apply_snapshot() now reads stationary_ticks and zone_id directly from the server snapshot when present (D-020 compliance). Client-side accumulation and tile lookup retained as deprecated fallbacks until the server populates these fields. Protocol.gd extended with decode paths and TODO markers for the server team. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
342 lines
15 KiB
GDScript
342 lines
15 KiB
GDScript
extends Node
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signal game_id_changed(new_id: String)
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# Updated each frame from ObserverSnapshot data (Protocol format: {tick, entities, tiles}).
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# Entities use Protocol decoded format: {entity_id, x, y, z, kind: {variant, data}}.
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# Tiles use format: [{x, y, z, type}].
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var current_snapshot: Dictionary = {}
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# D-085 (#258): Active game session identifier. Format: <YYYYMMDD>-<HHMMSS>-<hex6>
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# Set by SessionManager.new_game() or SessionManager.resume_game().
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# Empty string when no session is active (main menu state).
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var current_game_id: String = "":
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set(v):
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current_game_id = v
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game_id_changed.emit(v)
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var current_tick: int = 0
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var player_position: Vector2 = Vector2.ZERO
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var visible_entities: Array = []
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var visible_tiles: Array = []
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var visible_positions: Dictionary = {} # Vector2i -> true, for fast fog lookups
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# v2 fields (D-015, D-031)
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var game_time: Dictionary = {} # {day, time_of_day, day_phase, tick_rate} or empty
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var player_facing: String = "North" # 8-directional facing direction
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var visibility_sectors: Dictionary = {} # Vector2i -> "Forward"/"Peripheral"
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# Player entity ID — the first entity is assumed to be the player (will be
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# refined when the server assigns explicit player entity IDs).
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var player_entity_id: int = 1
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# #241: Follow target — entity_id of the NPC the player is following, -1 when not following.
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# Stub for server ticket #241 (Follow verb). Client reads this for camera/UI behavior.
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var follow_target_id: int = -1
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# v4 fields (#404/#405)
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var nearby_interactions: Array = [] # [{entity_id, entity_type, distance, verbs: [{kind, label, priority, available}]}]
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# v5 fields (#414)
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var current_monologue: Variant = null # {id, text, duration_seconds, priority, is_urgent} or null
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# #122 (D-032): Character lattice profile — selects monologue text colour palette.
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# "lattice_augmented" = detective, "lattice_baseline" = smuggler.
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# Server sends this field as part of the player's capability snapshot.
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var lattice_profile: String = "lattice_baseline"
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# v6 fields (#449, D-053, D-065)
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var player_stance: String = "Walk" # Sprint/Walk/Careful/Crouch
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var player_inventory: Array = [] # [{item_id, name, slot}]
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# v7 fields (#435, D-061/D-062)
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var current_dialogue: Variant = null # {npc_name, npc_entity_id, speech, options: [{text, response_id, priority}]} or null
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# D-064: true while dialogue box is visible or fading out (300ms).
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# InputMapper suppresses movement when this is true.
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var dialogue_active: bool = false
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# v8 fields (#496): Gauntlet mode — room timer + personal bests
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var room_id: Variant = null # String room_id from snapshot, null in non-gauntlet mode
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var gauntlet_mode: bool = false # true when snapshot includes gauntlet_mode flag
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# OQ-07 (#522): Insert active state — false suppresses verb labels (z-layer 6).
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# Cursor shape changes still fire when false (D-056 option a).
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# v0.1 assumption: always true — both playable characters (detective and smuggler)
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# have neural inserts. Future characters without inserts would receive false from
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# the server's "insert_active" snapshot field, disabling all z-layer-6 UI.
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var insert_active: bool = true
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# #507: RNG seed for replay determinism — populated from snapshot "rng_seed" field.
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# Null in v0.1 (server does not yet send this field; protocol change required).
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var rng_seed: Variant = null
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# v15 fields (#554, D-085): save/load result from server.
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# {success: bool, kind: "save"|"load", error: Variant} or null.
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# One-shot: consumed by main.gd after display, then set back to null.
