extends Node2D @onready var world_renderer = $World @onready var fog_entities = $World/FogEntities # D-059/D-060: cognitive delay fog visualization @onready var camera = $Camera2D @onready var hud = $UILayer/HUD @onready var monologue_display = $UILayer/MonologueDisplay @onready var interaction_prompt = $InsertOverlay/InteractionPrompt # v0.1 single-line fallback @onready var interaction_list = $InsertOverlay/InteractionList # D-057: z-layer 6 @onready var world_radial = $InsertOverlay/WorldRadial # D-058: z-layer 6 @onready var dialogue_box = $InsertOverlay/DialogueBox # D-061: z-layer 6 @onready var inventory_grid = $UILayer/InventoryGrid # D-065: z-layer 7 @onready var stance_indicator = $UILayer/StanceIndicator # D-053: z-layer 7 @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 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 _camera_anchored: bool = false var _last_monologue_tick: int = -1 # Prevent re-consuming monologue when same tick polled twice var _last_dialogue_tick: int = -1 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 _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 const LISTENING_FOCUS_TICKS: int = 30 # D-071: stationary ticks before ListeningFocus boost activates 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. camera.position_smoothing_enabled = false # Connect to simulation (test mode sets CONNECTED immediately) SimBridge.connect_to_sim() # 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. var first_snapshot: Variant = SimBridge.poll_snapshot() if first_snapshot != null: GameState.apply_snapshot(first_snapshot) camera.global_position = GameState.player_position * Constants.TILE_SIZE _camera_anchored = true # D-061: Connect dialogue box signals if dialogue_box: 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) # #496: Print gauntlet session summary on disconnect if gauntlet_hud: SimBridge.connection_state_changed.connect(_on_connection_state_changed) func _process(_delta: float) -> void: # Main game loop: poll snapshot, apply state, flush input var snapshot: Variant = SimBridge.poll_snapshot() if snapshot != null: var old_pos := GameState.player_position GameState.apply_snapshot(snapshot) # #501: Detect teleport (large position jump > 5 tiles) and trigger fade if _camera_anchored and _detect_teleport(old_pos, GameState.player_position): _teleport_transition() # Late anchor: live mode — first snapshot arrives during _process. # Smoothing is already OFF (disabled in _ready), so setting # global_position takes effect immediately with no lerp. if not _camera_anchored: camera.global_position = GameState.player_position * Constants.TILE_SIZE _camera_anchored = true # Update renderers with new state if world_renderer and world_renderer.has_method("update_from_state"): world_renderer.update_from_state() # OQ-07 (#522): propagate insert state to all z-layer-6 display nodes. # Cursor shape still fires (D-056 option a) — only verb labels suppressed. var insert_state := GameState.insert_active if cursor_renderer and cursor_renderer.has_method("set_insert_active"): cursor_renderer.set_insert_active(insert_state) if interaction_list and interaction_list.has_method("set_insert_active"): interaction_list.set_insert_active(insert_state) if interaction_prompt and interaction_prompt.has_method("set_insert_active"): interaction_prompt.set_insert_active(insert_state) # D-057: Update interaction list from game state # Suppress during dialogue — player is in conversation, verb list is noise if interaction_list and interaction_list.has_method("update_from_state"): if dialogue_box and dialogue_box.is_dialogue_active(): if interaction_list.is_showing(): interaction_list._hide() else: interaction_list.update_from_state() # D-065: Update inventory grid if inventory_grid and inventory_grid.has_method("update_from_state"): inventory_grid.update_from_state() # D-053: Update stance indicator if stance_indicator and stance_indicator.has_method("update_from_state"): stance_indicator.update_from_state() # D-059/D-060: Update fog entity visualization (#431) if fog_entities and fog_entities.has_method("update_from_state"): fog_entities.update_from_state() # D-067: Recognition chime — fire sfx_monologue_chime on first fog recognition _play_recognition_chimes() # #496: Update gauntlet HUD (room timer + personal bests) if gauntlet_hud and