- Add D-088 Overlay pause/unpause signals to DebugConsole, wire in main.gd so sim does not advance while typing debug commands - Settings dialog reads live DebugConsole.is_enabled() instead of ConfigFile directly, preventing checkbox/state divergence - append_response respects disabled state — no auto-open when user disabled console via settings - tp command warns on invalid z value instead of silently defaulting to 0 Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
614 lines
26 KiB
GDScript
614 lines
26 KiB
GDScript
extends Node2D
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@onready var world_renderer = $World
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@onready var fog_entities = $World/FogEntities # D-059/D-060: cognitive delay fog visualization
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@onready var camera = $Camera2D
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@onready var hud = $UILayer/HUD
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@onready var monologue_display = $UILayer/MonologueDisplay
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@onready var interaction_prompt = $InsertOverlay/InteractionPrompt # v0.1 single-line fallback
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@onready var interaction_list = $InsertOverlay/InteractionList # D-057: z-layer 6
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@onready var world_radial = $InsertOverlay/WorldRadial # D-058: z-layer 6
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@onready var dialogue_box = $InsertOverlay/DialogueBox # D-061: z-layer 6
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@onready var inventory_grid = $UILayer/InventoryGrid # D-065: z-layer 7
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@onready var stance_indicator = $UILayer/StanceIndicator # D-053: z-layer 7
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@onready var cursor_renderer = $UILayer/CursorRenderer # D-056: z-layer 7
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@onready var gauntlet_hud = $UILayer/GauntletHUD # #496: room timer + personal bests
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@onready var checklist_overlay = $UILayer/ChecklistOverlay # #503: auto-checklist progress
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@onready var time_display = $InsertOverlay/TimeDisplay # #263: diegetic time display (D-013, D-031)
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@onready var minimap = $InsertOverlay/Minimap # #151: diegetic minimap overlay (D-013, D-049)
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@onready var examine_display = $InsertOverlay/ExamineDisplay # #174: examine result overlay
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@onready var journal_panel = $InsertOverlay/JournalPanel # #264: knowledge journal (D-041)
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@onready var debug_overlay = $UILayer/DebugOverlay # #511: F3 debug overlay
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@onready var bug_report_dialog = $ModalLayer/BugReportDialog # #495: F12 WRONG button
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@onready var settings_dialog = $ModalLayer/SettingsDialog # #528: audio settings (ESC/OPEN_MENU)
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@onready var loading_screen = $ModalLayer/LoadingScreen # #257: blocking overlay during load
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@onready var debug_console = $ModalLayer/DebugConsole # #581: tilde debug console
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var _last_dialogue_npc_id: int = -1 # D-064: NPC entity_id for WalkAway input
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var _last_dialogue_npc_name: String = "" # #535: NPC name for dialogue_response attribution
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var _camera_anchored: bool = false
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var _last_monologue_tick: int = -1 # Prevent re-consuming monologue when same tick polled twice
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var _last_dialogue_tick: int = -1
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var _last_confrontation_tick: int = -1 # Deduplicate confrontation_monologue signals within same tick
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var _known_recognition_ids: Dictionary = {} # D-067: entity_ids that have already chimed
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var _flash_rect: ColorRect = null # #502/#501: ephemeral screen flash overlay (shared: teleport preempts amber)
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var _teleport_in_progress: bool = false # #501/#117: forces camera snap (not lerp) on next _process frame
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var _pending_record_inputs: Array = [] # #507: accumulates server-bound inputs across frames; flushed into record_tick() on snapshot arrival
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var _current_zone: String = "" # D-073 (#529): zone tracking for ambient crossfades
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var _router: SnapshotEventRouter # #559: callable-based snapshot dispatch
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const LISTENING_FOCUS_TICKS: int = 30 # D-071: stationary ticks before ListeningFocus boost activates
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func _ready() -> void:
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print("The Settled Reach — client initialized")
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# #117: Manual lerp approach — disable Godot's built-in Camera2D smoothing.
