Add Phase 4 Final Bugs Specification and Tests
- Introduced a new architecture specification for Phase 4 final bugs, detailing scope, decisions, runtime data contracts, action roles, execution lanes, speech ownership, and signal flow. - Implemented changes in `scripts/action_registry.gd`, `scripts/action_editor.gd`, `scripts/sandbox_stage.gd`, `scripts/stage_gizmos.gd`, `scripts/stickman_factory.gd`, and `scripts/stickman_rig.gd` to address identified bugs. - Created a new test suite `tests/test_phase4_final_bugs.gd` to validate the implementation, covering action roles, grid snapping, prop manipulation, reactive runtime lane, spawn pose preservation, and more. - Added a unique identifier for the test file to ensure proper tracking and management.
This commit is contained in:
+261
-46
@@ -8,6 +8,8 @@ extends Node2D
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## Body/* draw order. Non-@tool: node resolution, flag writes and z-order
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## reordering run only at runtime (_ready + setters on a live instance).
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const ACTION_REGISTRY := preload("res://scripts/action_registry.gd")
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# ---------------------------------------------------------------------------
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# Enums
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# ---------------------------------------------------------------------------
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@@ -455,6 +457,7 @@ var _captured_pose: Dictionary = {} # { String : {pos, rot, half} } (
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var _captured_landing_center: Vector2 = Vector2.ZERO # ragdoll torso's world center at capture
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var _captured_ground_y: float = 0.0 # torso's ground-contact line (center.y + radius)
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var _stand_up_tween: Tween = null
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var _stand_up_generation: int = 0
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var _limb_bones: Dictionary = {} # { String: { "upper": Bone2D, "lower": Bone2D } }
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var _recovery_bones: Array[Dictionary] = [] # [{ "bone": Bone2D, "target": float }] bones tweened in stand-up
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var _pre_ragdoll_state: Dictionary = {} # captured at _enter_ragdoll; recovery's END target
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@@ -466,6 +469,8 @@ var _collision_lengths: Dictionary = {}
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var _collision_visuals: Dictionary = {}
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var _reaction_bones: Dictionary = {}
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var _impact_reactions: Dictionary = {}
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var _spawn_pose: Dictionary = {}
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var _spawn_limb_rotations: Dictionary = {}
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# ---------------------------------------------------------------------------
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# Director / navigation state (Phase 3a)
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@@ -476,6 +481,9 @@ var action_queue: Array[Dictionary] = []
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var _runner_state: RunnerState = RunnerState.IDLE
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var _action_phase: ActionPhase = ActionPhase.NONE
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var _current_index: int = -1
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var _run_queue: Array[Dictionary] = []
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var _current_run_item: Dictionary = {}
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var _run_cursor: int = 0
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var _stop_requested: bool = false
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var _nav_agent: NavigationAgent2D = null
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@@ -499,6 +507,8 @@ var _ragdoll_at_rest: bool = false
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var _speech_bubble = null # SpeechBubble (preloaded script)
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var _speech_active: bool = false
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var _speech_time_left: float = 0.0
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var _primary_speech: Dictionary = {}
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var _overlay_speech: Dictionary = {}
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var _phase_timer: float = 0.0
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@@ -737,6 +747,7 @@ func snap_to_standing() -> void:
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elif state == RigState.RECOVERING:
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_cancel_recovery()
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_clear_impact_reactions(true)
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_hide_speech()
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_restore_standing_markers()
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# Re-show the kinematic puppet and re-enable IK.
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if _skeleton != null and is_instance_valid(_skeleton) and _skeleton.modification_stack != null:
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@@ -747,28 +758,93 @@ func snap_to_standing() -> void:
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else:
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_restore_head_lookat_state()
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_recovery_bones.clear()
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_rest_timer = 0.0
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_stabilize_timer = 0.0
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_ragdoll_at_rest = false
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_captured_pose.clear()
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_captured_landing_center = Vector2.ZERO
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_captured_ground_y = 0.0
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_pre_ragdoll_state.clear()
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_probe_top_y = 0.0
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_probe_bottom_y = 0.0
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_probe_exclude.clear()
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_set_collision_bodies_enabled(true)
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if _body_container != null and is_instance_valid(_body_container):
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_body_container.visible = true
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_body_container.modulate.a = 1.0
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state = RigState.ANIMATED
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_apply_idle_limb_solver_mode(_spawn_limb_rotations)
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if previous_state != RigState.ANIMATED:
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state_changed.emit(int(state))
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## Writes STAND_POSE onto the 6 IK-target markers (no tween, no state change).