gauntlet_hud.has_method("update_from_state"): gauntlet_hud.update_from_state() # #503: Update checklist overlay (auto-checklist progress tracking) if checklist_overlay and checklist_overlay.has_method("update_from_state"): checklist_overlay.update_from_state() # D-018 #125: Play close-range sound events via positional 2D audio _play_close_sound_events() # D-073 (#529): Zone ambient crossfade — detect player tile zone, trigger set_zone on change. _update_zone() # D-071 (#530): ListeningFocus boost — stationary 30+ ticks boosts WorldSFX. # Only activates when no dialogue/confrontation dip is active (D-070). _update_listening_focus() # Show monologue if server sent one this tick (#414) _consume_monologue() # 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 # 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: if _teleport_in_progress: _teleport_in_progress = false else: camera.position_smoothing_enabled = true camera.reset_smoothing() # Send queued input to simulation # #507: Server-bound inputs are accumulated into _pending_record_inputs across frames. # At 60fps/10tps, inputs on non-snapshot frames must not be lost from the ring buffer. var inputs = InputMapper.flush_queue() for input in inputs: # #495: F12 WRONG button — client-only, trigger bug report capture if input.action == InputMapper.Action.BUG_REPORT: if bug_report_dialog and not bug_report_dialog.is_active(): bug_report_dialog.start_capture() continue # #528: ESC/OPEN_MENU — client-only, toggle audio settings dialog if input.action == InputMapper.Action.OPEN_MENU: if settings_dialog: if settings_dialog.is_open(): settings_dialog.close() else: settings_dialog.open() continue if input.action == InputMapper.Action.INTERACT: # D-057: prefer interaction list (multi-verb), fall back to prompt (v0.1) var target_id: int = -1 var verb: String = "" if interaction_list and interaction_list.has_method("get_interaction_target"): target_id = interaction_list.get_interaction_target() verb = interaction_list.get_selected_verb() if target_id < 0 and interaction_prompt: target_id = interaction_prompt.get_interaction_target() verb = interaction_prompt.get_selected_verb() # Always send struct form for Interact (#415) — server expects named fields if target_id >= 0: input["action_data"] = { "target_entity_id": target_id, "verb": verb, } else: input["action_data"] = { "target_entity_id": null, "verb": null, } SimBridge.send_input(input) _pending_record_inputs.append(input) # #507: Record tick data to ring buffer — once per server tick (snapshot arrival). # Flushes all inputs accumulated since the last snapshot (across multiple display frames), # then clears the accumulator for the next tick. if snapshot != null and bug_report_dialog and bug_report_dialog.has_method("record_tick"): bug_report_dialog.record_tick( GameState.current_tick, JSON.stringify(GameState.current_snapshot), _pending_record_inputs ) _pending_record_inputs.clear() # D-018 #125: Play close-range sound events — fired once per snapshot tick. # Each event is passed to AudioManager.play_sound_event() for 2D positional playback # on the WorldSFX bus. Events with no registered asset are silently skipped (D-038). # Consume-once: events are cleared after processing so they don't replay if # _process runs again before the next server tick (D-009 multiplayer-safe pattern). func _play_close_sound_events() -> void: for evt in GameState.close_sound_events: if not evt is Dictionary or not evt.has("x") or not evt.has("y"): continue AudioManager.play_sound_event( evt.get("event_type", ""), Vector2(float(evt.x), float(evt.y)) ) GameState.close_sound_events = [] # 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. 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 # (extracted in apply_snapshot(), server-authoritative per D-020). # Calls AudioManager.set_zone() when zone changes (AudioManager handles crossfade). func _update_zone() -> void: var zone := GameState.current_zone_id if zone != _current_zone: _current_zone = zone AudioManager.set_zone(zone) # D-071 (#530): ListeningFocus boost — World SFX +2.5dB when stationary 30+ ticks. # Uses AudioManager.get_active_dip() as single source of truth (no separate flag). # Only activates when no other dip (dialogue/confrontation) is running. # Only deactivates its own dip — never touches dialogue/confrontation. # D-070: no UI indicator — the boost is "felt, not computed." func _update_listening_focus() -> void: var current_dip := AudioManager.get_active_dip() var threshold_met := GameState.stationary_ticks >= LISTENING_FOCUS_TICKS if threshold_met and current_dip == "": AudioManager.apply_dip("listening_focus") elif not threshold_met and current_dip == "listening_focus": AudioManager.clear_dip() # Consume-once per tick: show monologue text, then clear. # Tick guard prevents re-triggering when the same tick is polled multiple # times (client FPS > sim tick rate). func _consume_monologue() -> void: if GameState.current_monologue == null or not monologue_display: return if GameState.current_tick == _last_monologue_tick: 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)) # #502: Amber flash on room reset var mono_id: String = mono.get("id", "") if mono_id.begins_with("room_reset"): _screen_flash(Constants.ENTITY_COLOR_POI, 0.15) 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: if GameState.current_dialogue == null or not dialogue_box: return if GameState.current_tick == _last_dialogue_tick: return if dialogue_box.is_dialogue_active(): GameState.current_dialogue = null return _last_dialogue_tick = GameState.current_tick var dlg: Dictionary = GameState.current_dialogue _last_dialogue_npc_id = dlg.get("npc_entity_id", -1) dialogue_box.show_dialogue( dlg.get("npc_name", ""), dlg.get("speech", ""), dlg.get("options", []) ) GameState.current_dialogue = null # D-061: Handle dialogue option selection → send to server func _on_dialogue_option_selected(response_id: String, text: String) -> void: SimBridge.send_input({ "action": InputMapper.Action.INTERACT, "timestamp_msec": Time.get_ticks_msec(), "action_data": { "target_entity_id": null, "verb": "DialogueResponse", "response_id": response_id, }, }) # D-063: Handle confrontation beat monologue → show on monologue display (layer 7) func _on_confrontation_monologue(text: String, duration: float) -> void: if monologue_display: monologue_display.show_monologue(text, duration) # D-064: Handle walk-away → send WalkAway{npc_id} to server func _on_dialogue_dismissed() -> void: SimBridge.send_input({ "action": InputMapper.Action.INTERACT, "timestamp_msec": Time.get_ticks_msec(), "action_data": { "target_entity_id": _last_dialogue_npc_id if _last_dialogue_npc_id >= 0 else null, "verb": "WalkAway", }, }) # #496: Finalize gauntlet stats on disconnect func _on_connection_state_changed(old_state: SimBridge.ConnectionState, new_state: SimBridge.ConnectionState) -> void: if new_state == SimBridge.ConnectionState.DISCONNECTED and gauntlet_hud: gauntlet_hud.finalize() # #501: Detect large position jump indicating a teleport (not normal movement). const TELEPORT_DISTANCE_THRESHOLD: float = 5.0 func _detect_teleport(old_pos: Vector2, new_pos: Vector2) -> bool: return old_pos.distance_to(new_pos) > TELEPORT_DISTANCE_THRESHOLD # #501: Gauntlet dev teleport transition — snap camera + 0.3s fade-from-black. # 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 _camera_anchored = true _teleport_in_progress = true # Clear client-side buffers GameState.current_monologue = null GameState.current_dialogue = null GameState.dialogue_active = false if dialogue_box and dialogue_box.is_dialogue_active(): dialogue_box.hide_dialogue() # Fade from black: instant black overlay, fades to transparent over 0.3s if _flash_rect and is_instance_valid(_flash_rect): _flash_rect.queue_free() _flash_rect = ColorRect.new() _flash_rect.color = Color(0, 0, 0, 1.0) _flash_rect.anchors_preset = Control.PRESET_FULL_RECT _flash_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE $UILayer.add_child(_flash_rect) var tween := create_tween() tween.tween_property(_flash_rect, "color:a", 0.0, 0.3) tween.tween_callback(_flash_rect.queue_free) # #502: Full-screen color flash — fades from color to transparent over duration. # Used for room reset amber flash. Creates ephemeral ColorRect on UILayer. func _screen_flash(color: Color, duration: float) -> void: if _flash_rect and is_instance_valid(_flash_rect): _flash_rect.queue_free() _flash_rect = ColorRect.new() _flash_rect.color = Color(color.r, color.g, color.b, 0.4) _flash_rect.anchors_preset = Control.PRESET_FULL_RECT _flash_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE $UILayer.add_child(_flash_rect) var tween := create_tween() tween.tween_property(_flash_rect, "color:a", 0.0, duration) tween.tween_callback(_flash_rect.queue_free)