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# We lerp camera.global_position directly in _process() using CAMERA_SMOOTHING_SPEED,
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# matching entity_renderer.gd's exponential smoothing pattern. Built-in smoothing
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# would conflict because we'd be setting global_position to the target every frame.
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camera.position_smoothing_enabled = false
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# Connect to simulation (test mode sets CONNECTED immediately)
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SimBridge.connect_to_sim()
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# #257: If returning from main menu "Load Game" selection, defer dispatch until connected.
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# In test mode, connect_to_sim() sets CONNECTED synchronously — dispatch fires immediately.
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# In live mode, state is CONNECTING — signal handler dispatches once connected.
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if not GameState.pending_load_path.is_empty():
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if loading_screen:
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loading_screen.show_loading()
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if SimBridge.state == SimBridge.ConnectionState.CONNECTED:
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_dispatch_pending_load()
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else:
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SimBridge.connection_state_changed.connect(_on_sim_connected_for_load)
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# Camera anchor: snap to player position before the first frame renders.
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# In test mode poll_snapshot() returns synchronously — position is set
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# immediately. In live mode the snapshot isn't available yet — _process
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# handles it via the lerp block in _process().
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var first_snapshot: Variant = SimBridge.poll_snapshot()
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if first_snapshot != null:
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GameState.apply_snapshot(first_snapshot)
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camera.global_position = GameState.player_position * Constants.TILE_SIZE
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_camera_anchored = true
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# D-061: Connect dialogue box signals
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if dialogue_box:
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dialogue_box.option_selected.connect(_on_dialogue_option_selected)
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dialogue_box.dialogue_dismissed.connect(_on_dialogue_dismissed)
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dialogue_box.confrontation_monologue.connect(_on_confrontation_monologue)
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dialogue_box.pause_requested.connect(_on_dialogue_pause_requested)
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dialogue_box.unpause_requested.connect(_on_dialogue_unpause_requested)
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# D-020 (#558): Decoupled signals — coordinator routes state changes.
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dialogue_box.dialogue_state_changed.connect(_on_dialogue_state_changed)
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dialogue_box.audio_dip_requested.connect(_on_audio_dip_requested)
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dialogue_box.audio_dip_cleared.connect(_on_audio_dip_cleared)
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# #496: Print gauntlet session summary on disconnect
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if gauntlet_hud:
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SimBridge.connection_state_changed.connect(_on_connection_state_changed)
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# #559: Register snapshot dispatch handlers — replaces inline dispatch in _process().
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_router = SnapshotEventRouter.new()
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# Always-run: child nodes that update from GameState on every snapshot tick.
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if world_renderer:
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_router.register_always(world_renderer.update_from_state)
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_router.register_always(_propagate_insert_state)
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_router.register_always(_update_interaction_list)
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if inventory_grid:
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_router.register_always(inventory_grid.update_from_state)
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if stance_indicator:
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_router.register_always(stance_indicator.update_from_state)
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if fog_entities:
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_router.register_always(fog_entities.update_from_state)
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_router.register_always(_play_recognition_chimes)
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if gauntlet_hud:
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_router.register_always(gauntlet_hud.update_from_state)
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if checklist_overlay:
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_router.register_always(checklist_overlay.update_from_state)
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if time_display:
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_router.register_always(time_display.update_from_state)
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if journal_panel:
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_router.register_always(journal_panel.update_from_state)
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if debug_overlay:
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_router.register_always(debug_overlay.update_from_state)
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_router.register_always(_play_close_sound_events)
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_router.register_always(_update_zone)
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_router.register_always(_update_listening_focus)
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_router.register_always(_consume_examine_result)
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# Keyed: consume methods guarded by specific snapshot fields.
