description": "Authoring-only: per-character resonance notes (NOT consumed by engine)",
"additionalProperties": false,
"properties": {
"smuggler": { "type": "string" },
"detective": { "type": "string" }
}
},
"notes": {
"type": "string",
"description": "Authoring-only: freeform author notes (NOT consumed by engine)"
}
}
}
+144 -34
View File
@@ -2,7 +2,7 @@
"$schema": "https://json-schema.org/draft/2020-12/schema",
"$id": "monologue-pool.schema.json",
"title": "Monologue Line Pool",
"description": "Tagged monologue lines, hard-partitioned by character (D-032, D-035).",
"description": "Tagged monologue lines, hard-partitioned by character (D-032, D-035). Monologue lines carry all 6 D-035 structural tags for schema compliance, but role/access/trust are fixed constants for player-character internal voice (role=player_character, access=[public], trust=surface). The engine does not gate monologue on access or trust — these tags exist for taxonomy uniformity only.",
"type": "object",
"required": ["character", "location", "lines"],
"additionalProperties": false,
@@ -10,12 +10,12 @@
"character": {
"type": "string",
"enum": ["smuggler", "detective"],
"description": "Playable character this pool belongs to (hard partition per D-032)"
"description": "Playable character this pool belongs to (hard partition per D-032). All lines in this pool belong to this character."
},
"location": {
"type": "string",
"pattern": "^[a-z][a-z0-9-]*$",
"description": "Location slug, or 'general' for location-independent lines"
"description": "Location slug, or 'general' for location-independent lines."
},
"lines": {
"type": "array",
@@ -26,70 +26,176 @@
"$defs": {
"monologue_line": {
"type": "object",
"required": ["id", "text", "trigger"],
"required": ["id", "text", "role", "access", "trust", "situation", "trigger"],
"additionalProperties": false,
"properties": {
"id": {
"type": "string",
"pattern": "^[a-z][a-z0-9-]*_m_[sd]_[0-9]{3}$",
"description": "Stable line ID: {location_slug}_m_{s|d}_{###}"
"description": "Stable line ID: {location_slug}_m_{s|d}_{###}. s = smuggler, d = detective."
},
"text": {
"type": "string",
"minLength": 1,
"maxLength": 160,
"description": "Line text — 160 char max to fit monologue display without scrolling"
"maxLength": 256,
"description": "Line text — 256 char hard cap, aim for ≤160 to avoid line wrap"
},
"role": {
"type": "string",
"const": "player_character",
"description": "D-035 structural tag — always player_character for monologue. Monologue is the player character's internal voice."
},
"access": {
"type": "array",
"items": { "const": "public" },
"minItems": 1,
"maxItems": 1,
"description": "D-035 structural tag — always [public] for monologue. No access gating applies to internal voice."
},
"trust": {
"type": "string",
"const": "surface",
"description": "D-035 structural tag — always surface for monologue. No trust gating applies to internal voice."
},
"situation": {
"type": "array",
"items": {
"type": "string",
"enum": [
"arrival",
"shift_start",
"shift_end",
"shift_transition",
"bar_evening",
"night_shift",
"investigation",
"confrontation",
"social",
"alone",
"emergency",
"routine",
"observation",
"greeting"
]
},
"minItems": 1,
"uniqueItems": true,
"description": "D-035 structural tag: situations in which this monologue line is contextually appropriate. 14 v0.1 values. The engine selects using trigger; situation provides additional authoring context for filtering by the caller. NOTE: 'greeting' is not yet in server/src/content/line_pool.rs Situation enum."
},
"trigger": {
"type": "string",
"enum": [
"enter_location", "observe_npc", "hear_sound",
"observe_anomaly", "post_conversation", "discover_evidence",
"witness_interaction", "time_idle", "return_visit"
"enter_location",
"observe_npc",
"hear_sound",
"observe_anomaly",
"post_conversation",
"discover_evidence",
"witness_interaction",
"time_idle",
"return_visit"
],
"description": "What causes this line to fire"
"description": "What causes this line to fire. 9 v0.1 trigger types (D-035 monologue-specific tag)."
},
"prerequisites": {
"type": "object",
"description": "AND-only prerequisite conditions",
"properties": {
"facts": {
"type": "array",
"items": { "$ref": "#/$defs/fact_prerequisite" }
},
"entity_attributes": {
"type": "array",
"items": { "$ref": "#/$defs/attribute_prerequisite" }
},
"relationship": {
"description": "Knowledge state gate (D-035 monologue-specific tag). null or omitted = unconditional. Conditions are AND-evaluated. Uses FactIds from the knowledge vocabulary (#368, D-041).",
"oneOf": [
{ "type": "null" },
{
"type": "object",
"required": ["target", "state"],
"additionalProperties": false,
"properties": {
"target": { "type": "string" },
"state": {
"type": "string",
"enum": ["unknown", "known", "friendly", "person_of_interest", "hostile"]
"facts": {
"type": "array",
"items": { "$ref": "#/$defs/fact_prerequisite" }
},
"entity_attributes": {
"type": "array",
"items": { "$ref": "#/$defs/attribute_prerequisite" }
},
"relationship": {
"type": "object",
"required": ["target", "state"],
"additionalProperties": false,
"properties": {
"target": { "type": "string" },
"state": {
"type": "string",
"enum": ["unknown", "known", "friendly", "person_of_interest", "hostile"]
}
}
}
}
}
}
]
},
"topic": {
"type": "array",
"items": {
"type": "string",
"enum": [
"colleague",
"routine",
"cargo",
"money",
"trust",
"danger",
"institution",
"personal",
"investigation"
]
},
"uniqueItems": true,
"description": "D-035 selection tag: topic tags for weighted selection. 9 v0.1 values. Optional."
},
"mood": {
"type": "array",
"items": {
"type": "string",
"enum": [
"anxious",
"frustrated",
"content",
"suspicious",
"warm",
"hostile",
"relieved",
"focused"
]
},
"uniqueItems": true,
"description": "D-035 selection tag: mood tags for weighted selection. 8 v0.1 values, renamed Sprint 14 to match voice guide vocabulary. Neutral = untagged."
},
"priority": {
"type": "integer",
"minimum": 0,
"maximum": 10,
"default": 5,
"description": "Selection priority (higher = more likely to fire)"
"description": "Selection priority (higher = more likely to fire when multiple lines are eligible). Default: 5."
},
"cooldown": {
"type": "integer",
"minimum": 0,
"description": "Minimum ticks before this line can fire again"
"default": 0,
"description": "Minimum simulation ticks before this line can fire again. Default: 0."
},
"tags": {
"type": "array",
"items": { "type": "string" }
"items": { "type": "string" },
"description": "D-035 selection tag: freeform tags. Not consumed by the selection pipeline."
},
"dual_lens": {
"type": "object",
"description": "Authoring-only: notes on how this line reads differently for smuggler vs detective. NOT consumed by engine.",
"additionalProperties": false,
"properties": {
"smuggler": { "type": "string" },
"detective": { "type": "string" }
}
},
"notes": {
"type": "string",
"description": "Authoring-only: freeform author notes. NOT consumed by engine."
}
}
},
@@ -98,10 +204,14 @@
"required": ["fact_id", "min_confidence"],
"additionalProperties": false,
"properties": {
"fact_id": { "type": "string" },
"fact_id": {
"type": "string",
"description": "FactId from the knowledge vocabulary (#368, D-041)."
},
"min_confidence": {
"type": "string",
"enum": ["suspects", "knows_of", "knows_details", "direct"]
"enum": ["suspects", "knows_of", "knows_details", "direct"],
"description": "Minimum D-041 confidence level required."
}
}
},
@@ -41,7 +41,7 @@ lines:
access: [insider]
trust: real
situation: [routine]
mood: [comfortable]
mood: [content]
topic: [cargo]
tags: [kael, ring-ops, renn, operational]
@@ -51,7 +51,7 @@ lines:
access: [insider]
trust: real
situation: [routine]
mood: [concerned]
mood: [frustrated]
topic: [danger, cargo]
tags: [kael, ring-ops, operational, caution]
@@ -66,7 +66,7 @@ lines:
access: [insider]
trust: surface
situation: [confrontation]
mood: [concerned]
mood: [frustrated]
topic: [danger]
tags: [kael, contradiction, phase-3]
@@ -76,7 +76,7 @@ lines:
access: [insider]
trust: surface
situation: [confrontation]
mood: [concerned]
mood: [frustrated]
topic: [routine]
tags: [kael, deflection, lying, phase-4]
@@ -86,7 +86,7 @@ lines:
access: [insider]
trust: surface
situation: [confrontation]
mood: [concerned]
mood: [frustrated]
topic: [trust]
tags: [kael, deflection, hostile-path, phase-4]
@@ -100,7 +100,7 @@ lines:
access: [insider]
trust: secret
situation: [confrontation, alone]
mood: [conflicted]
mood: [anxious]
topic: [personal, trust]
tags: [kael, confession, phase-5]
@@ -110,7 +110,7 @@ lines:
access: [insider]
trust: secret
situation: [confrontation, alone]
mood: [worried]
mood: [anxious]
topic: [danger, trust]
tags: [kael, confession, nils, phase-5]
@@ -120,9 +120,65 @@ lines:
access: [insider]
trust: secret
situation: [alone]
mood: [conflicted]
mood: [anxious]
topic: [personal]
tags: [kael, confession, phase-5]
knowledge_grant:
fact_id: knowledge.kael_exit_plan
confidence: knows_details
# ========================================
# LAYER 2 GREETING VARIANTS — D-028 Layer 2
# Ticket #170 (Sprint 15). situation: [greeting] fires on initial contact.
# Access tier + mood encode relationship history state.
# Context: restricted maintenance corridors. Any stranger here is immediately
# suspicious. Even trusted contacts get terse, operational greetings.
# ========================================
# first_meeting: InteractionMemory.count == 0. Any stranger in restricted corridors is a problem.
- id: maintenance-corridors_d_011
text: "This is a restricted section. Who authorized you back here?"
role: dock-worker
access: [public]
trust: surface
situation: [greeting]
mood: [focused]
topic: [danger, routine]
tags: [kael, greeting, first-meeting, layer2]
notes: "Layer 2 greeting — first meeting in restricted corridors. Immediate challenge. Any stranger back here is suspicious regardless of intent."
# established — peer/smuggler context: count >= 3, RelationshipState: Known/Friendly → Peer/Insider access.
- id: maintenance-corridors_d_012
text: "You're on time. Clear all the way to the junction."
role: dock-worker
access: [peer, insider]
trust: surface
situation: [greeting]
mood: [content]
topic: [cargo, colleague]
tags: [kael, greeting, repeat-visit, peer-tone, layer2]
notes: "Layer 2 greeting — established, operational. All business. Kael treats a trusted repeat visitor as crew — no pleasantries, just the essential handoff information."
