Files
settled-reach/client/scripts/autoloads/game_state.gd
T
jpmschweitzerandClaude Opus 4.6 3c106aa2d0 feat(simulation): complete interaction and monologue pipelines (#413, #414, #415)
Three fixes to make the gameplay loop functional end-to-end:

- Add Interactable component to NPC spawn so E-prompt detection works
- Build monologue trigger system (enter_location + time_idle) with
  MonologueBuffer/MonologueState components, wire through ObserverSnapshot
  as current_monologue field, decode on client and display via HUD
- Change PlayerAction::Interact from unit to struct variant carrying
  optional target_entity_id and verb fields

Bumps protocol version from 4 to 5. Regenerates MessagePack fixtures.
All 200 tests pass (170 unit + 30 integration).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 19:23:47 +01:00

100 lines
3.9 KiB
GDScript

extends Node
# Updated each frame from ObserverSnapshot data (Protocol format: {tick, entities, tiles}).
# Entities use Protocol decoded format: {entity_id, x, y, z, kind: {variant, data}}.
# Tiles use format: [{x, y, z, type}].
var current_snapshot: Dictionary = {}
var current_tick: int = 0
var player_position: Vector2 = Vector2.ZERO
var visible_entities: Array = []
var visible_tiles: Array = []
var visible_positions: Dictionary = {} # Vector2i -> true, for fast fog lookups
# v2 fields (D-015, D-031)
var game_time: Dictionary = {} # {day, time_of_day, day_phase, tick_rate} or empty
var player_facing: String = "North" # 8-directional facing direction
var visibility_sectors: Dictionary = {} # Vector2i -> "Forward"/"Peripheral"
# Player entity ID — the first entity is assumed to be the player (will be
# refined when the server assigns explicit player entity IDs).
var player_entity_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
func apply_snapshot(snapshot: Dictionary) -> void:
current_snapshot = snapshot
if snapshot.has("tick"):
current_tick = snapshot.tick
if snapshot.has("entities"):
visible_entities = snapshot.entities
# Derive player position from the entity with kind.variant == "Player"
var found_player := false
for entity in visible_entities:
if entity.has("kind") and entity.kind is Dictionary and entity.kind.get("variant") == "Player":
player_position = Vector2(entity.x, entity.y)
if entity.has("entity_id"):
player_entity_id = entity.entity_id
found_player = true
break
if not found_player and visible_entities.size() > 0:
push_warning("GameState: no Player entity found in %d entities" % [
visible_entities.size()])
# Tiles for rendering: test mode sends "tiles", live server sends tile data in "visible_tiles"
if snapshot.has("tiles"):
visible_tiles = snapshot.tiles
elif snapshot.has("visible_tiles") and snapshot.visible_tiles is Array and snapshot.visible_tiles.size() > 0:
# Live server: visible_tiles now includes type from tile_kind field
var has_type := false
if snapshot.visible_tiles.size() > 0 and snapshot.visible_tiles[0] is Dictionary:
has_type = snapshot.visible_tiles[0].has("type")
if has_type:
visible_tiles = snapshot.visible_tiles
if snapshot.has("visible_positions"):
visible_positions.clear()
for pos in snapshot.visible_positions:
visible_positions[Vector2i(pos.x, pos.y)] = true
# v2: game_time (D-031)
if snapshot.has("game_time") and snapshot.game_time is Dictionary:
game_time = snapshot.game_time
# v2: player_facing (D-015)
if snapshot.has("player_facing") and snapshot.player_facing is String:
player_facing = snapshot.player_facing
# v4: nearby_interactions (#404/#405)
if snapshot.has("nearby_interactions") and snapshot.nearby_interactions is Array:
nearby_interactions = snapshot.nearby_interactions
else:
nearby_interactions = []
# v5: current_monologue (#414)
if snapshot.has("current_monologue") and snapshot.current_monologue is Dictionary:
current_monologue = snapshot.current_monologue
else:
current_monologue = null
# v2: visible_tiles with visibility sectors
# Derives visible_positions when not explicitly provided (real server mode)
if snapshot.has("visible_tiles") and snapshot.visible_tiles is Array and snapshot.visible_tiles.size() > 0:
visibility_sectors.clear()
var has_explicit_positions := snapshot.has("visible_positions")
if not has_explicit_positions:
visible_positions.clear()
for vtile in snapshot.visible_tiles:
if not vtile is Dictionary or not vtile.has("x") or not vtile.has("y"):
continue
var pos := Vector2i(vtile.x, vtile.y)
if vtile.has("visibility"):
visibility_sectors[pos] = vtile.visibility
if not has_explicit_positions:
visible_positions[pos] = true