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_router.register("current_monologue", _consume_monologue)
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_router.register("current_dialogue", _consume_dialogue)
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_router.register("conversation_events", _consume_conversation_events)
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_router.register("conversation_ended", _consume_conversation_ended)
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_router.register("dialogue_response", _consume_dialogue_response)
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_router.register("save_result", _consume_save_result)
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_router.register("debug_response", _consume_debug_response)
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# #581: Wire settings_dialog debug console toggle → debug_console.set_enabled
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if settings_dialog and debug_console:
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settings_dialog.debug_console_toggled.connect(debug_console.set_enabled)
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# #581 D-088: Wire debug console pause/unpause — sim must not advance during debug input
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if debug_console:
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debug_console.pause_requested.connect(_on_dialogue_pause_requested)
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debug_console.unpause_requested.connect(_on_dialogue_unpause_requested)
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func _process(delta: float) -> void:
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# Main game loop: poll snapshot, apply state, flush input
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var snapshot: Variant = SimBridge.poll_snapshot()
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if snapshot != null:
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var old_pos := GameState.player_position
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GameState.apply_snapshot(snapshot)
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# #501: Detect teleport (large position jump > 5 tiles) and trigger fade
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if _camera_anchored and _detect_teleport(old_pos, GameState.player_position):
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_teleport_transition()
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# Late anchor: live mode — first snapshot arrives during _process.
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# Smoothing is already OFF (disabled in _ready), so setting
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# global_position takes effect immediately with no lerp.
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if not _camera_anchored:
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camera.global_position = GameState.player_position * Constants.TILE_SIZE
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_camera_anchored = true
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# #559: Dispatch snapshot to registered handlers (router pattern).
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# Always-run handlers update child nodes; keyed handlers fire for present fields.
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_router.dispatch(snapshot)
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# Track camera to player (D-015: locked, fixed-north).
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# #117: Manual exponential smoothing — same pattern as EntityRenderer.LERP_SPEED.
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# Teleport (flag set by _teleport_transition): snap immediately, resume lerp next frame.
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# Init: camera already snapped in _ready() or late-anchor path above.
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if _camera_anchored:
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var target := GameState.player_position * Constants.TILE_SIZE
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if _teleport_in_progress:
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camera.global_position = target
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_teleport_in_progress = false
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else:
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var weight := 1.0 - exp(-Constants.CAMERA_SMOOTHING_SPEED * delta)
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camera.global_position = camera.global_position.lerp(target, weight)
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# Send queued input to simulation
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# #507: Server-bound inputs are accumulated into _pending_record_inputs across frames.
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# At 60fps/10tps, inputs on non-snapshot frames must not be lost from the ring buffer.
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var inputs = InputMapper.flush_queue()
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for input in inputs:
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# #495: F12 WRONG button — client-only, trigger bug report capture
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if input.action == InputMapper.Action.BUG_REPORT:
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if bug_report_dialog and not bug_report_dialog.is_active():
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bug_report_dialog.start_capture()
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continue
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# #264: J — client-only, toggle knowledge journal panel
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if input.action == InputMapper.Action.OPEN_JOURNAL:
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_toggle_journal()
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continue
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# #257: LOAD_GAME — send first, then show loading screen (avoids stuck overlay if send fails)
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if input.action == InputMapper.Action.LOAD_GAME:
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var err := SimBridge.send_input(input)
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_pending_record_inputs.append(input)
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if err == OK and loading_screen:
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loading_screen.show_loading()
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elif err != OK:
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push_error("main.gd: LOAD_GAME send_input failed: %s" % error_string(err))
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continue
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# #528: ESC/OPEN_MENU — client-only, toggle audio settings dialog
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if input.action == InputMapper.Action.OPEN_MENU:
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if settings_dialog:
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if settings_dialog.is_open():
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settings_dialog.close()
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else:
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settings_dialog.open()
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continue
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if input.action == InputMapper.Action.INTERACT:
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# D-057: prefer interaction list (multi-verb), fall back to prompt (v0.1)
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var target_id: int = -1
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var verb: String = ""
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if interaction_list and interaction_list.has_method("get_interaction_target"):
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target_id = interaction_list.get_interaction_target()
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verb = interaction_list.get_selected_verb()
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if target_id < 0 and interaction_prompt:
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target_id = interaction_prompt.get_interaction_target()
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verb = interaction_prompt.get_selected_verb()
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# Always send struct form for Interact (#415) — server expects named fields
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if target_id >= 0:
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input["action_data"] = {
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"target_entity_id": target_id,
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"verb": verb,
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}
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else:
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input["action_data"] = {
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"target_entity_id": null,
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"verb": null,
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}
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SimBridge.send_input(input)
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_pending_record_inputs.append(input)
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# #507: Record tick data to ring buffer — once per server tick (snapshot arrival).