# established — authority/detective context: count >= 3, RelationshipState: PersonOfInterest → Authority access.
- id: maintenance-corridors_d_013
text: "You keep showing up back here. You have clearance for this section?"
role: dock-worker
access: [authority]
trust: surface
situation: [greeting]
mood: [suspicious]
topic: [danger, routine]
tags: [kael, greeting, repeat-visit, authority-tone, layer2]
notes: "Layer 2 greeting — repeat with authority figure in restricted section. Professionally defensive. Kael challenges them but can't bar entry if they have clearance."
# post-confrontation: confrontation logged. Kael is cornered on his own operational ground.
- id: maintenance-corridors_d_014
text: "You followed me here."
role: dock-worker
access: [peer, insider]
trust: surface
situation: [greeting]
mood: [hostile, suspicious]
topic: [danger, trust]
tags: [kael, greeting, post-confrontation, layer2]
notes: "Layer 2 greeting — post-confrontation, restricted corridors. Accusatory, not a question. Kael feels cornered. This is where the contradiction lives."
@@ -28,7 +28,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [ring-operative, surface-cover, b7]
dual_lens:
smuggler: "Cover phrase. He's not doing maintenance."
@@ -42,7 +42,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [ring-operative, surface-cover, bay-four, spatial]
dual_lens:
smuggler: "He's telling me the route is faster. This is spatial information, not just courtesy."
@@ -55,7 +55,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [ring-operative, surface-cover, ambient]
dual_lens:
smuggler: "Dead air confirmed. Meridian's not picking this up."
@@ -68,7 +68,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine, colleague]
mood: [comfortable]
mood: [content]
tags: [ring-operative, surface-cover, pael, corridor-traffic]
dual_lens:
smuggler: "Pael was through. Legitimate. Corridor's been active — that means traffic covers us."
@@ -81,7 +81,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [ring-operative, surface-cover, c4, spatial]
dual_lens:
smuggler: "He's giving me the timing. Three minutes to C-4 from this point."
@@ -156,7 +156,7 @@ lines:
trust: real
situation: [routine, confrontation]
topic: [danger, colleague]
mood: [concerned]
mood: [frustrated]
tags: [ring-operative, ring-ops, coded, drin-asking, warning]
dual_lens:
smuggler: "Drin's circling B-7. That's a warning. Push the pickup or hold it."
@@ -218,7 +218,7 @@ lines:
trust: real
situation: [confrontation, investigation]
topic: [danger, institution]
mood: [concerned]
mood: [frustrated]
tags: [ring-operative, ring-ops, commission, warning]
dual_lens:
smuggler: "Detective is visible on the main floor. Corridors are still clear."
@@ -231,7 +231,7 @@ lines:
trust: real
situation: [confrontation]
topic: [danger]
mood: [concerned]
mood: [frustrated]
tags: [ring-operative, ring-ops, drin, abort-signal]
dual_lens:
smuggler: "Stop. Drin's in position. The window's closed."
@@ -244,7 +244,7 @@ lines:
trust: real
situation: [confrontation, routine]
topic: [danger, institution]
mood: [concerned]
mood: [frustrated]
tags: [ring-operative, ring-ops, maret, voss, caution]
dual_lens:
smuggler: "Maret flagged something. Voss is managing it. Stand down tonight."
@@ -257,7 +257,7 @@ lines:
trust: real
situation: [shift_end, routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [ring-operative, ring-ops, run-complete, closing]
dual_lens:
smuggler: "Run's done. No issues. Tomorrow."
@@ -274,7 +274,7 @@ lines:
trust: surface
situation: [investigation, confrontation]
topic: [institution, routine]
mood: [wary]
mood: [suspicious]
tags: [ring-operative, detective-path, access-denial]
- id: maintenance-corridors_d_118
@@ -284,7 +284,7 @@ lines:
trust: surface
situation: [investigation]
topic: [institution, routine]
mood: [wary]
mood: [suspicious]
tags: [ring-operative, detective-path, voss-redirect]
dual_lens:
smuggler: "Never encounters this."
@@ -297,7 +297,7 @@ lines:
trust: surface
situation: [investigation]
topic: [routine]
mood: [wary]
mood: [suspicious]
tags: [ring-operative, detective-path, deflection]
# ==========================================
@@ -312,7 +312,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [ring-operative, surface-cover, generation-pass]
- id: maintenance-corridors_d_121
@@ -322,7 +322,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine, colleague]
mood: [comfortable]
mood: [content]
tags: [ring-operative, surface-cover, pael, generation-pass]
- id: maintenance-corridors_d_122
@@ -332,7 +332,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [ring-operative, surface-cover, generation-pass]
- id: maintenance-corridors_d_123
@@ -342,7 +342,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [ring-operative, surface-cover, spatial, generation-pass]
- id: maintenance-corridors_d_124
@@ -352,7 +352,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [ring-operative, surface-cover, navigation, generation-pass]
dual_lens:
smuggler: "He's directing people away from the route. Social traffic management."
@@ -365,7 +365,7 @@ lines:
trust: surface
situation: [routine, shift_end]
topic: [routine]
mood: [tired]
mood: [frustrated]
tags: [ring-operative, surface-cover, generation-pass]
- id: maintenance-corridors_d_126
@@ -375,5 +375,5 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [ring-operative, surface-cover, generation-pass]
@@ -22,7 +22,7 @@ lines:
trust: surface
situation: [routine, observation]
topic: [colleague, personal]
mood: [comfortable]
mood: [content]
tags: [tev, seems-important-but-isnt, waiting, kosse]
dual_lens:
smuggler: "Someone asking who came through the corridor. Tev. Harmless — checking for a partner."
@@ -43,7 +43,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine, cargo]
mood: [comfortable]
mood: [content]
tags: [tev, atmospheric]
- id: maintenance-corridors_d_003
@@ -53,7 +53,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [tev, incidental]
- id: maintenance-corridors_d_004
@@ -63,7 +63,7 @@ lines:
trust: surface
situation: [routine, night_shift]
topic: [routine, cargo]
mood: [comfortable]
mood: [content]
tags: [tev, atmospheric]
- id: maintenance-corridors_d_005
@@ -73,5 +73,5 @@ lines:
trust: surface
situation: [routine, observation]
topic: [personal]
mood: [comfortable]
mood: [content]
tags: [tev, waiting]
@@ -20,7 +20,7 @@ lines:
trust: surface
situation: [arrival]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [lera, greeting, economy-of-words]
- id: the-last-shift_d_101
@@ -30,7 +30,7 @@ lines:
trust: surface
situation: [arrival]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [lera, greeting]
- id: the-last-shift_d_102
@@ -40,7 +40,7 @@ lines:
trust: surface
situation: [arrival]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [lera, greeting, house-rules]
- id: the-last-shift_d_103
@@ -50,7 +50,7 @@ lines:
trust: surface
situation: [arrival, routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [lera, greeting, redirection]
# ==========================================
@@ -64,7 +64,7 @@ lines:
trust: surface
situation: [confrontation, routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [lera, house-rules, authority]
- id: the-last-shift_d_105
@@ -74,7 +74,7 @@ lines:
trust: surface
situation: [routine, shift_end]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [lera, tab, house-rules]
- id: the-last-shift_d_106
@@ -84,7 +84,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine, institution]
mood: [comfortable]
mood: [content]
tags: [lera, torek, tab-arrangement]
dual_lens:
smuggler: "Lera chose to give Torek credit. Commission man. She's keeping him visible and comfortable. Smart."
@@ -98,7 +98,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine, institution]
mood: [comfortable]
mood: [content]
tags: [lera, lattice-free, house-rules]
notes: "Not legally enforceable — Lera knows this. It's about atmosphere, not compliance."
@@ -109,7 +109,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [lera, drinks, community]
# ==========================================
@@ -123,7 +123,7 @@ lines:
trust: surface
situation: [arrival, routine]
topic: [colleague, routine]
mood: [comfortable]
mood: [content]
tags: [lera, kael, spatial-information]
dual_lens:
smuggler: "Good. She keeps track. That's what she does."
@@ -136,7 +136,7 @@ lines:
trust: surface
situation: [routine]
topic: [colleague]
mood: [comfortable]
mood: [content]
tags: [lera, naia, observation]
dual_lens:
smuggler: "Lera noticed Naia's off. She notices everything. She's saying it because she wants someone to do something."
@@ -149,7 +149,7 @@ lines:
trust: surface
situation: [routine]
topic: [colleague]
mood: [comfortable]
mood: [content]
tags: [lera, ren, drifter]
dual_lens:
smuggler: "That's Lera's version of a clean assessment. She'd say more if she suspected something."
@@ -162,7 +162,7 @@ lines:
trust: surface
situation: [routine]
topic: [colleague]
mood: [comfortable]
mood: [content]
tags: [lera, tev, endorsement]
dual_lens:
smuggler: "Lera vouching for Tev. She doesn't do that for people she doesn't trust."
@@ -193,7 +193,7 @@ lines:
trust: real
situation: [routine]
topic: [colleague]
mood: [comfortable]
mood: [content]
tags: [lera, kael, loyalty]
dual_lens:
smuggler: "Lera's loyal to Kael. Not to the ring. There's a difference and it matters."
@@ -210,7 +210,7 @@ lines:
trust: surface
situation: [arrival, investigation]
topic: [institution, routine]
mood: [comfortable]
mood: [content]
tags: [lera, detective-path, neutral-welcome]
- id: the-last-shift_d_116
@@ -220,7 +220,7 @@ lines:
trust: surface
situation: [investigation, routine]
topic: [institution, routine]
mood: [comfortable]
mood: [content]
tags: [lera, detective-path, institutional-independence]
- id: the-last-shift_d_117
@@ -230,7 +230,7 @@ lines:
trust: surface
situation: [investigation, confrontation]
topic: [institution, routine]
mood: [wary]
mood: [suspicious]
tags: [lera, detective-path, authority-assertion]
- id: the-last-shift_d_118
@@ -240,7 +240,7 @@ lines:
trust: surface
situation: [investigation]
topic: [institution, routine]
mood: [comfortable]
mood: [content]
tags: [lera, detective-path, careful-language]
dual_lens:
smuggler: "Never encounters this line."
@@ -257,7 +257,7 @@ lines:
trust: real
situation: [routine, alone]
topic: [colleague, danger]
mood: [concerned]
mood: [frustrated]
tags: [lera, naia, threshold-line]
dual_lens:
smuggler: "Lera's telling me to do something about Naia. She's right."
