Server-driven interaction prompt that displays "E - Talk" when near an interactable NPC. Decodes v4 nearby_interactions from snapshot, stores in GameState, renders via InteractionPrompt UI with fade animation. Extensible interface (get_interaction_target/get_selected_verb) for future radial verb menu (v0.2). - Protocol: decode nearby_interactions array with nested VerbOption structs, entity relationship/observation fields, tick_rate in GameTime - GameState: store/clear nearby_interactions per snapshot - SimBridge: test mode generates v4 format with structured verbs - InteractionPrompt: PanelContainer with fade in/out, polls GameState - Tests: 19 new test cases covering protocol, state, sim bridge, UI, encoding - Fixture assertions updated for v4 protocol version Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
81 lines
2.4 KiB
GDScript
81 lines
2.4 KiB
GDScript
extends PanelContainer
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# Interaction prompt — displays available interaction verb for nearby entity.
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# Server-driven: shows when GameState.nearby_interactions is non-empty,
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# hides when empty. No game logic — pure display layer.
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#
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# v0.1: Single-line "E - Talk" (first verb on nearest entity)
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# v0.2: Will be replaced/extended with radial verb menu.
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# Public interface: get_interaction_target(), get_selected_verb()
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@onready var prompt_label: Label = $MarginContainer/PromptLabel
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var _is_showing: bool = false
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var _active_tween: Tween = null
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var _current_target_id: int = -1
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const FADE_IN: float = 0.15
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const FADE_OUT: float = 0.15
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func _ready() -> void:
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modulate.a = 0.0
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visible = false
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_is_showing = false
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func _process(_delta: float) -> void:
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var interactions: Array = GameState.nearby_interactions
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if interactions.size() > 0:
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_show_prompt(interactions[0])
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elif _is_showing:
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_hide_prompt()
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func _show_prompt(interaction: Dictionary) -> void:
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var target_id: int = interaction.get("entity_id", -1)
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var verbs: Array = interaction.get("verbs", [])
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if verbs.is_empty():
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if _is_showing:
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_hide_prompt()
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return
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# v0.1: pick first verb (sorted by priority from server)
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var verb_label: String = verbs[0].get("label", "")
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var display_text: String = "E - %s" % verb_label
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if _current_target_id != target_id or prompt_label.text != display_text:
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prompt_label.text = display_text
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_current_target_id = target_id
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if not _is_showing:
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visible = true
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_is_showing = true
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if _active_tween and _active_tween.is_valid():
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_active_tween.kill()
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_active_tween = create_tween()
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_active_tween.tween_property(self, "modulate:a", 1.0, FADE_IN)
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func _hide_prompt() -> void:
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if not _is_showing:
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return
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_is_showing = false
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_current_target_id = -1
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if _active_tween and _active_tween.is_valid():
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_active_tween.kill()
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_active_tween = create_tween()
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_active_tween.tween_property(self, "modulate:a", 0.0, FADE_OUT)
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_active_tween.tween_callback(func(): visible = false)
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## Returns the current interaction target entity ID, or -1 if no interaction.
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func get_interaction_target() -> int:
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return _current_target_id
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## Returns the selected verb kind (v0.1: first verb on nearest, v0.2: radial selection).
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func get_selected_verb() -> String:
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var interactions: Array = GameState.nearby_interactions
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if interactions.is_empty():
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return ""
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var verbs: Array = interactions[0].get("verbs", [])
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if verbs.is_empty():
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return ""
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return verbs[0].get("kind", "")
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