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# Flushes all inputs accumulated since the last snapshot (across multiple display frames),
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# then clears the accumulator for the next tick.
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if snapshot != null and bug_report_dialog and bug_report_dialog.has_method("record_tick"):
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bug_report_dialog.record_tick(
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GameState.current_tick,
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JSON.stringify(GameState.current_snapshot),
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_pending_record_inputs
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)
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_pending_record_inputs.clear()
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# OQ-07 (#522): Propagate insert state to all z-layer-6 display nodes.
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# Cursor shape still fires (D-056 option a) — only verb labels suppressed.
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func _propagate_insert_state() -> void:
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var insert_state := GameState.insert_active
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if cursor_renderer:
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cursor_renderer.set_insert_active(insert_state)
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if interaction_list:
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interaction_list.set_insert_active(insert_state)
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if interaction_prompt:
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interaction_prompt.set_insert_active(insert_state)
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if minimap:
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minimap.set_insert_active(insert_state)
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# D-057: Update interaction list from game state.
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# Suppress during dialogue — player is in conversation, verb list is noise.
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func _update_interaction_list() -> void:
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if not interaction_list:
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return
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if dialogue_box and dialogue_box.is_dialogue_active():
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if interaction_list.is_showing():
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interaction_list.hide_list()
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else:
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interaction_list.update_from_state()
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# D-018 #125: Play close-range sound events — fired once per snapshot tick.
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# Each event is passed to AudioManager.play_sound_event() for 2D positional playback
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# on the WorldSFX bus. Events with no registered asset are silently skipped (D-038).
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# Consume-once: events are cleared after processing so they don't replay if
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# _process runs again before the next server tick (D-009 multiplayer-safe pattern).
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func _play_close_sound_events() -> void:
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for evt in GameState.close_sound_events:
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if not evt is Dictionary or not evt.has("x") or not evt.has("y"):
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continue
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AudioManager.play_sound_event(
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evt.get("event_type", ""),
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Vector2(float(evt.x), float(evt.y))
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)
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GameState.close_sound_events = []
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# D-067: Recognition chime — fires sfx_monologue_chime when a fog entity
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# enters the cognitive delay recognition queue for the first time.
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# "The chime marks the character's attention shifting" (D-067).
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# IDs persist for the session — one chime per entity, no re-trigger on
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# fog oscillation or server re-send. Cleared on room change (teleport).
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func _play_recognition_chimes() -> void:
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for rec in GameState.pending_recognitions:
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if not rec is Dictionary or not rec.has("entity_id"):
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continue
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var eid: int = rec.entity_id
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if not _known_recognition_ids.has(eid):
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_known_recognition_ids[eid] = true
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AudioManager.play(AudioManager.CHIME_RECOGNITION)
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# D-073 (#529): Zone ambient crossfade — reads zone_id from GameState.current_zone_id
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# (extracted in apply_snapshot(), server-authoritative per D-020).
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# Calls AudioManager.set_zone() when zone changes (AudioManager handles crossfade).
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func _update_zone() -> void:
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var zone := GameState.current_zone_id
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if zone != _current_zone:
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_current_zone = zone
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AudioManager.set_zone(zone)
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# D-071 (#530): ListeningFocus boost — World SFX +2.5dB when stationary 30+ ticks.
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# Uses AudioManager.get_active_dip() as single source of truth (no separate flag).
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# Only activates when no other dip (dialogue/confrontation) is running.
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# Only deactivates its own dip — never touches dialogue/confrontation.
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# D-070: no UI indicator — the boost is "felt, not computed."
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func _update_listening_focus() -> void:
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var current_dip := AudioManager.get_active_dip()
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var threshold_met := GameState.stationary_ticks >= LISTENING_FOCUS_TICKS
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if threshold_met and current_dip == "":
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AudioManager.apply_dip("listening_focus")
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elif not threshold_met and current_dip == "listening_focus":
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AudioManager.clear_dip()
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# Consume-once per tick: show monologue text, then clear.