@@ -274,7 +274,7 @@ lines:
trust: surface
situation: [shift_end]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [lera, closing]
- id: the-last-shift_d_121
@@ -284,7 +284,7 @@ lines:
trust: surface
situation: [shift_end]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [lera, closing]
- id: the-last-shift_d_122
@@ -294,7 +294,7 @@ lines:
trust: surface
situation: [shift_end]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [lera, closing]
# ==========================================
@@ -308,7 +308,7 @@ lines:
trust: surface
situation: [arrival]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [lera, greeting, generation-pass]
- id: the-last-shift_d_124
@@ -318,7 +318,7 @@ lines:
trust: surface
situation: [arrival]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [lera, greeting, generation-pass]
- id: the-last-shift_d_125
@@ -328,7 +328,7 @@ lines:
trust: surface
situation: [arrival]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [lera, greeting, newcomer, generation-pass]
- id: the-last-shift_d_126
@@ -338,7 +338,7 @@ lines:
trust: surface
situation: [arrival, routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [lera, house-rules, generation-pass]
- id: the-last-shift_d_127
@@ -348,7 +348,7 @@ lines:
trust: surface
situation: [arrival]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [lera, redirect, generation-pass]
- id: the-last-shift_d_128
@@ -358,7 +358,7 @@ lines:
trust: surface
situation: [routine, shift_end]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [lera, house-rules, generation-pass]
- id: the-last-shift_d_129
@@ -368,7 +368,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [lera, ambient, generation-pass]
- id: the-last-shift_d_130
@@ -378,5 +378,5 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [lera, ambient, generation-pass]
@@ -19,7 +19,7 @@ lines:
trust: surface
situation: [arrival]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [bar-regular, greeting]
- id: the-last-shift_d_301
@@ -29,7 +29,7 @@ lines:
trust: surface
situation: [arrival]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [bar-regular, greeting]
- id: the-last-shift_d_302
@@ -39,7 +39,7 @@ lines:
trust: surface
situation: [arrival, routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [bar-regular, greeting, drinks]
# ==========================================
@@ -53,7 +53,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine, cargo]
mood: [comfortable]
mood: [content]
tags: [bar-regular, terminal, voss]
- id: the-last-shift_d_304
@@ -63,7 +63,7 @@ lines:
trust: surface
situation: [routine]
topic: [colleague, cargo]
mood: [wary]
mood: [suspicious]
tags: [bar-regular, maret, voss, discrepancy]
dual_lens:
smuggler: "They're talking about Maret's flags as general knowledge. That's a wider problem than I thought."
@@ -76,7 +76,7 @@ lines:
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [wary]
mood: [suspicious]
tags: [bar-regular, bay-four, observation]
dual_lens:
smuggler: "They've noticed bay four. It's becoming visible. Not good."
@@ -89,7 +89,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [bar-regular, transition-window, complaint]
dual_lens:
smuggler: "The window is their biggest frustration. And their biggest frustration is the ring's biggest asset."
@@ -102,7 +102,7 @@ lines:
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [wary]
mood: [suspicious]
tags: [bar-regular, commission, audit]
dual_lens:
smuggler: "Cycle fifteen. That's the deadline. Get clean before then."
@@ -115,7 +115,7 @@ lines:
trust: surface
situation: [routine]
topic: [institution, colleague]
mood: [wary]
mood: [suspicious]
tags: [bar-regular, voss, observation]
dual_lens:
smuggler: "Voss is visible more. Is that heat from above, or is he managing something on the floor?"
@@ -132,7 +132,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [bar-regular, sports, drifters]
- id: the-last-shift_d_310
@@ -142,7 +142,7 @@ lines:
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [comfortable]
mood: [content]
tags: [bar-regular, infrastructure, grievance]
- id: the-last-shift_d_311
@@ -152,7 +152,7 @@ lines:
trust: surface
situation: [routine]
topic: [community, routine]
mood: [comfortable]
mood: [content]
tags: [bar-regular, vessels-tamm, notice]
dual_lens:
smuggler: "Vessels Tamm. Naia's surname is Tamm. Don't chase it — but don't ignore it either."
@@ -165,7 +165,7 @@ lines:
trust: surface
situation: [routine]
topic: [community, routine]
mood: [comfortable]
mood: [content]
tags: [bar-regular, clinic, community]
- id: the-last-shift_d_313
@@ -175,7 +175,7 @@ lines:
trust: surface
situation: [routine]
topic: [institution, community]
mood: [comfortable]
mood: [content]
tags: [bar-regular, lattice, economy]
dual_lens:
smuggler: "That's why the waiting list keeps growing. They're providing a service."
@@ -188,7 +188,7 @@ lines:
trust: surface
situation: [routine]
topic: [institution, community]
mood: [wary]
mood: [suspicious]
tags: [bar-regular, workers-association, voss, transition-window]
dual_lens:
smuggler: "Voss is defending the twenty-minute window against Association pressure. He's protecting the gap."
@@ -205,7 +205,7 @@ lines:
trust: surface
situation: [arrival, investigation]
topic: [routine]
mood: [wary]
mood: [suspicious]
tags: [bar-regular, detective-path, recognition]
- id: the-last-shift_d_316
@@ -215,7 +215,7 @@ lines:
trust: surface
situation: [investigation, routine]
topic: [institution, routine]
mood: [wary]
mood: [suspicious]
tags: [bar-regular, detective-path, deflection]
- id: the-last-shift_d_317
@@ -225,7 +225,7 @@ lines:
trust: surface
situation: [investigation]
topic: [routine]
mood: [wary]
mood: [suspicious]
tags: [bar-regular, detective-path, lera-redirect]
# ==========================================
@@ -239,7 +239,7 @@ lines:
trust: surface
situation: [shift_end]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [bar-regular, closing]
- id: the-last-shift_d_319
@@ -249,7 +249,7 @@ lines:
trust: surface
situation: [shift_end]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [bar-regular, closing, community]
# ==========================================
@@ -263,7 +263,7 @@ lines:
trust: surface
situation: [arrival]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [bar-regular, greeting, generation-pass]
- id: the-last-shift_d_321
@@ -273,7 +273,7 @@ lines:
trust: surface
situation: [arrival]
topic: [routine, institution]
mood: [comfortable]
mood: [content]
tags: [bar-regular, greeting, voss, generation-pass]
- id: the-last-shift_d_322
@@ -283,7 +283,7 @@ lines:
trust: surface
situation: [arrival]
topic: [routine]
mood: [tired]
mood: [frustrated]
tags: [bar-regular, greeting, generation-pass]
- id: the-last-shift_d_323
@@ -293,7 +293,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [bar-regular, sports, community, generation-pass]
- id: the-last-shift_d_324
@@ -303,7 +303,7 @@ lines:
trust: surface
situation: [routine]
topic: [institution, community]
mood: [comfortable]
mood: [content]
tags: [bar-regular, infrastructure, grievance, generation-pass]
- id: the-last-shift_d_325
@@ -313,7 +313,7 @@ lines:
trust: surface
situation: [routine]
topic: [colleague, routine]
mood: [comfortable]
mood: [content]
tags: [bar-regular, new-hire, community, generation-pass]
- id: the-last-shift_d_326
@@ -323,7 +323,7 @@ lines:
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [wary]
mood: [suspicious]
tags: [bar-regular, infrastructure, generation-pass]
- id: the-last-shift_d_327
@@ -333,7 +333,7 @@ lines:
trust: surface
situation: [routine]
topic: [colleague]
mood: [comfortable]
mood: [content]
tags: [bar-regular, kael, observation, generation-pass]
dual_lens:
smuggler: "Kael's absence is visible. Other people notice too."
@@ -346,7 +346,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [bar-regular, lera, humor, generation-pass]
- id: the-last-shift_d_329
@@ -356,5 +356,5 @@ lines:
trust: surface
situation: [shift_end]
topic: [routine, institution]
mood: [comfortable]
mood: [content]
tags: [bar-regular, closing, generation-pass]
@@ -19,7 +19,7 @@ lines:
trust: surface
situation: [arrival]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [sess, greeting]
- id: the-last-shift_d_201
@@ -29,7 +29,7 @@ lines:
trust: surface
situation: [arrival]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [sess, greeting, social]
- id: the-last-shift_d_202
@@ -39,7 +39,7 @@ lines:
trust: surface
situation: [arrival, routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [sess, greeting, drinks]
# ==========================================
@@ -53,7 +53,7 @@ lines:
trust: surface
situation: [routine]
topic: [colleague]
mood: [comfortable]
mood: [content]
tags: [sess, kael, observation]
dual_lens:
smuggler: "Sess noticed Kael's off. She's reading it as personal. She doesn't know what's underneath."
@@ -66,7 +66,7 @@ lines:
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [comfortable]
mood: [content]
tags: [sess, torek, observation]
dual_lens:
smuggler: "Torek's making friends with the staff. Not good."
@@ -79,7 +79,7 @@ lines:
trust: surface
situation: [routine]
topic: [colleague]
mood: [comfortable]
mood: [content]
tags: [sess, naia, note, observation]
dual_lens:
smuggler: "Naia left something. Lera has it. Go to Lera."
@@ -92,7 +92,7 @@ lines:
trust: surface
situation: [routine]
topic: [colleague]
mood: [comfortable]
mood: [content]
tags: [sess, ren, drifter]
- id: the-last-shift_d_207
@@ -102,7 +102,7 @@ lines:
trust: surface
situation: [routine]
topic: [colleague, routine]
mood: [comfortable]
mood: [content]
tags: [sess, tev, door, observation]
dual_lens:
smuggler: "Tev watches the door for Lera. Not for anyone else. That's the setup."
@@ -115,7 +115,7 @@ lines:
trust: surface
situation: [routine]
topic: [colleague, institution]
mood: [comfortable]
mood: [content]
tags: [sess, sera, torek, observation]
dual_lens:
smuggler: "Commission in, Commission contact out. Makes sense."
@@ -132,7 +132,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [sess, tev, sports, community]
- id: the-last-shift_d_210
@@ -142,7 +142,7 @@ lines:
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [comfortable]
mood: [content]
tags: [sess, workers-association, community]
- id: the-last-shift_d_211
@@ -152,7 +152,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [sess, ambient]
# ==========================================
@@ -166,7 +166,7 @@ lines:
trust: surface
situation: [arrival, investigation]
topic: [institution, routine]
mood: [comfortable]
mood: [content]
tags: [sess, detective-path, observation]
- id: the-last-shift_d_213
@@ -176,7 +176,7 @@ lines:
trust: surface
situation: [investigation, routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [sess, detective-path, open]
dual_lens:
smuggler: "Never encounters this line."
@@ -189,7 +189,7 @@ lines:
trust: surface
situation: [investigation]
topic: [institution, routine]
mood: [comfortable]
mood: [content]
tags: [sess, detective-path, lera-redirect]
# ==========================================
@@ -203,7 +203,7 @@ lines:
trust: surface
situation: [shift_end]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [sess, closing]
- id: the-last-shift_d_216
@@ -213,7 +213,7 @@ lines:
trust: surface
situation: [shift_end]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [sess, closing]
# ==========================================
@@ -227,7 +227,7 @@ lines:
trust: surface
situation: [arrival]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [sess, greeting, generation-pass]
- id: the-last-shift_d_218
@@ -237,7 +237,7 @@ lines:
trust: surface
situation: [arrival, routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [sess, greeting, generation-pass]
- id: the-last-shift_d_219
@@ -247,7 +247,7 @@ lines:
trust: surface
situation: [arrival]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [sess, greeting, social, generation-pass]
- id: the-last-shift_d_220
@@ -257,7 +257,7 @@ lines:
trust: surface
situation: [routine, arrival]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [sess, lera, house-rules, generation-pass]
- id: the-last-shift_d_221
@@ -267,7 +267,7 @@ lines:
trust: surface
situation: [routine]
topic: [institution, colleague]
mood: [comfortable]
mood: [content]
tags: [sess, torek, observation, generation-pass]
- id: the-last-shift_d_222
@@ -277,7 +277,7 @@ lines:
trust: surface
situation: [routine]
topic: [colleague]
mood: [comfortable]
mood: [content]
tags: [sess, ren, observation, generation-pass]
- id: the-last-shift_d_223
@@ -287,7 +287,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [sess, sports, community, generation-pass]
- id: the-last-shift_d_224
@@ -297,7 +297,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [sess, ambient, generation-pass]
- id: the-last-shift_d_225
@@ -307,5 +307,5 @@ lines:
trust: surface
situation: [shift_end, routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [sess, closing, generation-pass]
@@ -22,7 +22,7 @@ lines:
trust: surface
situation: [bar_evening, social]
topic: [money, cargo]
mood: [comfortable]
mood: [content]
tags: [ren, seems-important-but-isnt, job-seeking, night-shift]
dual_lens:
smuggler: "Someone asking about the night rotation. Probably nothing. Watch them anyway."
