Files
settled-reach/client/scripts/autoloads/game_state.gd
T
jpmschweitzerandClaude Sonnet 4.6 c6bd7c2db2 feat(client): Sprint 12 — renderer fix, sound pipeline, medium-range indicators
#345: entity_renderer.gd already used entity_id; added regression tests
  confirming old "id" field is rejected and "entity_id" is accepted.

#447 (OQ-29): DIALOGUE_MAX_WIDTH = 1920 added to constants.gd. Full
  viewport width at target resolution (60 × TILE_SIZE), per D-061 Lead
  directive "max-width". Recorded as D-076 in decisions/perception.md.

#126: SoundIndicatorRenderer — fog-edge directional arrows for medium-range
  sound events (D-018). Node2D at z:951 in World scene. Color-coded per
  D-018/D-069 (neutral/voice/danger). GameState.medium_sound_events
  partitions Medium events from snapshot sound_events field. Tests added
  to test_rendering.gd; Hoshe's test_sound_indicators.gd stubs updated.

#125: Close-range stereo audio pipeline wired. AudioManager.play_sound_event()
  maps event_type to D-038 asset key (Footstep/FootstepSprint → sfx_footstep_*).
  GameState.close_sound_events partitions Close events. main.gd calls
  _play_close_sound_events() each snapshot tick. test_audio_bus_routing.gd
  Layer 4 stubs upgraded to real tests.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 13:33:05 +01:00