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# Tick guard prevents re-triggering when the same tick is polled multiple
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# times (client FPS > sim tick rate).
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func _consume_monologue() -> void:
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if GameState.current_monologue == null or not monologue_display:
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return
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if GameState.current_tick == _last_monologue_tick:
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return
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_last_monologue_tick = GameState.current_tick
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var mono: Dictionary = GameState.current_monologue
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monologue_display.show_monologue(
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mono.get("text", ""),
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mono.get("duration_seconds", 5.0),
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mono.get("priority", 2),
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mono.get("is_urgent", false)
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)
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# #502: Amber flash on room reset
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var mono_id: String = mono.get("id", "")
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if mono_id.begins_with("room_reset"):
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_screen_flash(Constants.ENTITY_COLOR_POI, 0.15)
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GameState.current_monologue = null
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# Consume-once per tick with ID tracking: show dialogue, then clear.
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# Tick guard + is_dialogue_active check prevent re-triggering.
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func _consume_dialogue() -> void:
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if GameState.current_dialogue == null or not dialogue_box:
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return
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if GameState.current_tick == _last_dialogue_tick:
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return
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if dialogue_box.is_dialogue_active():
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GameState.current_dialogue = null
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return
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_last_dialogue_tick = GameState.current_tick
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# #264: Close journal when dialogue opens (cannot be open simultaneously)
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if journal_panel and journal_panel.has_method("close"):
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journal_panel.close()
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var dlg: Dictionary = GameState.current_dialogue
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_last_dialogue_npc_id = dlg.get("npc_entity_id", -1)
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_last_dialogue_npc_name = dlg.get("npc_name", "")
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dialogue_box.show_dialogue(
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dlg.get("npc_name", ""),
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dlg.get("speech", ""),
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dlg.get("options", []),
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_last_dialogue_npc_id
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)
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GameState.current_dialogue = null
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# #535: Consume overheard NPC-NPC conversation events (D-078).
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# Each event carries pre-occluded text — render verbatim in the dialogue log.
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func _consume_conversation_events() -> void:
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if not dialogue_box:
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return
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for event in GameState.conversation_events:
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dialogue_box.append_conversation_event(event)
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GameState.conversation_events = []
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# #535: Handle conversation_ended events — notify dialogue box to stop tracking pairs.
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func _consume_conversation_ended() -> void:
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if not dialogue_box:
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return
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for event in GameState.conversation_ended:
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dialogue_box.on_conversation_ended(event)
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GameState.conversation_ended = []
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# #535: Consume dialogue_response — NPC follow-up line after player picks an option.
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# Updates dialogue_box entity display registry with speaker identity from the wire.
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func _consume_dialogue_response() -> void:
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if GameState.dialogue_response == null or not dialogue_box:
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return
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var dr: Dictionary = GameState.dialogue_response
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# v0.1: falls back to _last_dialogue_npc_id if wire omits speaker_entity_id.
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# Edge case: fast re-engagement with a different NPC could misattribute — low probability.
|
|
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", ""), speaker_entity_id)
|
|
GameState.dialogue_response = null
|
|
|
|
|
|
# #554/#257: Show save/load result notification; hide loading screen on load complete.
|
|
func _consume_save_result() -> void:
|
|
if GameState.save_result == null:
|
|
return
|
|
var result: Dictionary = GameState.save_result
|
|
GameState.save_result = null # consume once
|
|
# #257: Dismiss loading screen regardless of success/failure
|
|
if loading_screen:
|
|
loading_screen.hide_loading()
|
|
var msg: String
|
|
if result.get("success", false):
|
|
if result.get("kind", "") == "save":
|
|
msg = UIStrings.get_text("notifications.save_complete")
|
|
else:
|
|
msg = UIStrings.get_text("notifications.load_complete")
|
|
else:
|
|
if result.get("kind", "") == "save":
|
|
msg = UIStrings.get_text("notifications.save_failed")
|
|
else:
|
|
msg = UIStrings.get_text("notifications.load_failed")
|
|
if monologue_display:
|
|
monologue_display.show_notification(msg)