@@ -43,7 +43,7 @@ lines:
trust: surface
situation: [social, bar_evening]
topic: [routine, colleague]
mood: [comfortable]
mood: [content]
tags: [ren, job-seeking]
- id: the-last-shift_d_003
@@ -53,7 +53,7 @@ lines:
trust: surface
situation: [social, bar_evening]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [ren, atmospheric]
- id: the-last-shift_d_004
@@ -63,7 +63,7 @@ lines:
trust: surface
situation: [social]
topic: [personal, routine]
mood: [comfortable]
mood: [content]
tags: [ren, drifter]
- id: the-last-shift_d_005
@@ -73,7 +73,7 @@ lines:
trust: surface
situation: [bar_evening, social]
topic: [personal]
mood: [comfortable]
mood: [content]
tags: [ren, atmospheric]
- id: the-last-shift_d_006
@@ -83,7 +83,7 @@ lines:
trust: surface
situation: [social, bar_evening]
topic: [cargo, routine]
mood: [comfortable]
mood: [content]
tags: [ren, seems-important-but-isnt, job-seeking]
notes: >
Second "seems important" line. Asking about manifest deadlines sounds
@@ -18,7 +18,7 @@ lines:
access: [insider, peer]
trust: surface
situation: [bar_evening, social, arrival]
mood: [fond]
mood: [warm]
topic: [personal, colleague]
tags: [kael, greeting, phase-1]
@@ -28,7 +28,7 @@ lines:
access: [insider, peer]
trust: surface
situation: [bar_evening, social]
mood: [fond]
mood: [warm]
topic: [personal]
tags: [kael, social, phase-1]
@@ -38,7 +38,7 @@ lines:
access: [insider, peer]
trust: surface
situation: [bar_evening, social]
mood: [comfortable]
mood: [content]
topic: [colleague, routine]
tags: [kael, humor, voss, lera]
@@ -48,7 +48,7 @@ lines:
access: [insider, peer]
trust: surface
situation: [bar_evening, social]
mood: [comfortable]
mood: [content]
topic: [colleague]
tags: [kael, observational, torek]
knowledge_grant:
@@ -61,7 +61,7 @@ lines:
access: [peer]
trust: surface
situation: [bar_evening, social]
mood: [comfortable]
mood: [content]
topic: [personal]
tags: [kael, atmospheric]
@@ -71,7 +71,7 @@ lines:
access: [insider, peer]
trust: surface
situation: [bar_evening, social]
mood: [comfortable]
mood: [content]
topic: [personal, routine]
tags: [kael, casual, lera]
@@ -85,7 +85,7 @@ lines:
access: [insider, peer]
trust: surface
situation: [bar_evening, social]
mood: [fond]
mood: [warm]
topic: [personal]
tags: [kael, unprompted, naia-reference]
@@ -95,7 +95,7 @@ lines:
access: [insider, peer]
trust: surface
situation: [bar_evening, social]
mood: [fond]
mood: [warm]
topic: [personal]
tags: [kael, unprompted, naia-reference]
@@ -105,7 +105,7 @@ lines:
access: [insider]
trust: real
situation: [bar_evening, social, alone]
mood: [conflicted]
mood: [anxious]
topic: [personal, trust]
tags: [kael, naia-reference, vulnerability]
@@ -119,7 +119,7 @@ lines:
access: [insider]
trust: real
situation: [bar_evening, social]
mood: [concerned]
mood: [frustrated]
topic: [danger]
tags: [kael, ring-ops, nils]
@@ -129,7 +129,7 @@ lines:
access: [insider]
trust: real
situation: [bar_evening, social]
mood: [concerned]
mood: [frustrated]
topic: [danger, colleague]
tags: [kael, ring-ops, torek, caution]
@@ -139,7 +139,7 @@ lines:
access: [insider]
trust: real
situation: [bar_evening, social, alone]
mood: [concerned]
mood: [frustrated]
topic: [colleague, danger]
tags: [kael, ring-ops, lera, caution]
knowledge_grant:
@@ -156,7 +156,7 @@ lines:
access: [insider, peer]
trust: surface
situation: [bar_evening, social]
mood: [conflicted]
mood: [anxious]
topic: [personal]
tags: [kael, contaminated-trust, phase-5]
@@ -166,7 +166,7 @@ lines:
access: [insider]
trust: real
situation: [bar_evening, social]
mood: [conflicted]
mood: [anxious]
topic: [personal]
tags: [kael, contaminated-trust, naia-reference, phase-5]
@@ -176,6 +176,60 @@ lines:
access: [insider]
trust: surface
situation: [bar_evening, social]
mood: [worried]
mood: [anxious]
topic: [trust, personal]
tags: [kael, vulnerability, phase-5]
# ========================================
# LAYER 2 GREETING VARIANTS — D-028 Layer 2
# Ticket #170 (Sprint 15). situation: [greeting] fires on initial contact.
# Access tier + mood encode relationship history state.
# ========================================
# first_meeting: InteractionMemory.count == 0. RelationshipState: Unknown → Public access only.
- id: the-last-shift_d_016
text: "Evening. Friend of someone's, or first time at Lera's?"
role: dock-worker
access: [public]
trust: surface
situation: [greeting]
mood: [content]
topic: [personal]
tags: [kael, greeting, first-meeting, layer2]
notes: "Layer 2 greeting — first meeting at the bar. Kael is curious about a stranger but not suspicious. Off-shift, looser than at the terminal."
# established — peer/smuggler context: count >= 3, RelationshipState: Known/Friendly → Peer/Insider access.
- id: the-last-shift_d_017
text: "You made it. I was starting to think something came up."
role: dock-worker
access: [peer, insider]
trust: surface
situation: [greeting]
mood: [warm]
topic: [personal, colleague]
tags: [kael, greeting, repeat-visit, peer-tone, layer2]
notes: "Layer 2 greeting — established, bar context. Warm, they were expected. Kael was watching for them."
# established — authority/detective context: count >= 3, RelationshipState: PersonOfInterest → Authority access.
- id: the-last-shift_d_018
text: "Still in the district. Thought you'd be done by now."
role: dock-worker
access: [authority]
trust: surface
situation: [greeting]
mood: [suspicious]
topic: [routine]
tags: [kael, greeting, repeat-visit, authority-tone, layer2]
notes: "Layer 2 greeting — repeat with authority figure, bar context. Politely questioning their continued presence. The bar is supposed to be off-limits from work."
# post-confrontation: confrontation in InteractionMemory.notable_events. NPC mood shifted to suspicious/frustrated.
- id: the-last-shift_d_019
text: "You came back."
role: dock-worker
access: [peer, insider]
trust: surface
situation: [greeting]
mood: [suspicious, frustrated]
topic: [personal, trust]
tags: [kael, greeting, post-confrontation, layer2]
notes: "Layer 2 greeting — post-confrontation, bar context. Flat, loaded. Not a welcome. Three words that replace a whole conversation they both don't want to have."
@@ -15,7 +15,7 @@ lines:
access: [public]
trust: surface
situation: [bar_evening, greeting]
mood: [comfortable]
mood: [content]
topic: [personal]
tags: [pc-detective, greeting, public-tier]
@@ -15,7 +15,7 @@ lines:
access: [public]
trust: surface
situation: [bar_evening, greeting]
mood: [comfortable]
mood: [content]
topic: [personal]
tags: [pc-smuggler, greeting, public-tier]
@@ -25,7 +25,7 @@ lines:
access: [public]
trust: surface
situation: [bar_evening, social]
mood: [comfortable]
mood: [content]
topic: [routine]
tags: [pc-smuggler, social, public-tier]
@@ -39,23 +39,23 @@ lines:
# ============================================================
- id: the-last-shift_d_101
text: "There you are. Grab a seat -- Lera's doing that thing with the grain spirit again. Don't ask, just trust me and order the ale."
text: "There you are. Grab a seat Lera's doing that thing with the grain spirit again. Don't ask, just trust me and order the ale."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, social]
topic: [personal]
mood: [fond, comfortable]
mood: [warm, content]
tags: [greeting, phase-1, establishes-warmth]
- id: the-last-shift_d_102
text: "Corner booth's free. I saved it -- force of habit."
text: "Corner booth's free. I saved it force of habit."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, arrival]
topic: [personal]
mood: [fond]
mood: [warm]
tags: [greeting, phase-1, spatial-anchor]
- id: the-last-shift_d_103
@@ -65,7 +65,7 @@ lines:
trust: surface
situation: [bar_evening, social]
topic: [personal, routine]
mood: [fond, comfortable]
mood: [warm, content]
tags: [greeting, phase-1-2]
- id: the-last-shift_d_104
@@ -75,27 +75,27 @@ lines:
trust: surface
situation: [bar_evening, arrival]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [greeting, phase-2-5, repeatable]
- id: the-last-shift_d_105
text: "Good timing. Naia was here earlier -- you just missed her."
text: "Good timing. Naia was here earlier you just missed her."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, social]
topic: [colleague, personal]
mood: [comfortable]
mood: [content]
tags: [greeting, phase-2, naia-reference]
- id: the-last-shift_d_106
text: "Grab a seat. Quiet night so far -- Lera's in a good mood, which means the ale's fresh."
text: "Grab a seat. Quiet night so far Lera's in a good mood, which means the ale's fresh."
role: bar-regular
access: [peer, public]
trust: surface
situation: [bar_evening, social]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [greeting, phase-1-3]
- id: the-last-shift_d_107
@@ -105,7 +105,7 @@ lines:
trust: surface
situation: [bar_evening, arrival]
topic: [personal]
mood: [concerned]
mood: [frustrated]
tags: [greeting, phase-3-5, post-pattern, shorter]
- id: the-last-shift_d_108
@@ -115,7 +115,7 @@ lines:
trust: surface
situation: [bar_evening, arrival]
topic: [routine, personal]
mood: [comfortable]
mood: [content]
tags: [greeting, phase-2-3]
# ============================================================
@@ -130,17 +130,17 @@ lines:
trust: surface
situation: [bar_evening, social]
topic: [routine, colleague]
mood: [comfortable]
mood: [content]
tags: [orientation, district-background]
- id: the-last-shift_d_111
text: "See the card game in the corner? That's Harek's table. Security officer, off-duty. Harmless -- just loud."