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var save_result: Variant = null
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# v7 fields (#431, D-059/D-060)
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var pending_recognitions: Array = [] # [{entity_id, x, y, z, remaining_ticks, total_delay_ticks}]
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# v8 fields (#305, D-028): NPC follow-up after player dialogue choice
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var dialogue_response: Variant = null # {line_id, text, speaker_entity_id}
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# v9 fields (#535, D-078): Overheard NPC-to-NPC conversations
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var conversation_events: Array = [] # [{speaker_id, target_id, speaker_name, target_name, occluded_line}]
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var conversation_ended: Array = [] # [{speaker_id, target_id}]
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# v10 fields (#151, D-013): Discovered POIs from server (#148/#149).
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# Format: [{poi_id, name, x, y, z, category}]. Persists between snapshots unless
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# server explicitly sends an empty array (cleared locations are not typical in v0.1).
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# Populated from snapshot "poi_list" field — only updated when field present.
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var discovered_pois: Array = []
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# v14 fields (#174, #242): Character-filtered examine result.
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# {entity_id, text, confidence} or null. Auto-dismisses on client after 4-6 seconds.
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var current_examine_result: Variant = null
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# v14 fields (#264, D-041): Player knowledge graph dump for journal panel.
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# {entities: [{entity_id, name, confidence, source, state, relationship, last_observed_tick}],
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# facts: [{fact_id, confidence, source, state, acquired_tick}]}
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var player_knowledge: Variant = null
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# #126, D-018: Medium-range sound events for fog-edge directional indicators.
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# Format: [{x, y, event_type, range_category}] — server sends current medium events per tick.
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var medium_sound_events: Array = []
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# #125, D-018: Close-range sound events for positional 2D audio.
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# Format: [{x, y, event_type, range_category}] — consumed once per tick in main.gd.
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var close_sound_events: Array = []
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# D-071 (#530): Consecutive ticks without player position change.
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# D-020: Server-authoritative — read from snapshot "stationary_ticks" field.
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# Fallback: client-side accumulation (deprecated, remove when server populates field).
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# ListeningFocus boost activates at 30+ ticks (main.gd manages the dip).
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var stationary_ticks: int = 0
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# DEPRECATED: Only used by client-side accumulation fallback. Remove with fallback.
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var _prev_player_position: Vector2 = Vector2(-1e9, -1e9) # sentinel: no previous position
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# D-073 (#529): Server-authoritative zone_id from the player's current tile.
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# D-020: Read directly from snapshot "zone_id" field.
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# Fallback: client-side tile lookup (deprecated, remove when server populates field).
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# Empty string when zone_id field absent.
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var current_zone_id: String = ""
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func apply_snapshot(snapshot: Dictionary) -> void:
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current_snapshot = snapshot
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if snapshot.has("tick"):
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current_tick = snapshot.tick
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if snapshot.has("entities"):
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visible_entities = snapshot.entities
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# Derive player position from the entity with kind.variant == "Player"
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var found_player := false
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for entity in visible_entities:
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if entity.has("kind") and entity.kind is Dictionary and entity.kind.get("variant") == "Player":
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player_position = Vector2(entity.x, entity.y)
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if entity.has("entity_id"):
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player_entity_id = entity.entity_id
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found_player = true
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break
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if not found_player and visible_entities.size() > 0:
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push_warning("GameState: no Player entity found in %d entities" % [
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visible_entities.size()])
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# D-020/D-071 (#530): Server-authoritative stationary_ticks for ListeningFocus boost.
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# Prefer server-sent value; fall back to client-side accumulation until server populates.
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if snapshot.has("stationary_ticks") and snapshot.stationary_ticks is int:
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# D-020: direct field assignment from server-authoritative snapshot.
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stationary_ticks = snapshot.stationary_ticks
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else:
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# DEPRECATED fallback — client-side accumulation. Remove when server sends
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# "stationary_ticks" in ObserverSnapshot (D-020 violation: derives behavior-
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# driving state on the client). Server tracks this in ListeningFocus component.
