Files
settled-reach/client/ui/monologue_display.gd
T
jpmschweitzerandClaude Sonnet 4.6 b49d78ef6a fix(ui): guard empty text in show_monologue — no ghost slots or queue entries (#122)
show_monologue() now returns early when text.is_empty(), preventing:
- ghost visible slots with blank labels
- stagger timer advancing on empty calls
- empty strings queuing when slots are full

Tests: add test_show_monologue_with_empty_text_does_not_set_displaying and
two companion cases (stagger timer unchanged, no enqueue when full) anticipating
Hoshe's QA additions to the test suite.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20 18:41:22 +01:00

157 lines
5.4 KiB
GDScript

extends Control
# Internal monologue display — multi-line, priority-queued (per D-016, #122).
# Per Tyre architecture review, Sprint 14.
#
# Up to MAX_VISIBLE lines display simultaneously in a VBoxContainer.
# Additional arrivals queue up to MAX_QUEUE depth; lowest-priority entry is
# dropped when the queue is full and a higher-priority line arrives.
#
# Stagger: 0.15s minimum gap between consecutive fade-ins (spec §5.4).
# Colour: derived from GameState.lattice_profile at render time (D-032).
# is_urgent=true → opacity 1.0 and elevated colour variant (bloom deferred).
const MAX_VISIBLE: int = 3
const MAX_QUEUE: int = 5
const STAGGER_SEC: float = 0.15
const FADE_IN_SEC: float = 0.3
const FADE_OUT_SEC: float = 0.5
# Lattice colour palette — keyed by GameState.lattice_profile.
# standard opacity = 0.85, urgent opacity = 1.0.
# Source: Tyre architecture review, Sprint 14.
const _LATTICE_COLORS: Dictionary = {
"lattice_augmented": { # detective
"standard": Color("#d0d4e0"),
"urgent": Color("#e0e8f8"),
},
"lattice_baseline": { # smuggler
"standard": Color("#d8d0c4"),
"urgent": Color("#f0e4d4"),
},
}
const _FALLBACK_STANDARD: Color = Color("#c8d0e0")
const _FALLBACK_URGENT: Color = Color("#e0e8f8")
@onready var _vbox: VBoxContainer = $VBoxContainer
# Visible slot: {node: Control, expire_timer: float, priority: int, tween: Tween}
var _visible: Array[Dictionary] = []
# Queue entry: {text: String, duration: float, priority: int, is_urgent: bool}
var _queue: Array[Dictionary] = []
# Msec timestamp when the next fade-in may begin (stagger enforcement)
var _next_fade_in_msec: float = 0.0
func _ready() -> void:
pass
func _process(delta: float) -> void:
# Expire visible lines
for slot in _visible.duplicate():
slot.expire_timer -= delta
if slot.expire_timer <= 0.0:
_retire_slot(slot)
# Drain queue into available visible slots (one per stagger interval)
if not _queue.is_empty() and _visible.size() < MAX_VISIBLE:
var now := float(Time.get_ticks_msec())
if now >= _next_fade_in_msec:
var next: Dictionary = _queue.pop_front()
_show_line(next.text, next.duration, next.priority, next.is_urgent)
# Display a monologue line.
# priority: higher number = more important (default 2; urgent beats normal).
# is_urgent: visual flag — full opacity + elevated colour. Bloom deferred.
# Empty text is silently ignored — no slot created, no queue entry.
func show_monologue(text: String, duration: float, priority: int = 2, is_urgent: bool = false) -> void:
if text.is_empty():
return
var now := float(Time.get_ticks_msec())
if _visible.size() < MAX_VISIBLE and now >= _next_fade_in_msec:
_show_line(text, duration, priority, is_urgent)
else:
_enqueue(text, duration, priority, is_urgent)
# ---------------------------------------------------------------------------
# Internal
# ---------------------------------------------------------------------------
func _show_line(text: String, duration: float, priority: int, is_urgent: bool) -> void:
var line_node := _build_line_node(text, is_urgent)
_vbox.add_child(line_node)
var slot := {
node = line_node,
expire_timer = duration,
priority = priority,
tween = null as Tween,
}
_visible.append(slot)
_next_fade_in_msec = float(Time.get_ticks_msec()) + STAGGER_SEC * 1000.0
line_node.modulate.a = 0.0
var tween := create_tween()
slot.tween = tween
var target_opacity := 1.0 if is_urgent else 0.85
tween.tween_property(line_node, "modulate:a", target_opacity, FADE_IN_SEC)
func _retire_slot(slot: Dictionary) -> void:
_visible.erase(slot)
var node: Node = slot.node
var t: Tween = slot.tween
if t and t.is_valid():
t.kill()
var tween := create_tween()
tween.tween_property(node, "modulate:a", 0.0, FADE_OUT_SEC)
tween.tween_callback(node.queue_free)
func _enqueue(text: String, duration: float, priority: int, is_urgent: bool) -> void:
if _queue.size() < MAX_QUEUE:
_queue.append({text = text, duration = duration, priority = priority, is_urgent = is_urgent})
else:
# Replace the lowest-priority queued entry if new one outranks it
var lowest := _lowest_priority_idx()
if priority > _queue[lowest].priority:
_queue[lowest] = {text = text, duration = duration, priority = priority, is_urgent = is_urgent}
# else: incoming line is lower/equal priority — silently drop
# Re-sort: highest priority at front (next to display)
_queue.sort_custom(func(a: Dictionary, b: Dictionary) -> bool: return a.priority > b.priority)
func _lowest_priority_idx() -> int:
var idx := 0
for i in range(1, _queue.size()):
if _queue[i].priority < _queue[idx].priority:
idx = i
return idx
func _build_line_node(text: String, is_urgent: bool) -> Control:
var profile: String = GameState.lattice_profile
var palette: Dictionary = _LATTICE_COLORS.get(profile, {})
var color: Color = palette.get("urgent", _FALLBACK_URGENT) if is_urgent \
else palette.get("standard", _FALLBACK_STANDARD)
var container := MarginContainer.new()
container.add_theme_constant_override("margin_left", 4)
container.add_theme_constant_override("margin_right", 4)
container.add_theme_constant_override("margin_top", 2)
container.add_theme_constant_override("margin_bottom", 2)
var label := RichTextLabel.new()
label.bbcode_enabled = true
label.fit_content = true
label.scroll_active = false
label.add_theme_font_size_override("normal_font_size", 13)
label.text = "[i][color=#%s]%s[/color][/i]" % [color.to_html(false), text]
container.add_child(label)
return container