text: "See the card game in the corner? That's Harek's table. Security officer, off-duty. Harmless just loud."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, social]
topic: [colleague]
mood: [comfortable]
mood: [content]
tags: [orientation, npc-introduction]
- id: the-last-shift_d_112
@@ -150,7 +150,7 @@ lines:
trust: surface
situation: [bar_evening, social]
topic: [routine, colleague]
mood: [comfortable]
mood: [content]
tags: [orientation, district-background]
- id: the-last-shift_d_113
@@ -160,7 +160,7 @@ lines:
trust: surface
situation: [social]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [setting-atmosphere]
- id: the-last-shift_d_114
@@ -170,7 +170,7 @@ lines:
trust: surface
situation: [social]
topic: [routine, institution]
mood: [comfortable]
mood: [content]
tags: [self-introduction, institutional-background]
- id: the-last-shift_d_115
@@ -180,27 +180,27 @@ lines:
trust: surface
situation: [social]
topic: [personal, institution]
mood: [comfortable]
mood: [content]
tags: [backstory, phase-1]
- id: the-last-shift_d_116
text: "Lera remembers every regular's order. Eighteen years of that. Don't ask how she does it -- she'll just pour you one and prove it."
text: "Lera remembers every regular's order. Eighteen years of that. Don't ask how she does it she'll just pour you one and prove it."
role: bar-regular
access: [peer, public]
trust: surface
situation: [bar_evening, social]
topic: [colleague]
mood: [fond]
mood: [warm]
tags: [community-texture]
- id: the-last-shift_d_117
text: "The shift crowd clears out by 19:00. After that it's just us -- regulars, a few stragglers. The good hours."
text: "The shift crowd clears out by 19:00. After that it's just us regulars, a few stragglers. The good hours."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [setting-atmosphere, routine]
- id: the-last-shift_d_118
@@ -210,7 +210,7 @@ lines:
trust: surface
situation: [social]
topic: [personal]
mood: [comfortable]
mood: [content]
tags: [setting-detail, phase-1]
- id: the-last-shift_d_119
@@ -220,7 +220,7 @@ lines:
trust: surface
situation: [social, bar_evening]
topic: [personal]
mood: [comfortable]
mood: [content]
tags: [spatial-anchor, character-detail]
# ============================================================
@@ -233,33 +233,33 @@ lines:
# --- Surface trust ---
- id: the-last-shift_d_120
text: "The Commission runs maintenance checks quarterly. I handle the field side -- equipment calibration, relay diagnostics. Standard."
text: "The Commission runs maintenance checks quarterly. I handle the field side equipment calibration, relay diagnostics. Standard."
role: bar-regular
access: [peer, authority]
trust: surface
situation: [social]
topic: [institution, routine]
mood: [comfortable]
mood: [content]
tags: [institutional-background]
- id: the-last-shift_d_121
text: "Naia teaches the station kids. Primary education, mostly. She's good at it -- patient. The kids adore her."
text: "Naia teaches the station kids. Primary education, mostly. She's good at it patient. The kids adore her."
role: bar-regular
access: [peer]
trust: surface
situation: [social, bar_evening]
topic: [colleague, personal]
mood: [fond]
mood: [warm]
tags: [naia-reference, phase-2]
- id: the-last-shift_d_122
text: "The district runs on freight. Terminal handles most of it -- container processing, manifest filing. Bread and butter."
text: "The district runs on freight. Terminal handles most of it container processing, manifest filing. Bread and butter."
role: bar-regular
access: [peer, public]
trust: surface
situation: [social]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [district-context]
- id: the-last-shift_d_123
@@ -269,7 +269,7 @@ lines:
trust: surface
situation: [social, investigation]
topic: [colleague, institution]
mood: [comfortable]
mood: [content]
tags: [deflection-surface, distance-from-hub]
- id: the-last-shift_d_124
@@ -279,7 +279,7 @@ lines:
trust: surface
situation: [social]
topic: [colleague, personal]
mood: [comfortable]
mood: [content]
tags: [community-framing]
- id: the-last-shift_d_125
@@ -289,19 +289,19 @@ lines:
trust: surface
situation: [social]
topic: [institution]
mood: [comfortable]
mood: [content]
tags: [information-offer, phase-2, overcompensation-seed]
# --- Real trust ---
- id: the-last-shift_d_130
text: "Naia's been worried lately. About Kael -- her partner. He's a dock worker at the Terminal. Late nights, evasive answers. She confided in me."
text: "Naia's been worried lately. About Kael her partner. He's a dock worker at the Terminal. Late nights, evasive answers. She confided in me."
role: bar-regular
access: [peer]
trust: real
situation: [social, bar_evening]
topic: [colleague, personal, trust]
mood: [concerned]
mood: [frustrated]
tags: [naia-kael-link, phase-2, critical-information]
knowledge_grant:
fact_id: "relationship.kael_naia_connection"
@@ -314,7 +314,7 @@ lines:
trust: real
situation: [social]
topic: [institution, investigation]
mood: [analytical]
mood: [focused]
tags: [institutional-access, phase-2-3, self-incriminating-hint]
- id: the-last-shift_d_132
@@ -324,7 +324,7 @@ lines:
trust: real
situation: [social, bar_evening]
topic: [personal, trust]
mood: [concerned, conflicted]
mood: [frustrated, anxious]
tags: [motivation-reveal, phase-2-3]
- id: the-last-shift_d_133
@@ -334,7 +334,7 @@ lines:
trust: real
situation: [social]
topic: [institution, investigation]
mood: [analytical]
mood: [focused]
tags: [institutional-capability, overcompensation, phase-3-4]
knowledge_grant:
fact_id: "investigation.manifest_discrepancy"
@@ -347,7 +347,7 @@ lines:
trust: real
situation: [social]
topic: [institution, personal]
mood: [analytical]
mood: [focused]
tags: [self-awareness, capability-reveal]
- id: the-last-shift_d_135
@@ -357,7 +357,7 @@ lines:
trust: real
situation: [social, investigation]
topic: [trust]
mood: [conflicted]
mood: [anxious]
tags: [deflection-real-tier, phase-4, the-lie]
- id: the-last-shift_d_136
@@ -367,19 +367,19 @@ lines:
trust: real
situation: [bar_evening, social]
topic: [money, personal]
mood: [conflicted]
mood: [anxious]
tags: [moral-position, community-loyalty]
# --- Secret trust ---
- id: the-last-shift_d_140
text: "I ran a compliance check. Unauthorized. Six weeks ago. Naia was so worried about Kael -- I thought I could help. I found manifest discrepancies tied to his shifts."
text: "I ran a compliance check. Unauthorized. Six weeks ago. Naia was so worried about Kael I thought I could help. I found manifest discrepancies tied to his shifts."
role: bar-regular
access: [peer]
trust: secret
situation: [alone, social]
topic: [investigation, trust, personal]
mood: [conflicted]
mood: [anxious]
tags: [confession, phase-5, critical-reveal]
knowledge_grant:
fact_id: "investigation.manifest_discrepancy"
@@ -392,30 +392,30 @@ lines:
trust: secret
situation: [alone, social]
topic: [personal, trust, institution]
mood: [conflicted]
mood: [anxious]
tags: [motivation-confession, phase-5]
- id: the-last-shift_d_142
text: "The irregularities correlate with Torek Lintar's inspection shifts. That's why I can't -- I can't be near him. He doesn't know I know."
text: "The irregularities correlate with Torek Lintar's inspection shifts. That's why I can't I can't be near him. He doesn't know I know."
role: bar-regular
access: [peer]
trust: secret
situation: [alone]
topic: [investigation, danger]
mood: [worried, conflicted]
mood: [anxious]
tags: [torek-link, avoidance-explanation, phase-5]
knowledge_grant:
fact_id: "investigation.shift_mismatch"
confidence: "knows_details"
- id: the-last-shift_d_143
text: "I don't know what you're looking for. I told you everything I know. If you're asking whether I'm hiding something -- I'm a field tech, not an analyst."
text: "I don't know what you're looking for. I told you everything I know. If you're asking whether I'm hiding something I'm a field tech, not an analyst."
role: bar-regular
access: [peer, authority]
trust: secret
situation: [investigation, confrontation]
topic: [trust, investigation]
mood: [suspicious, conflicted]
mood: [suspicious, anxious]
tags: [denial-under-pressure, phase-4-5, the-wall]
- id: the-last-shift_d_144
@@ -425,7 +425,7 @@ lines:
trust: secret
situation: [alone, social]
topic: [trust, personal]
mood: [conflicted]
mood: [anxious]
tags: [retrospective-confession, phase-5, emotional-payload]
# ============================================================
@@ -435,36 +435,36 @@ lines:
# ============================================================
- id: the-last-shift_d_150
text: "Oh -- before I forget. The dock scheduler, Maret? She's sharp. If you need freight records context, she's the one to ask."
text: "Oh before I forget. The dock scheduler, Maret? She's sharp. If you need freight records context, she's the one to ask."
role: bar-regular
access: [peer]
trust: surface
situation: [social, bar_evening]
topic: [colleague, investigation]
mood: [comfortable]
mood: [content]
tags: [unprompted, genuine-help, phase-1-2]
knowledge_grant:
fact_id: "relationship.trust_network"
confidence: "suspects"
- id: the-last-shift_d_151
text: "I checked the relay calibration logs for the Terminal this morning. Nothing flagged. But the data throughput was higher than standard -- more manifests processed than usual."
text: "I checked the relay calibration logs for the Terminal this morning. Nothing flagged. But the data throughput was higher than standard more manifests processed than usual."
role: bar-regular
access: [peer, authority]
trust: real
situation: [social]
topic: [institution, cargo]
mood: [analytical]
mood: [focused]
tags: [unprompted, overcompensation, phase-3-4]
- id: the-last-shift_d_152
text: "I asked around -- quietly -- about the shift rotation schedule. Voss has been adjusting it more than usual this cycle. Might mean nothing."
text: "I asked around quietly about the shift rotation schedule. Voss has been adjusting it more than usual this cycle. Might mean nothing."
role: bar-regular
access: [peer]
trust: real
situation: [social, bar_evening]
topic: [routine, investigation]
mood: [analytical, concerned]
mood: [focused, frustrated]
tags: [unprompted, overcompensation, phase-3-4]
- id: the-last-shift_d_153
@@ -474,7 +474,7 @@ lines:
trust: real
situation: [social]
topic: [institution, investigation]
mood: [comfortable]
mood: [content]
tags: [unprompted, information-offer, overcompensation, phase-3-5]
- id: the-last-shift_d_154
@@ -484,20 +484,20 @@ lines:
trust: real
situation: [social, bar_evening]
topic: [personal, colleague]
mood: [concerned]
mood: [frustrated]
tags: [unprompted, naia-worry, phase-2-3]
knowledge_grant:
fact_id: "relationship.kael_naia_connection"
confidence: "knows_details"
- id: the-last-shift_d_155
text: "You should know -- Lera watches out for her regulars. If people have been asking about you, she'd know. She just won't volunteer it."