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if player_position == _prev_player_position:
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stationary_ticks += 1
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else:
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stationary_ticks = 0
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_prev_player_position = player_position
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# Tiles for rendering: test mode sends "tiles", live server sends tile data in "visible_tiles"
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if snapshot.has("tiles"):
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visible_tiles = snapshot.tiles
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elif snapshot.has("visible_tiles") and snapshot.visible_tiles is Array and snapshot.visible_tiles.size() > 0:
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# Live server: visible_tiles now includes type from tile_kind field
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var has_type := false
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if snapshot.visible_tiles.size() > 0 and snapshot.visible_tiles[0] is Dictionary:
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has_type = snapshot.visible_tiles[0].has("type")
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if has_type:
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visible_tiles = snapshot.visible_tiles
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if snapshot.has("visible_positions"):
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visible_positions.clear()
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for pos in snapshot.visible_positions:
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visible_positions[Vector2i(pos.x, pos.y)] = true
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# v2: game_time (D-031)
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if snapshot.has("game_time") and snapshot.game_time is Dictionary:
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game_time = snapshot.game_time
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# v2: player_facing (D-015)
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if snapshot.has("player_facing") and snapshot.player_facing is String:
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player_facing = snapshot.player_facing
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# v4: nearby_interactions (#404/#405)
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if snapshot.has("nearby_interactions") and snapshot.nearby_interactions is Array:
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nearby_interactions = snapshot.nearby_interactions
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else:
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nearby_interactions = []
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# v5: current_monologue (#414)
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if snapshot.has("current_monologue") and snapshot.current_monologue is Dictionary:
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current_monologue = snapshot.current_monologue
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else:
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current_monologue = null
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# #122: lattice_profile — character insert capability level for monologue colour
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if snapshot.has("lattice_profile") and snapshot.lattice_profile is String:
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lattice_profile = snapshot.lattice_profile
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# v6: player_stance (#449, D-053)
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if snapshot.has("player_stance") and snapshot.player_stance is String:
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player_stance = snapshot.player_stance
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# v6: player_inventory (#449, D-065)
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if snapshot.has("player_inventory") and snapshot.player_inventory is Array:
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player_inventory = snapshot.player_inventory
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else:
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player_inventory = []
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# v7: current_dialogue (#434, D-061)
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if snapshot.has("current_dialogue") and snapshot.current_dialogue is Dictionary:
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current_dialogue = snapshot.current_dialogue
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else:
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current_dialogue = null
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# v7: pending_recognitions (#431, D-059/D-060)
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if snapshot.has("pending_recognitions") and snapshot.pending_recognitions is Array:
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pending_recognitions = snapshot.pending_recognitions
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else:
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pending_recognitions = []
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# v9: conversation_events (#535, D-078) — overheard NPC-to-NPC lines
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if snapshot.has("conversation_events") and snapshot.conversation_events is Array:
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conversation_events = snapshot.conversation_events
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else:
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conversation_events = []
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# v9: conversation_ended (#535, D-078) — pairs whose conversation ended
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if snapshot.has("conversation_ended") and snapshot.conversation_ended is Array:
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conversation_ended = snapshot.conversation_ended
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else:
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conversation_ended = []
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# v8: dialogue_response (#305, D-028) — NPC follow-up after player choice
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if snapshot.has("dialogue_response") and snapshot.dialogue_response is Dictionary:
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dialogue_response = snapshot.dialogue_response
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else:
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dialogue_response = null
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# v8: gauntlet mode (#496) — room_id and gauntlet_mode
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if snapshot.has("gauntlet_mode") and snapshot.gauntlet_mode == true:
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gauntlet_mode = true
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else:
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gauntlet_mode = false
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if snapshot.has("room_id") and snapshot.room_id is String:
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room_id = snapshot.room_id
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else:
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room_id = null
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# OQ-07 (#522): insert_active — defaults true (v0.1 always has insert).
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# Server may send false for characters without an insert in future sprints.
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if snapshot.has("insert_active") and snapshot.insert_active is bool:
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insert_active = snapshot.insert_active
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else:
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insert_active = true
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# #507: rng_seed — server sends current RNG seed for replay determinism.