|
|
|
|
|
|
# #581: Forward debug_response from server to the debug console.
|
|
func _consume_debug_response() -> void:
|
|
if GameState.debug_response == null or not debug_console:
|
|
return
|
|
debug_console.append_response(GameState.debug_response)
|
|
GameState.debug_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({
|
|
"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)
|
|
# 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 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
|
|
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",
|
|
},
|
|
})
|
|
|
|
|
|
# D-020 (#558): Coordinator handles dialogue state changes from dialogue_box.
|
|
# Synchronous signal — GameState.dialogue_active updates same frame (D-064).
|
|
func _on_dialogue_state_changed(active: bool) -> void:
|
|
GameState.dialogue_active = active
|
|
|
|
|
|
# D-020 (#558): Coordinator routes audio dip requests from dialogue_box.
|
|
func _on_audio_dip_requested(profile: String) -> void:
|
|
AudioManager.apply_dip(profile)
|
|
|
|
|
|
# D-020 (#558): Coordinator routes audio dip clear from dialogue_box.
|
|
func _on_audio_dip_cleared() -> void:
|
|
AudioManager.clear_dip()
|
|
|
|
|
|
# #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()
|
|
|
|
|
|
# #257: Deferred LOAD_GAME dispatch — fires once when SimBridge reaches CONNECTED.
|
|
# pending_load_path is set by main_menu.gd before scene change.
|
|
func _on_sim_connected_for_load(_old_state: SimBridge.ConnectionState, new_state: SimBridge.ConnectionState) -> void:
|
|
if new_state != SimBridge.ConnectionState.CONNECTED:
|
|
return
|
|
if SimBridge.connection_state_changed.is_connected(_on_sim_connected_for_load):
|
|
SimBridge.connection_state_changed.disconnect(_on_sim_connected_for_load)
|
|
_dispatch_pending_load()
|
|
|
|
|
|
func _dispatch_pending_load() -> void:
|
|
var load_path := GameState.pending_load_path
|
|
if load_path.is_empty():
|
|
return
|
|
GameState.pending_load_path = ""
|
|
var err := SimBridge.send_input({
|
|
"action": InputMapper.Action.LOAD_GAME,
|
|
"timestamp_msec": Time.get_ticks_msec(),
|
|
"action_data": {"path": load_path},
|
|
})
|
|
if err != OK:
|
|
push_error("main.gd: failed to send LOAD_GAME after connection — %s" % error_string(err))
|
|
if loading_screen:
|
|
loading_screen.hide_loading(false)
|
|
|
|
|
|
# #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:
|
|
# 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
|
|
|
|
# Clear client-side buffers
|
|
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()
|
|
|
|
# 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)
|
|
|
|
|
|
# #174: Consume examine result — show overlay when server sends character-filtered observation.
|
|
# Clears after display (single-consume). Dismiss examine when dialogue opens.
|
|
func _consume_examine_result() -> void:
|
|
if GameState.current_examine_result == null or not examine_display:
|
|
return
|
|
var result: Dictionary = GameState.current_examine_result
|
|
# Dismiss existing examine result if dialogue is active (focus priority)
|
|
if dialogue_box and dialogue_box.is_dialogue_active():
|
|
if examine_display.has_method("dismiss"):
|
|
examine_display.dismiss()
|
|
else:
|
|
if examine_display.has_method("show_result"):
|
|
examine_display.show_result(result)
|
|
GameState.current_examine_result = null
|
|
|
|
|
|
# #264: Toggle journal panel. Called from input handler when J key pressed.
|
|
func _toggle_journal() -> void:
|
|
if not journal_panel:
|
|
return
|
|
# Journal and dialogue cannot be open simultaneously (sprint briefing)
|
|
if dialogue_box and dialogue_box.is_dialogue_active():
|
|
return
|
|
if journal_panel.has_method("toggle"):
|
|
journal_panel.toggle()
|
|
|
|
|
|
# #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)
|