text: "You should know Lera watches out for her regulars. If people have been asking about you, she'd know. She just won't volunteer it."
role: bar-regular
access: [peer]
trust: real
situation: [social, bar_evening]
topic: [colleague, trust, danger]
mood: [concerned]
mood: [frustrated]
tags: [unprompted, genuine-help, phase-2-3]
# ============================================================
@@ -506,67 +506,67 @@ lines:
# ============================================================
- id: the-last-shift_d_160
text: "Actually, I should head out. Early shift tomorrow -- calibration rounds start at 07:30."
text: "Actually, I should head out. Early shift tomorrow calibration rounds start at 07:30."
role: bar-regular
access: [peer, public]
trust: surface
situation: [bar_evening]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [avoidance-excuse-1, torek-trigger, phase-3]
- id: the-last-shift_d_161
text: "Sorry -- headache coming on. Station air does that sometimes. I'll catch you tomorrow."
text: "Sorry headache coming on. Station air does that sometimes. I'll catch you tomorrow."
role: bar-regular
access: [peer, public]
trust: surface
situation: [bar_evening]
topic: [personal]
mood: [comfortable]
mood: [content]
tags: [avoidance-excuse-2, torek-trigger, phase-3]
- id: the-last-shift_d_162
text: "I need to check something at the Commission kiosk. Forgot to file a diagnostic report. I'll be quick -- or not. You know how the system is."
text: "I need to check something at the Commission kiosk. Forgot to file a diagnostic report. I'll be quick or not. You know how the system is."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening]
topic: [institution, routine]
mood: [comfortable]
mood: [content]
tags: [avoidance-excuse-3, torek-trigger, phase-3]
- id: the-last-shift_d_163
text: "Torek? He's just loud. I don't love loud drunks. Nothing personal -- I just like a quieter evening."
text: "Torek? He's just loud. I don't love loud drunks. Nothing personal I just like a quieter evening."
role: bar-regular
access: [peer]
trust: surface
situation: [social, investigation]
topic: [colleague]
mood: [comfortable]
mood: [content]
tags: [torek-deflection, phase-4, the-deflection]
- id: the-last-shift_d_164
text: "Manifests? I wouldn't know -- I'm on the equipment side, not the freight side. Different department entirely."
text: "Manifests? I wouldn't know I'm on the equipment side, not the freight side. Different department entirely."
role: bar-regular
access: [peer, authority]
trust: surface
situation: [investigation, social]
topic: [cargo, institution]
mood: [comfortable]
mood: [content]
tags: [topic-deflection, cargo-avoidance, phase-3-5]
- id: the-last-shift_d_165
text: "Anyway -- did you try the ale? Lera got a new supply run in. Much better than last week's batch."
text: "Anyway did you try the ale? Lera got a new supply run in. Much better than last week's batch."
role: bar-regular
access: [peer]
trust: surface
situation: [social, bar_evening]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [redirect, warmth-recovery, phase-4]
- id: the-last-shift_d_166
text: "I'm just a field tech. I maintain equipment. I don't track people or shipments -- that's your department."
text: "I'm just a field tech. I maintain equipment. I don't track people or shipments that's your department."
role: bar-regular
access: [peer, authority]
trust: surface
@@ -576,13 +576,13 @@ lines:
tags: [deflection-firm, phase-4-5, the-wall]
- id: the-last-shift_d_167
text: "Let's talk about something else. How's the investigation going -- generally? Making progress?"
text: "Let's talk about something else. How's the investigation going generally? Making progress?"
role: bar-regular
access: [peer]
trust: real
situation: [social, investigation]
topic: [investigation, trust]
mood: [conflicted]
mood: [anxious]
tags: [redirect-to-detective, controlled-recovery, phase-4]
# ============================================================
@@ -598,7 +598,7 @@ lines:
trust: surface
situation: [bar_evening, arrival]
topic: [personal]
mood: [fond]
mood: [warm]
tags: [post-discovery, surface-warmth, phase-5]
- id: the-last-shift_d_171
@@ -608,7 +608,7 @@ lines:
trust: real
situation: [social]
topic: [institution]
mood: [comfortable]
mood: [content]
tags: [post-discovery, overcompensation, phase-5]
- id: the-last-shift_d_172
@@ -618,7 +618,7 @@ lines:
trust: surface
situation: [bar_evening, social]
topic: [personal, investigation]
mood: [concerned]
mood: [frustrated]
tags: [post-discovery, awareness, phase-5]
- id: the-last-shift_d_173
@@ -628,15 +628,74 @@ lines:
trust: real
situation: [social]
topic: [trust, personal]
mood: [fond, conflicted]
mood: [warm, anxious]
tags: [post-discovery, genuine-but-contaminated, phase-5]
- id: the-last-shift_d_174
text: "If there's anything I can help with -- anything at all -- you just ask. You know that."
text: "If there's anything I can help with anything at all you just ask. You know that."
role: bar-regular
access: [peer]
trust: real
situation: [social, bar_evening]
topic: [trust, personal]
mood: [fond, concerned]
mood: [warm, frustrated]
tags: [post-discovery, overcompensation, phase-5, closing-line]
# ============================================================
# LAYER 2 GREETING VARIANTS — D-028 Layer 2
# Ticket #170 (Sprint 15). situation: [greeting] fires on initial contact.
# Access tier + mood encode relationship history state.
# Sera is THE FRIEND for the detective. Warm, observant, bar anchor.
# ============================================================
# first_meeting (detective path): RelationshipState Unknown → Public/Authority access.
# Sera clocks them as Commission immediately. Makes them welcome anyway.
- id: the-last-shift_d_175
text: "Commission? Don't worry, I don't bite. I'm Sera. Corner booth's better — you can see the whole room."
role: bar-regular
access: [public, authority]
trust: surface
situation: [greeting]
mood: [warm]
topic: [personal, institution]
tags: [sera, greeting, first-meeting, detective-path, layer2]
notes: "Layer 2 greeting — first meeting, detective path. Sera reads the institutional marking immediately and disarms it. Corner booth tip is genuine — Sera always notices the useful details."
# established (detective path): count >= 3, RelationshipState: Known/Friendly → Peer access.
# Warmer, more personal. Sera has been waiting for them.
- id: the-last-shift_d_176
text: "I was hoping you'd come in. Saved the corner booth. How'd today go?"
role: bar-regular
access: [peer]
trust: surface
situation: [greeting]
mood: [warm]
topic: [personal, investigation]
tags: [sera, greeting, repeat-visit, detective-path, layer2]
notes: "Layer 2 greeting — established, detective path. Personal, invested. Sera asks about their day the way a friend does — not just small talk."
# first_meeting (smuggler path): smuggler is dock crew, Sera knows the district crowd.
# Peer/insider access from the start — Sera has social network, not institutional distance.
- id: the-last-shift_d_177
text: "Terminal crew? Grab a seat. Kael usually sits in the back if you're looking for him."
role: bar-regular
access: [peer, insider]
trust: surface
situation: [greeting]
mood: [content]
topic: [colleague, personal]
tags: [sera, greeting, first-meeting, smuggler-path, layer2]
notes: "Layer 2 greeting — first meeting, smuggler path. Sera recognizes dock crew on sight and extends the social network. Mentioning Kael is casual intel — she knows everyone's connections."
# post-confrontation: confrontation logged. Sera's surface warmth is present but qualified.
# She doesn't know where they stand. The welcome is real but uncertain.
- id: the-last-shift_d_178
text: "You're back. I wasn't sure you would be."
role: bar-regular
access: [peer]
trust: surface
situation: [greeting]
mood: [anxious, suspicious]
topic: [personal, trust]
tags: [sera, greeting, post-confrontation, layer2]
notes: "Layer 2 greeting — post-confrontation. Sera's warmth is genuine but the relief is complicated. She genuinely didn't know if they'd come back. The relationship is still there but it's been stressed."
@@ -20,7 +20,7 @@ lines:
trust: surface
situation: [arrival, routine]
topic: [routine, cargo]
mood: [comfortable]
mood: [content]
tags: [renn, greeting, operational]
- id: the-terminal_d_501
@@ -30,7 +30,7 @@ lines:
trust: surface
situation: [arrival, routine]
topic: [routine, cargo]
mood: [comfortable]
mood: [content]
tags: [renn, greeting, procedural]
- id: the-terminal_d_502
@@ -40,7 +40,7 @@ lines:
trust: surface
situation: [arrival, shift_start]
topic: [routine, cargo]
mood: [comfortable]
mood: [content]
tags: [renn, greeting, cargo]
# ==========================================
@@ -54,7 +54,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [renn, operational, brief]
- id: the-terminal_d_504
@@ -64,7 +64,7 @@ lines:
trust: surface
situation: [routine, investigation]
topic: [routine, cargo]
mood: [comfortable]
mood: [content]
tags: [renn, procedural, documentation]
- id: the-terminal_d_505
@@ -74,7 +74,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine, cargo]
mood: [comfortable]
mood: [content]
tags: [renn, operational]
- id: the-terminal_d_506
@@ -84,7 +84,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [renn, operational]
dual_lens:
smuggler: "Clean phrase. Public-safe. He'd say it either way."
@@ -154,7 +154,7 @@ lines:
trust: surface
situation: [investigation, routine]
topic: [institution, cargo]
mood: [comfortable]
mood: [content]
tags: [renn, detective-path, procedural]
- id: the-terminal_d_512
@@ -164,7 +164,7 @@ lines:
trust: surface
situation: [investigation]
topic: [cargo, institution]
mood: [comfortable]
mood: [content]
tags: [renn, detective-path, deflection]
dual_lens:
smuggler: "That's the answer. Clean and correct."
@@ -177,7 +177,7 @@ lines:
trust: surface
situation: [investigation, confrontation]
topic: [cargo, institution]
mood: [comfortable]
mood: [content]
tags: [renn, detective-path, authority-assertion]
# ==========================================
@@ -191,7 +191,7 @@ lines:
trust: surface
situation: [shift_end, routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [renn, closing]
- id: the-terminal_d_515
@@ -201,7 +201,7 @@ lines:
trust: surface
situation: [shift_end]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [renn, closing]
# ==========================================
@@ -215,7 +215,7 @@ lines:
trust: surface
situation: [arrival, routine]
topic: [routine, cargo]
mood: [comfortable]
mood: [content]
tags: [renn, greeting, generation-pass]
- id: the-terminal_d_517
@@ -225,7 +225,7 @@ lines:
trust: surface
situation: [arrival, routine]
topic: [routine, cargo]
mood: [comfortable]
mood: [content]
tags: [renn, greeting, procedural, generation-pass]
- id: the-terminal_d_518
@@ -235,7 +235,7 @@ lines:
trust: surface
situation: [arrival, routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [renn, delay, generation-pass]
- id: the-terminal_d_519
@@ -245,7 +245,7 @@ lines:
trust: surface
situation: [routine, investigation]
topic: [routine, cargo]
mood: [comfortable]
mood: [content]
tags: [renn, procedural, generation-pass]
- id: the-terminal_d_520
@@ -255,7 +255,7 @@ lines:
trust: surface
situation: [arrival, routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [renn, operational, generation-pass]
- id: the-terminal_d_521
@@ -265,5 +265,5 @@ lines:
trust: surface
situation: [shift_end, routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [renn, closing, generation-pass]
@@ -19,7 +19,7 @@ lines:
trust: surface
situation: [shift_start, arrival]
topic: [routine, cargo]
mood: [comfortable]
mood: [content]
tags: [dock-worker, greeting]
- id: the-terminal_d_201
@@ -29,7 +29,7 @@ lines:
trust: surface
situation: [arrival, shift_start]
topic: [routine]
mood: [tired]
mood: [frustrated]
tags: [dock-worker, greeting]
- id: the-terminal_d_202
@@ -39,7 +39,7 @@ lines:
trust: surface
situation: [arrival, shift_start]
topic: [institution, routine]
mood: [wary]
mood: [suspicious]
tags: [dock-worker, voss, caution]
dual_lens:
smuggler: "Voss is in early. If the schedule's tight, the window shifts. Check it."