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# Field: "rng_seed" (u64 as integer). Null if server does not include it.
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if snapshot.has("rng_seed"):
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rng_seed = snapshot.rng_seed
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else:
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rng_seed = null
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# D-018: Sound events from server — partition by range_category.
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# #126: Medium → fog-edge directional indicators.
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# #125: Close → positional 2D audio via AudioManager.
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if snapshot.has("sound_events") and snapshot.sound_events is Array:
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medium_sound_events = []
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close_sound_events = []
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for se in snapshot.sound_events:
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if not se is Dictionary:
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continue
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var rc: String = se.get("range_category", "")
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if rc == "Medium":
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medium_sound_events.append(se)
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elif rc == "Close":
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close_sound_events.append(se)
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else:
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medium_sound_events = []
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close_sound_events = []
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# v10: discovered_pois (#151, D-013) — server sends POIs discovered by the player.
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# Accepts "discovered_pois" or "poi_list" key — both map to the same client field.
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# Only update if the field is present — absence means "no change since last tick".
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if snapshot.has("discovered_pois") and snapshot.discovered_pois is Array:
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discovered_pois = snapshot.discovered_pois
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elif snapshot.has("poi_list") and snapshot.poi_list is Array:
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discovered_pois = snapshot.poi_list
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# v14: examine_result (#174, #242) — character-filtered observation from Examine verb.
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if snapshot.has("examine_result") and snapshot.examine_result is Dictionary:
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current_examine_result = snapshot.examine_result
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else:
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current_examine_result = null
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# v15: save_result (#554, D-085) — one-shot save/load confirmation from server.
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if snapshot.has("save_result") and snapshot.save_result is Dictionary:
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save_result = snapshot.save_result
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else:
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save_result = null
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# v14: player_knowledge (#264, D-041) — partial KG dump for journal panel.
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# Only update when field is present (null means no change, server sends when KG changes).
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if snapshot.has("player_knowledge") and snapshot.player_knowledge is Dictionary:
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player_knowledge = snapshot.player_knowledge
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# D-020/D-073 (#529): Server-authoritative zone_id for zone ambient crossfade.
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# Prefer server-sent top-level value; fall back to client-side tile lookup until
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# server populates top-level "zone_id" in ObserverSnapshot.
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if snapshot.has("zone_id") and snapshot.zone_id is String:
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# D-020: direct field assignment from server-authoritative snapshot.
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current_zone_id = snapshot.zone_id
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else:
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# DEPRECATED fallback — client-side tile lookup. Remove when server sends
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# top-level "zone_id" in ObserverSnapshot (D-020 violation: derives zone
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# identity on the client via tile iteration). Server sends zone_id per
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# VisibleTile but not as a top-level snapshot field.
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var _tile_by_coord: Dictionary = {}
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for vtile in visible_tiles:
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if vtile is Dictionary and vtile.has("x") and vtile.has("y"):
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_tile_by_coord[Vector2i(vtile.x, vtile.y)] = vtile
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var player_pos_key := Vector2i(int(player_position.x), int(player_position.y))
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var player_tile = _tile_by_coord.get(player_pos_key, null)
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current_zone_id = player_tile.get("zone_id", "") if player_tile else ""
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# v2: visible_tiles with visibility sectors
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# Derives visible_positions when not explicitly provided (real server mode)
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if snapshot.has("visible_tiles") and snapshot.visible_tiles is Array and snapshot.visible_tiles.size() > 0:
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visibility_sectors.clear()
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var has_explicit_positions := snapshot.has("visible_positions")
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if not has_explicit_positions:
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visible_positions.clear()
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for vtile in snapshot.visible_tiles:
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if not vtile is Dictionary or not vtile.has("x") or not vtile.has("y"):
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continue
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var pos := Vector2i(vtile.x, vtile.y)
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if vtile.has("visibility"):
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visibility_sectors[pos] = vtile.visibility
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if not has_explicit_positions:
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visible_positions[pos] = true
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