- bug_report_dialog: release_focus() before queue_free() prevents stale focus on ModalLayer blocking input to lower layers - dialogue_box: clear dialogue_active immediately on conversation end instead of holding for entry_lifetime - main.gd: permanent entity ID tracking per room stops recognition chime re-triggering when NPCs oscillate in/out of fog queue - audio_manager: correct path res://audio/ to res://assets/audio/ - world_radial.tscn: anchors_preset 15 to 0 (script sets size) - bug_report_dialog: push_warning to print (informational) - debug_overlay: max() to maxi() for integer line count - monologue_display: remove unnecessary Tween cast Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
116 lines
4.7 KiB
GDScript
116 lines
4.7 KiB
GDScript
extends Control
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# #511: F3 debug overlay — real-time game state display for dev use.
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const HEADER_COLOR := Color("#e8c547")
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const LABEL_COLOR := Color("#8890a0")
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const VALUE_COLOR := Color("#c8d0e0")
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const BG_COLOR := Color(0.08, 0.08, 0.12, 0.85)
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const FONT_SIZE := 12
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const LINE_HEIGHT := 16
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const PADDING := Vector2(10, 8)
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const COL_GAP := 16 # gap between left and right columns
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var _cached_font: Font = null
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func _ready() -> void:
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visible = false
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_cached_font = ThemeDB.fallback_font
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("debug_overlay"):
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visible = not visible
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if visible:
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queue_redraw()
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func update_from_state() -> void:
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if not visible:
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return
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queue_redraw()
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func _draw() -> void:
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if not visible:
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return
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var font: Font = _cached_font if _cached_font else ThemeDB.fallback_font
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# Build lines as [label, value, label, value] pairs (two columns)
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var left_lines: Array = []
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var right_lines: Array = []
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left_lines.append(["tick", str(GameState.current_tick)])
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right_lines.append(["fps", str(Engine.get_frames_per_second())])
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var pos := GameState.player_position
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left_lines.append(["pos", "(%d, %d)" % [int(pos.x), int(pos.y)]])
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right_lines.append(["facing", GameState.player_facing])
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left_lines.append(["stance", GameState.player_stance])
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right_lines.append(["zone", GameState.current_zone_id if GameState.current_zone_id != "" else "-"])
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left_lines.append(["entities", str(GameState.visible_entities.size())])
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right_lines.append(["tiles", str(GameState.visible_tiles.size())])
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left_lines.append(["interactions", str(GameState.nearby_interactions.size())])
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right_lines.append(["recognitions", str(GameState.pending_recognitions.size())])
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var mono_status := "active" if GameState.current_monologue != null else "idle"
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var dlg_status := "active" if GameState.dialogue_active else "idle"
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left_lines.append(["monologue", mono_status])
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right_lines.append(["dialogue", dlg_status])
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left_lines.append(["stationary", str(GameState.stationary_ticks)])
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right_lines.append(["insert", "ON" if GameState.insert_active else "OFF"])
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var gt := GameState.game_time
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var time_str := "%s d%s" % [gt.get("day_phase", "-"), str(gt.get("day", "-"))] if gt.size() > 0 else "-"
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var rate_str: String = gt.get("tick_rate", "-") if gt.size() > 0 else "-"
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left_lines.append(["time", time_str])
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right_lines.append(["tick_rate", rate_str])
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var mode_str := "test" if SimBridge.test_mode else "live"
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var gauntlet_str := "ON" if GameState.gauntlet_mode else "OFF"
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left_lines.append(["mode", mode_str])
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right_lines.append(["gauntlet", gauntlet_str])
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# Measure column widths
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var left_label_w: float = 0.0
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var left_value_w: float = 0.0
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var right_label_w: float = 0.0
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var right_value_w: float = 0.0
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for line in left_lines:
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left_label_w = max(left_label_w, font.get_string_size(line[0] + ": ", HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE).x)
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left_value_w = max(left_value_w, font.get_string_size(line[1], HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE).x)
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for line in right_lines:
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right_label_w = max(right_label_w, font.get_string_size(line[0] + ": ", HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE).x)
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right_value_w = max(right_value_w, font.get_string_size(line[1], HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE).x)
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var header_text := "F3 DEBUG"
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var header_w := font.get_string_size(header_text, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE + 1).x
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var content_w := left_label_w + left_value_w + COL_GAP + right_label_w + right_value_w
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var box_w: float = max(header_w, content_w) + PADDING.x * 2
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var line_count: int = maxi(left_lines.size(), right_lines.size())
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var box_h: float = PADDING.y * 2 + LINE_HEIGHT + LINE_HEIGHT * line_count # header + data lines
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# Background
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draw_rect(Rect2(Vector2.ZERO, Vector2(box_w, box_h)), BG_COLOR)
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# Header
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var y: float = PADDING.y + FONT_SIZE
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draw_string(font, Vector2(PADDING.x, y), header_text, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE + 1, HEADER_COLOR)
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y += LINE_HEIGHT
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# Data lines (two columns)
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var right_x: float = PADDING.x + left_label_w + left_value_w + COL_GAP
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for i in range(line_count):
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if i < left_lines.size():
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var lbl: String = left_lines[i][0] + ": "
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var val: String = left_lines[i][1]
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draw_string(font, Vector2(PADDING.x, y), lbl, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, LABEL_COLOR)
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draw_string(font, Vector2(PADDING.x + left_label_w, y), val, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, VALUE_COLOR)
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if i < right_lines.size():
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var lbl: String = right_lines[i][0] + ": "
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var val: String = right_lines[i][1]
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draw_string(font, Vector2(right_x, y), lbl, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, LABEL_COLOR)
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draw_string(font, Vector2(right_x + right_label_w, y), val, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, VALUE_COLOR)
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y += LINE_HEIGHT
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