Files
settled-reach/client/ui/dialogue_box.gd
T
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

566 lines
18 KiB
GDScript

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.
# 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 dialogue_log: RichTextLabel = $PanelContainer/MarginContainer/VBoxContainer/DialogueLog
@onready var options_container: VBoxContainer = $PanelContainer/MarginContainer/VBoxContainer/OptionsContainer
# -- Log state --
# Entry format: {speaker, target, 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)
# -- 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 _is_showing: bool = false
var _active_tween: Tween = null
var _beat_tween: Tween = null # D-063: confrontation beat delay
# -- 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 = 15.0
var _entry_fade: float = 3.0
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
const MAX_OPTIONS: int = 3 # D-061: max 3 response options visible
const MAX_HEIGHT_RATIO: float = 0.2 # D-061: max 20% viewport height
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] = [
&"move_north", &"move_south", &"move_east", &"move_west",
&"move_northeast", &"move_southeast", &"move_southwest", &"move_northwest",
]
func _ready() -> void:
panel.modulate.a = 0.0
visible = false
_is_showing = false
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:
return
if not _in_player_conversation:
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()
_end_player_conversation()
dialogue_dismissed.emit()
return
# -- 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)
panel.offset_left = -w / 2.0
panel.offset_right = w / 2.0
panel.offset_top = -max_h
# -- 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).
func append_conversation_event(event: Dictionary) -> void:
var speaker: String = event.get("speaker_name", "?")
var target: String = event.get("target_name", "?")
var text: String = event.get("occluded_line", "")
if text.is_empty():
return
append_line(speaker, target, text, 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
# Append NPC's line to the log
if not speech.is_empty():
append_line(npc_name, PLAYER_NAME, speech, false)
# Clear old options and show new ones
_clear_options()
_show_options(options)
# 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 held until fade completes.
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: dialogue_active stays true — cleared after fade completes in hide callback.
# If log entries still exist, panel stays visible and entries expire via timeout.
# If no entries, hide immediately with fade.
if _log_entries.is_empty():
hide_dialogue()
## Hide the entire panel with fade.
func hide_dialogue() -> void:
if not _is_showing:
return
if _in_player_conversation:
_end_player_conversation()
return # _end_player_conversation may call hide_dialogue if log is empty
_is_showing = false
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
GameState.dialogue_active = false # D-064: unblock movement after fade completes
)
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)
for i in range(count):
var opt: Dictionary = sorted_opts[i]
var raw_text: String = opt.get("text", "")
var is_confrontation: bool = opt.get("confrontation", false)
var label := RichTextLabel.new()
label.bbcode_enabled = true
label.fit_content = true
label.scroll_active = false
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 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)
)
label.mouse_entered.connect(_make_hover_on(label))
label.mouse_exited.connect(_make_hover_off(label))
options_container.add_child(label)
_option_controls.append(label)
_option_response_ids.append(opt.get("response_id", ""))
_option_texts.append(raw_text)
_option_is_confrontation.append(is_confrontation)
func _on_option_pressed(index: int) -> void:
if index >= _option_controls.size():
return
var rid: String = _option_response_ids[index] if index < _option_response_ids.size() else ""
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)
_end_player_conversation()
# -- Confrontation beat (D-063) --
func _start_confrontation_beat(response_id: String, text: String) -> void:
for ctrl in _option_controls:
if is_instance_valid(ctrl):
ctrl.mouse_filter = Control.MOUSE_FILTER_IGNORE
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)
confrontation_monologue.emit(UIStrings.get_text(CONFRONTATION_MONOLOGUE_KEY), CONFRONTATION_BEAT_DURATION)
AudioManager.apply_dip("confrontation")
_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)
_end_player_conversation()
)
func _cancel_beat() -> void:
if _beat_tween and _beat_tween.is_valid():
_beat_tween.kill()
_beat_tween = null
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).
func _format_entry(entry: Dictionary, alpha: float) -> String:
var speaker: String = _escape_bbcode(entry.speaker)
var target: String = _escape_bbcode(entry.target)
var text: String = _escape_bbcode(entry.text)
var is_passive: bool = entry.is_passive
var speaker_color := _color_for_name(entry.speaker)
var target_color := _color_for_name(entry.target)
# 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
var involves_player := entry.speaker == PLAYER_NAME or entry.target == PLAYER_NAME
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 --
## Ensure panel is visible (fade in if needed).
func _ensure_visible() -> void:
if _is_showing:
return
visible = true
_is_showing = true
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)
func _clear_options() -> void:
for ctrl in _option_controls:
if is_instance_valid(ctrl):
ctrl.queue_free()
_option_controls.clear()
_option_response_ids.clear()
_option_texts.clear()
_option_is_confrontation.clear()
# Hover callbacks
static func _make_hover_on(label: RichTextLabel) -> Callable:
return func():
label.add_theme_color_override("default_color", Constants.INSERT_COLOR_HOVER)
static func _make_hover_off(label: RichTextLabel) -> Callable:
return func():
label.add_theme_color_override("default_color", Constants.INSERT_COLOR_TEXT)