201 lines
7.9 KiB
GDScript

extends Node
# Updated each frame from ObserverSnapshot data (Protocol format: {tick, entities, tiles}).
# Entities use Protocol decoded format: {entity_id, x, y, z, kind: {variant, data}}.
# Tiles use format: [{x, y, z, type}].
var current_snapshot: Dictionary = {}
var current_tick: int = 0
var player_position: Vector2 = Vector2.ZERO
var visible_entities: Array = []
var visible_tiles: Array = []
var visible_positions: Dictionary = {} # Vector2i -> true, for fast fog lookups
# v2 fields (D-015, D-031)
var game_time: Dictionary = {} # {day, time_of_day, day_phase, tick_rate} or empty
var player_facing: String = "North" # 8-directional facing direction
var visibility_sectors: Dictionary = {} # Vector2i -> "Forward"/"Peripheral"
# Player entity ID — the first entity is assumed to be the player (will be
# refined when the server assigns explicit player entity IDs).
var player_entity_id: int = 1
# v4 fields (#404/#405)
var nearby_interactions: Array = [] # [{entity_id, entity_type, distance, verbs: [{kind, label, priority, available}]}]
# v5 fields (#414)
var current_monologue: Variant = null # {id, text, duration_seconds} or null
# v6 fields (#449, D-053, D-065)
var player_stance: String = "Walk" # Sprint/Walk/Careful/Crouch
var player_inventory: Array = [] # [{item_id, name, slot}]
# v7 fields (#435, D-061/D-062)
var current_dialogue: Variant = null # {npc_name, npc_entity_id, speech, options: [{text, response_id, priority}]} or null
# D-064: true while dialogue box is visible or fading out (300ms).
# InputMapper suppresses movement when this is true.
var dialogue_active: bool = false
# v8 fields (#496): Gauntlet mode — room timer + personal bests
var room_id: Variant = null # String room_id from snapshot, null in non-gauntlet mode
var gauntlet_mode: bool = false # true when snapshot includes gauntlet_mode flag
# OQ-07 (#522): Insert active state — false suppresses verb labels (z-layer 6).
# Cursor shape changes still fire when false (D-056 option a).
# v0.1 assumption: always true — both playable characters (detective and smuggler)
# have neural inserts. Future characters without inserts would receive false from
# the server's "insert_active" snapshot field, disabling all z-layer-6 UI.
var insert_active: bool = true
# #507: RNG seed for replay determinism — populated from snapshot "rng_seed" field.
# Null in v0.1 (server does not yet send this field; protocol change required).
var rng_seed: Variant = null
# v7 fields (#431, D-059/D-060)
var pending_recognitions: Array = [] # [{entity_id, x, y, z, remaining_ticks, total_delay_ticks}]
# #126, D-018: Medium-range sound events for fog-edge directional indicators.
# Format: [{x, y, event_type, range_category}] — server sends current medium events per tick.
var medium_sound_events: Array = []
# #125, D-018: Close-range sound events for positional 2D audio.
# Format: [{x, y, event_type, range_category}] — consumed once per tick in main.gd.
var close_sound_events: Array = []
func apply_snapshot(snapshot: Dictionary) -> void:
current_snapshot = snapshot
if snapshot.has("tick"):
current_tick = snapshot.tick
if snapshot.has("entities"):
visible_entities = snapshot.entities
# Derive player position from the entity with kind.variant == "Player"
var found_player := false
for entity in visible_entities:
if entity.has("kind") and entity.kind is Dictionary and entity.kind.get("variant") == "Player":
player_position = Vector2(entity.x, entity.y)
if entity.has("entity_id"):
player_entity_id = entity.entity_id
found_player = true
break
if not found_player and visible_entities.size() > 0:
push_warning("GameState: no Player entity found in %d entities" % [
visible_entities.size()])
# Tiles for rendering: test mode sends "tiles", live server sends tile data in "visible_tiles"
if snapshot.has("tiles"):
visible_tiles = snapshot.tiles
elif snapshot.has("visible_tiles") and snapshot.visible_tiles is Array and snapshot.visible_tiles.size() > 0:
# Live server: visible_tiles now includes type from tile_kind field
var has_type := false
if snapshot.visible_tiles.size() > 0 and snapshot.visible_tiles[0] is Dictionary:
has_type = snapshot.visible_tiles[0].has("type")
if has_type:
visible_tiles = snapshot.visible_tiles
if snapshot.has("visible_positions"):
visible_positions.clear()
for pos in snapshot.visible_positions:
visible_positions[Vector2i(pos.x, pos.y)] = true
# v2: game_time (D-031)
if snapshot.has("game_time") and snapshot.game_time is Dictionary:
game_time = snapshot.game_time
# v2: player_facing (D-015)
if snapshot.has("player_facing") and snapshot.player_facing is String:
player_facing = snapshot.player_facing
# v4: nearby_interactions (#404/#405)
if snapshot.has("nearby_interactions") and snapshot.nearby_interactions is Array:
nearby_interactions = snapshot.nearby_interactions
else:
nearby_interactions = []
# v5: current_monologue (#414)
if snapshot.has("current_monologue") and snapshot.current_monologue is Dictionary:
current_monologue = snapshot.current_monologue
else:
current_monologue = null
# v6: player_stance (#449, D-053)
if snapshot.has("player_stance") and snapshot.player_stance is String:
player_stance = snapshot.player_stance
# v6: player_inventory (#449, D-065)
if snapshot.has("player_inventory") and snapshot.player_inventory is Array:
player_inventory = snapshot.player_inventory
else:
player_inventory = []
# v7: current_dialogue (#434, D-061)
if snapshot.has("current_dialogue") and snapshot.current_dialogue is Dictionary:
current_dialogue = snapshot.current_dialogue
else:
current_dialogue = null
# v7: pending_recognitions (#431, D-059/D-060)
if snapshot.has("pending_recognitions") and snapshot.pending_recognitions is Array:
pending_recognitions = snapshot.pending_recognitions
else:
pending_recognitions = []
# v8: gauntlet mode (#496) — room_id and gauntlet_mode
if snapshot.has("gauntlet_mode") and snapshot.gauntlet_mode == true:
gauntlet_mode = true
else:
gauntlet_mode = false
if snapshot.has("room_id") and snapshot.room_id is String:
room_id = snapshot.room_id
else:
room_id = null
# OQ-07 (#522): insert_active — defaults true (v0.1 always has insert).
# Server may send false for characters without an insert in future sprints.
if snapshot.has("insert_active") and snapshot.insert_active is bool:
insert_active = snapshot.insert_active
else:
insert_active = true
# #507: rng_seed — server sends current RNG seed for replay determinism.
# Field: "rng_seed" (u64 as integer). Null if server does not include it.
if snapshot.has("rng_seed"):
rng_seed = snapshot.rng_seed
else:
rng_seed = null
# D-018: Sound events from server — partition by range_category.
# #126: Medium → fog-edge directional indicators.
# #125: Close → positional 2D audio via AudioManager.
if snapshot.has("sound_events") and snapshot.sound_events is Array:
medium_sound_events = []
close_sound_events = []
for se in snapshot.sound_events:
if not se is Dictionary:
continue
var rc: String = se.get("range_category", "")
if rc == "Medium":
medium_sound_events.append(se)
elif rc == "Close":
close_sound_events.append(se)
else:
medium_sound_events = []
close_sound_events = []
# v2: visible_tiles with visibility sectors
# Derives visible_positions when not explicitly provided (real server mode)
if snapshot.has("visible_tiles") and snapshot.visible_tiles is Array and snapshot.visible_tiles.size() > 0:
visibility_sectors.clear()
var has_explicit_positions := snapshot.has("visible_positions")
if not has_explicit_positions:
visible_positions.clear()
for vtile in snapshot.visible_tiles:
if not vtile is Dictionary or not vtile.has("x") or not vtile.has("y"):
continue
var pos := Vector2i(vtile.x, vtile.y)
if vtile.has("visibility"):
visibility_sectors[pos] = vtile.visibility
if not has_explicit_positions:
visible_positions[pos] = true