@@ -56,7 +56,7 @@ lines:
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [comfortable]
mood: [content]
tags: [dock-worker, bay-four, procedural]
dual_lens:
smuggler: "He doesn't know what's in it. Just annoyed at the backup."
@@ -69,7 +69,7 @@ lines:
trust: surface
situation: [routine, shift_start]
topic: [cargo, routine]
mood: [comfortable]
mood: [content]
tags: [dock-worker, manifest]
- id: the-terminal_d_205
@@ -79,7 +79,7 @@ lines:
trust: surface
situation: [routine]
topic: [colleague, routine]
mood: [wary]
mood: [suspicious]
tags: [dock-worker, maret, observation]
dual_lens:
smuggler: "Maret reviewing something. If she flags a discrepancy, Voss'll sit on it. He always does."
@@ -92,7 +92,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine, colleague]
mood: [comfortable]
mood: [content]
tags: [dock-worker, drin, inspection]
dual_lens:
smuggler: "Drin on six while bay four stays held. Scheduled or arranged?"
@@ -105,7 +105,7 @@ lines:
trust: surface
situation: [shift_transition, routine]
topic: [institution, routine]
mood: [wary]
mood: [suspicious]
tags: [dock-worker, commission, transition-window]
dual_lens:
smuggler: "Commission presence during transition. Window's compromised."
@@ -118,7 +118,7 @@ lines:
trust: surface
situation: [routine, shift_start]
topic: [colleague, routine]
mood: [comfortable]
mood: [content]
tags: [dock-worker, pael, community]
- id: the-terminal_d_209
@@ -128,7 +128,7 @@ lines:
trust: surface
situation: [routine]
topic: [cargo, colleague]
mood: [wary]
mood: [suspicious]
tags: [dock-worker, maret, voss, discrepancy]
dual_lens:
smuggler: "Forty kilos. Maret flagged it. Voss buried it. Same as last time."
@@ -144,7 +144,7 @@ lines:
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [wary]
mood: [suspicious]
tags: [dock-worker, c4-storage, observation]
dual_lens:
smuggler: "C-4's getting casual attention. Note it."
@@ -161,7 +161,7 @@ lines:
trust: surface
situation: [shift_end, routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [dock-worker, social, the-last-shift]
- id: the-terminal_d_212
@@ -171,7 +171,7 @@ lines:
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [comfortable]
mood: [content]
tags: [dock-worker, workers-association, community]
- id: the-terminal_d_213
@@ -181,7 +181,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [dock-worker, social, pael]
# ==========================================
@@ -195,7 +195,7 @@ lines:
trust: surface
situation: [investigation, routine]
topic: [institution, routine]
mood: [wary]
mood: [suspicious]
tags: [dock-worker, detective-path, redirect]
- id: the-terminal_d_215
@@ -205,7 +205,7 @@ lines:
trust: surface
situation: [investigation, confrontation]
topic: [institution, routine]
mood: [wary]
mood: [suspicious]
tags: [dock-worker, detective-path, deflection]
- id: the-terminal_d_216
@@ -215,7 +215,7 @@ lines:
trust: surface
situation: [investigation]
topic: [institution, routine]
mood: [wary]
mood: [suspicious]
tags: [dock-worker, detective-path, voss, redirect]
# ==========================================
@@ -229,7 +229,7 @@ lines:
trust: real
situation: [routine]
topic: [colleague]
mood: [wary]
mood: [suspicious]
tags: [dock-worker, maret, peer-candor]
dual_lens:
smuggler: "Maret's not going to drop it. That's the problem."
@@ -242,7 +242,7 @@ lines:
trust: real
situation: [routine]
topic: [institution, colleague]
mood: [wary]
mood: [suspicious]
tags: [dock-worker, voss, peer-candor]
dual_lens:
smuggler: "He suspects Voss is shaving something. Doesn't know what. Doesn't want to."
@@ -259,7 +259,7 @@ lines:
trust: surface
situation: [shift_end]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [dock-worker, closing]
- id: the-terminal_d_220
@@ -269,7 +269,7 @@ lines:
trust: surface
situation: [shift_end, shift_transition]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [dock-worker, closing]
# ==========================================
@@ -283,7 +283,7 @@ lines:
trust: surface
situation: [arrival, shift_start]
topic: [routine, cargo]
mood: [comfortable]
mood: [content]
tags: [dock-worker, greeting, generation-pass]
- id: the-terminal_d_222
@@ -293,7 +293,7 @@ lines:
trust: surface
situation: [arrival, shift_start]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [dock-worker, station, generation-pass]
- id: the-terminal_d_223
@@ -303,7 +303,7 @@ lines:
trust: surface
situation: [routine, shift_start]
topic: [colleague, routine]
mood: [comfortable]
mood: [content]
tags: [dock-worker, pael, generation-pass]
- id: the-terminal_d_224
@@ -313,7 +313,7 @@ lines:
trust: surface
situation: [shift_start, routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [dock-worker, social, generation-pass]
- id: the-terminal_d_225
@@ -323,7 +323,7 @@ lines:
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [comfortable]
mood: [content]
tags: [dock-worker, scan-hold, generation-pass]
- id: the-terminal_d_226
@@ -333,7 +333,7 @@ lines:
trust: surface
situation: [routine]
topic: [colleague, routine]
mood: [comfortable]
mood: [content]
tags: [dock-worker, new-hire, generation-pass]
- id: the-terminal_d_227
@@ -343,7 +343,7 @@ lines:
trust: surface
situation: [shift_transition]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [dock-worker, handoff, generation-pass]
- id: the-terminal_d_228
@@ -353,7 +353,7 @@ lines:
trust: surface
situation: [routine, shift_start]
topic: [routine, cargo]
mood: [wary]
mood: [suspicious]
tags: [dock-worker, span-gate, generation-pass]
- id: the-terminal_d_229
@@ -363,7 +363,7 @@ lines:
trust: surface
situation: [shift_start, routine]
topic: [colleague, routine]
mood: [tired]
mood: [frustrated]
tags: [dock-worker, staffing, generation-pass]
- id: the-terminal_d_230
@@ -373,7 +373,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine, colleague]
mood: [comfortable]
mood: [content]
tags: [dock-worker, pael, humor, generation-pass]
- id: the-terminal_d_231
@@ -383,7 +383,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [dock-worker, overtime, generation-pass]
- id: the-terminal_d_232
@@ -393,5 +393,5 @@ lines:
trust: surface
situation: [shift_end]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [dock-worker, closing, generation-pass]
@@ -18,7 +18,7 @@ lines:
access: [insider, peer]
trust: surface
situation: [arrival, shift_start]
mood: [fond]
mood: [warm]
topic: [colleague]
tags: [kael, greeting, phase-1]
@@ -28,7 +28,7 @@ lines:
access: [insider, peer]
trust: surface
situation: [shift_start]
mood: [comfortable]
mood: [content]
topic: [routine]
tags: [kael, greeting, phase-1]
@@ -38,7 +38,7 @@ lines:
access: [insider, peer]
trust: surface
situation: [shift_start]
mood: [comfortable]
mood: [content]
topic: [colleague, routine]
tags: [kael, greeting, humor]
@@ -48,7 +48,7 @@ lines:
access: [insider, peer]
trust: surface
situation: [shift_start, social]
mood: [fond]
mood: [warm]
topic: [colleague]
tags: [kael, greeting, phase-1]
@@ -58,7 +58,7 @@ lines:
access: [peer]
trust: surface
situation: [arrival, social]
mood: [comfortable]
mood: [content]
topic: [personal]
tags: [kael, greeting, casual]
@@ -69,7 +69,7 @@ lines:
access: [public, authority]
trust: surface
situation: [arrival]
mood: [comfortable]
mood: [content]
topic: [routine]
tags: [kael, greeting, outsider]
@@ -83,7 +83,7 @@ lines:
access: [insider, peer]
trust: surface
situation: [routine, shift_start]
mood: [comfortable]
mood: [content]
topic: [routine, cargo]
tags: [kael, operational]
@@ -93,7 +93,7 @@ lines:
access: [public, peer]
trust: surface
situation: [routine]
mood: [comfortable]
mood: [content]
topic: [cargo, routine]
tags: [kael, operational]
knowledge_grant:
@@ -106,7 +106,7 @@ lines:
access: [insider, peer]
trust: surface
situation: [shift_start]
mood: [comfortable]
mood: [content]
topic: [routine]
tags: [kael, humor]
@@ -116,7 +116,7 @@ lines:
access: [public, peer]
trust: surface
situation: [routine]
mood: [comfortable]
mood: [content]
topic: [routine]
tags: [kael, environmental]
@@ -126,7 +126,7 @@ lines:
access: [insider, peer]
trust: surface
situation: [routine]
mood: [comfortable]
mood: [content]
topic: [cargo, colleague]
tags: [kael, operational, maret]
@@ -136,7 +136,7 @@ lines:
access: [insider, peer]
trust: surface
situation: [shift_end, shift_transition]
mood: [comfortable]
mood: [content]
topic: [routine]
tags: [kael, operational]
@@ -146,7 +146,7 @@ lines:
access: [insider, peer]
trust: surface
situation: [social, routine]
mood: [fond]
mood: [warm]
topic: [personal]
tags: [kael, naia-reference, casual]
@@ -156,6 +156,7 @@ lines:
access: [public, peer]
trust: surface
situation: [routine, social]
mood: [content]
topic: [colleague]
tags: [kael, observational]
@@ -199,7 +200,7 @@ lines:
access: [insider]
trust: real
situation: [routine]
mood: [comfortable]
mood: [content]
topic: [cargo]
tags: [kael, ring-ops, maret, phase-2]
@@ -209,7 +210,7 @@ lines:
access: [insider]
trust: real
situation: [social]
mood: [concerned]
mood: [frustrated]
topic: [danger, trust]
tags: [kael, ring-ops, nils, tension, phase-2]
@@ -219,6 +220,7 @@ lines:
access: [insider]
trust: real
situation: [routine]
mood: [content]
topic: [colleague]
tags: [kael, ring-ops, drin, phase-2]
knowledge_grant:
@@ -231,7 +233,7 @@ lines:
access: [insider]
trust: real
situation: [routine, social]
mood: [worried]
mood: [anxious]
topic: [colleague, danger]
tags: [kael, ring-ops, maret, caution, phase-2]
@@ -241,7 +243,7 @@ lines:
access: [insider]
trust: real
situation: [shift_transition]
mood: [concerned]
mood: [frustrated]
topic: [cargo, danger]
tags: [kael, ring-ops, contraband, phase-2]
@@ -255,7 +257,7 @@ lines:
access: [insider]
trust: secret
situation: [social, alone]
mood: [conflicted]
mood: [anxious]
topic: [trust, personal]
tags: [kael, vulnerability, friend-arc]
@@ -265,7 +267,7 @@ lines:
access: [insider]
trust: secret
situation: [social, alone]
mood: [conflicted]
