extends Control # 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 a higher-priority line arrives. # # Stagger: 0.15s minimum gap between consecutive fade-ins (spec §5.4). # Colour: derived from GameState.lattice_profile at render time (D-032). # is_urgent=true → opacity 1.0 and elevated colour variant (bloom deferred). 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 # Lattice colour palette — keyed by GameState.lattice_profile. # 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: String, duration: float, priority: int, is_urgent: bool} var _queue: Array[Dictionary] = [] # Msec timestamp when the next fade-in may begin (stagger enforcement) var _next_fade_in_msec: float = 0.0 func _ready() -> void: pass func _process(delta: float) -> void: # Expire visible lines for slot in _visible.duplicate(): slot.expire_timer -= delta if slot.expire_timer <= 0.0: _retire_slot(slot) # 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) # 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. func show_monologue(text: String, duration: float, priority: int = 2, is_urgent: bool = false) -> void: if text.is_empty(): return 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) else: _enqueue(text, duration, priority, is_urgent) # --------------------------------------------------------------------------- # Internal # --------------------------------------------------------------------------- func _show_line(text: String, duration: float, priority: int, is_urgent: bool) -> void: var line_node := _build_line_node(text, is_urgent) _vbox.add_child(line_node) var slot := { node = line_node, expire_timer = duration, priority = priority, tween = null as Tween, } _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) -> void: if _queue.size() < MAX_QUEUE: _queue.append({text = text, duration = duration, priority = priority, is_urgent = is_urgent}) else: # Replace the lowest-priority queued entry if new one outranks it var lowest := _lowest_priority_idx() if priority > _queue[lowest].priority: _queue[lowest] = {text = text, duration = duration, priority = priority, is_urgent = is_urgent} # else: incoming line is lower/equal priority — silently drop # Re-sort: highest priority at front (next to display) _queue.sort_custom(func(a: Dictionary, b: Dictionary) -> bool: return a.priority > b.priority) 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) -> Control: var profile: String = GameState.lattice_profile var palette: Dictionary = _LATTICE_COLORS.get(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) label.text = "[i][color=#%s]%s[/color][/i]" % [color.to_html(false), text] container.add_child(label) return container