mood: [anxious]
topic: [personal, trust]
tags: [kael, naia-reference, vulnerability]
@@ -275,7 +277,7 @@ lines:
access: [insider]
trust: secret
situation: [alone]
mood: [worried]
mood: [anxious]
topic: [personal, trust]
tags: [kael, naia-reference, vulnerability, friend-arc]
@@ -289,7 +291,7 @@ lines:
access: [insider, peer]
trust: surface
situation: [shift_start]
mood: [concerned]
mood: [frustrated]
topic: [colleague, danger]
tags: [kael, unprompted, warning]
@@ -299,7 +301,7 @@ lines:
access: [insider, peer]
trust: surface
situation: [shift_end, social]
mood: [fond]
mood: [warm]
topic: [personal, colleague]
tags: [kael, unprompted, social]
@@ -309,7 +311,7 @@ lines:
access: [insider]
trust: real
situation: [social]
mood: [worried]
mood: [anxious]
topic: [danger, colleague]
tags: [kael, unprompted, torek, caution]
@@ -323,7 +325,7 @@ lines:
access: [insider, peer]
trust: surface
situation: [confrontation, social]
mood: [concerned]
mood: [frustrated]
topic: [personal]
tags: [kael, deflection, phase-4]
@@ -333,7 +335,7 @@ lines:
access: [insider, peer]
trust: surface
situation: [confrontation]
mood: [concerned]
mood: [frustrated]
topic: [personal, trust]
tags: [kael, deflection, phase-4]
@@ -343,7 +345,7 @@ lines:
access: [insider, peer]
trust: surface
situation: [confrontation]
mood: [concerned]
mood: [frustrated]
topic: [routine]
tags: [kael, deflection, lying, phase-4]
@@ -353,7 +355,7 @@ lines:
access: [insider, peer]
trust: surface
situation: [confrontation, shift_start]
mood: [concerned]
mood: [frustrated]
topic: [routine, trust]
tags: [kael, deflection, subject-change, phase-4]
@@ -363,7 +365,7 @@ lines:
access: [insider]
trust: surface
situation: [confrontation]
mood: [concerned]
mood: [frustrated]
topic: [danger]
tags: [kael, deflection, phase-4]
@@ -378,7 +380,7 @@ lines:
access: [insider]
trust: real
situation: [confrontation, alone]
mood: [conflicted]
mood: [anxious]
topic: [trust, personal]
tags: [kael, confession-path, phase-5]
@@ -389,7 +391,7 @@ lines:
access: [insider]
trust: surface
situation: [confrontation]
mood: [concerned]
mood: [frustrated]
topic: [danger, trust]
tags: [kael, hostile-path, phase-5]
@@ -400,7 +402,7 @@ lines:
access: [insider]
trust: secret
situation: [confrontation, alone]
mood: [conflicted]
mood: [anxious]
topic: [personal, trust]
tags: [kael, confession, naia-reference, phase-5]
@@ -422,3 +424,57 @@ lines:
situation: [confrontation, investigation]
topic: [colleague, routine]
tags: [kael, deflection, detective-path, voss]
# ========================================
# LAYER 2 GREETING VARIANTS — D-028 Layer 2
# Ticket #170 (Sprint 15). situation: [greeting] fires on initial contact.
# Access tier + mood encode relationship history state.
# ========================================
# first_meeting: InteractionMemory.count == 0. RelationshipState: Unknown → Public access only.
- id: the-terminal_d_050
text: "This section is dock crew and logistics. If you're Commission or admin, check-in's back that way."
role: dock-worker
access: [public]
trust: surface
situation: [greeting]
mood: [content]
topic: [routine]
tags: [kael, greeting, first-meeting, layer2]
notes: "Layer 2 greeting — first meeting. Kael is helpful but orienting the stranger away from his work."
# established — peer/smuggler context: count >= 3, RelationshipState: Known/Friendly → Peer/Insider access.
- id: the-terminal_d_051
text: "You're back. Good — bay three's been quiet. I'll fill you in."
role: dock-worker
access: [peer, insider]
trust: surface
situation: [greeting]
mood: [warm]
topic: [colleague, routine]
tags: [kael, greeting, repeat-visit, peer-tone, layer2]
notes: "Layer 2 greeting — established. Warm, practical, skips pleasantries. Treats them as crew."
# established — authority/detective context: count >= 3, RelationshipState: PersonOfInterest → Authority access.
- id: the-terminal_d_052
text: "Back again. I'm on shift — if you have questions, make them quick."
role: dock-worker
access: [authority]
trust: surface
situation: [greeting]
mood: [focused]
topic: [routine]
tags: [kael, greeting, repeat-visit, authority-tone, layer2]
notes: "Layer 2 greeting — repeat with authority figure. Professional, clipped, not hostile. Kael can't refuse but won't volunteer."
# post-confrontation: confrontation in InteractionMemory.notable_events. NPC mood shifted to suspicious/frustrated.
- id: the-terminal_d_053
text: "Didn't expect you today."
role: dock-worker
access: [peer, insider]
trust: surface
situation: [greeting]
mood: [suspicious, frustrated]
topic: [personal]
tags: [kael, greeting, post-confrontation, layer2]
notes: "Layer 2 greeting — post-confrontation. Strained. Four words doing the work of a paragraph. Not hostile but the warmth is gone."
@@ -21,7 +21,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [pael, seems-important-but-isnt, maintenance, b7]
dual_lens:
smuggler: "Pael knows the corridor's been used. But Pael knows nothing — this is an HVAC complaint."
@@ -42,7 +42,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [pael, atmospheric]
- id: the-terminal_d_042
@@ -52,7 +52,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [pael, atmospheric]
- id: the-terminal_d_043
@@ -62,7 +62,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [pael, warning, helpful]
- id: the-terminal_d_044
@@ -72,7 +72,7 @@ lines:
trust: surface
situation: [routine, social]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [pael, response]
- id: the-terminal_d_045
@@ -82,5 +82,5 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [pael, atmospheric]
@@ -19,7 +19,7 @@ lines:
trust: surface
situation: [arrival, shift_start]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [new-hire, greeting, orientation]
- id: the-terminal_d_401
@@ -29,7 +29,7 @@ lines:
trust: surface
situation: [arrival, shift_start]
topic: [routine, institution]
mood: [comfortable]
mood: [content]
tags: [new-hire, greeting, voss]
- id: the-terminal_d_402
@@ -39,7 +39,7 @@ lines:
trust: surface
situation: [arrival, shift_start]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [new-hire, greeting]
# ==========================================
@@ -53,7 +53,7 @@ lines:
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [comfortable]
mood: [content]
tags: [new-hire, bay-four, observation]
dual_lens:
smuggler: "New eyes on bay four. He doesn't know what he's looking at. But he noticed."
@@ -66,7 +66,7 @@ lines:
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [comfortable]
mood: [content]
tags: [new-hire, c4-storage, observation, inadvertent-witness]
dual_lens:
smuggler: "He saw someone in C-4 without a log. Does he know who? This is a problem."
@@ -83,7 +83,7 @@ lines:
trust: surface
situation: [routine, shift_transition]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [new-hire, transition-window, comparison]
dual_lens:
smuggler: "He's asking about the window. Doesn't know why it matters. Answer carefully."
@@ -96,7 +96,7 @@ lines:
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [comfortable]
mood: [content]
tags: [new-hire, bay-four, inadvertent-witness]
dual_lens:
smuggler: "He saw movement through bay four during the hold. This is a liability."
@@ -112,7 +112,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [new-hire, maintenance-corridors, orientation]
dual_lens:
smuggler: "He found the corridor entrance by accident. Normal for new workers. Noted."
@@ -129,7 +129,7 @@ lines:
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [comfortable]
mood: [content]
tags: [new-hire, commission, curiosity]
- id: the-terminal_d_409
@@ -139,7 +139,7 @@ lines:
trust: surface
situation: [routine]
topic: [colleague]
mood: [comfortable]
mood: [content]
tags: [new-hire, maret, observation]
dual_lens:
smuggler: "He noticed Maret. Good that he's asking, not reporting. Manage this."
@@ -152,7 +152,7 @@ lines:
trust: surface
situation: [routine]
topic: [colleague]
mood: [comfortable]
mood: [content]
tags: [new-hire, voss, curiosity]
- id: the-terminal_d_411
@@ -162,7 +162,7 @@ lines:
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [comfortable]
mood: [content]
tags: [new-hire, voss, career]
# ==========================================
@@ -176,7 +176,7 @@ lines:
trust: surface
situation: [shift_end]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [new-hire, closing]
- id: the-terminal_d_413
@@ -186,7 +186,7 @@ lines:
trust: surface
situation: [shift_end]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [new-hire, closing]
# ==========================================
@@ -200,7 +200,7 @@ lines:
trust: surface
situation: [routine, shift_start]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [new-hire, orientation, generation-pass]
- id: the-terminal_d_415
@@ -210,7 +210,7 @@ lines:
trust: surface
situation: [routine]
topic: [colleague]
mood: [comfortable]
mood: [content]
tags: [new-hire, maret, curiosity, generation-pass]
- id: the-terminal_d_416
@@ -220,7 +220,7 @@ lines:
trust: surface
situation: [routine, arrival]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [new-hire, orientation, generation-pass]
- id: the-terminal_d_417
@@ -230,7 +230,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [new-hire, social, generation-pass]
- id: the-terminal_d_418
@@ -240,7 +240,7 @@ lines:
trust: surface
situation: [routine]
topic: [routine]
mood: [comfortable]
mood: [content]
tags: [new-hire, orientation, humor, generation-pass]
- id: the-terminal_d_419
@@ -250,7 +250,7 @@ lines:
trust: surface
situation: [routine]
topic: [colleague]
mood: [comfortable]
mood: [content]
tags: [new-hire, drin, curiosity, generation-pass]
- id: the-terminal_d_420
@@ -260,5 +260,5 @@ lines:
trust: surface
situation: [routine]
topic: [colleague]
mood: [comfortable]
mood: [content]
tags: [new-hire, voss, humor, generation-pass]

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