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func _restore_standing_markers() -> void:
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for marker_name: String in STAND_POSE:
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var pose: Dictionary = _spawn_pose if not _spawn_pose.is_empty() else STAND_POSE
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for marker_name: String in pose:
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var marker := _get_ik_marker(marker_name)
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if marker == null:
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continue
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var target: Dictionary = STAND_POSE[marker_name]
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var target: Dictionary = pose[marker_name]
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marker.position = target.get("pos", marker.position)
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if marker_name == "Torso":
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marker.rotation = target.get("rot", marker.rotation)
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## Captures adapted skeleton endpoints as the initial IK marker pose. Called by
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## StickmanFactory before the instance enters the tree; safe for factory bypasses.
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func initialize_spawn_pose_from_skeleton() -> void:
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var skeleton := get_node_or_null(NodePath(SKELETON_PATH)) as Skeleton2D
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if skeleton == null:
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push_warning("StickmanRig: cannot initialize spawn pose; missing Skeleton2D.")
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return
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var pose: Dictionary = {}
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var torso := skeleton.get_node_or_null(NodePath("Torso")) as Bone2D
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if torso != null:
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pose["Torso"] = { "pos": to_local(torso.global_position), "rot": torso.rotation }
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var head := skeleton.get_node_or_null(NodePath("Torso/Head")) as Bone2D
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if head != null:
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var head_tip: Vector2 = head.to_global(Vector2(maxf(head.length, 1.0), 0.0).rotated(deg_to_rad(head.bone_angle)))
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pose["Head"] = { "pos": to_local(head_tip), "rot": 0.0 }
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var paths: Dictionary = {
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"Left_Hand": "Torso/LeftUpperArm/LeftLowerArm",
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"Right_Hand": "Torso/RightUpperArm/RightLowerArm",
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"Left_Leg": "Torso/LeftUpperLeg/LeftLowerLeg",
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"Right_Leg": "Torso/RightUpperLeg/RightLowerLeg",
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}
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for marker_name: String in paths:
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var bone := skeleton.get_node_or_null(NodePath(String(paths[marker_name]))) as Bone2D
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if bone == null:
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push_warning("StickmanRig: missing spawn-pose bone '%s'." % String(paths[marker_name]))
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continue
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var endpoint: Vector2 = bone.to_global(Vector2(bone.length, 0.0).rotated(deg_to_rad(bone.bone_angle)))
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pose[marker_name] = { "pos": to_local(endpoint), "rot": 0.0 }
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if pose.size() == IK_TARGET_PATHS.size():
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# The targets must be written before the rig enters the tree; merely
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# caching them would let the modification stack solve once against the
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# adapter's generic targets and change the placed silhouette.
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for marker_name: String in pose:
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var marker := get_node_or_null(NodePath(String(IK_TARGET_PATHS[marker_name]))) as Marker2D
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if marker == null:
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push_warning("StickmanRig: missing spawn-pose marker '%s'." % marker_name)
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return
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var target: Dictionary = pose[marker_name]
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marker.position = target.get("pos", marker.position)
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marker.rotation = target.get("rot", marker.rotation)
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_spawn_pose = pose.duplicate(true)
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_spawn_limb_rotations.clear()
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for joint: String in LIMB_BONE_PATHS:
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var pair: Array = LIMB_BONE_PATHS[joint]
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var upper := skeleton.get_node_or_null(NodePath(String(pair[0]))) as Bone2D
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var lower := skeleton.get_node_or_null(NodePath(String(pair[1]))) as Bone2D
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if upper != null and lower != null:
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_spawn_limb_rotations[joint] = {
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"upper": upper.rotation,
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"lower": lower.rotation,
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}
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## Applies the same velocity delta to every ragdoll body via a mass-scaled
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## central impulse, preserving the ragdoll's internal structure. No-op outside
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## RAGDOLL mode. Used by the physics harness "Knock Up" button.
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@@ -1063,10 +1139,48 @@ func _apply_profile() -> void:
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# scale. An X-mirror does not affect depth (draw order), so
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# Z_ORDER_BY_PROFILE is unchanged.
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scale = Vector2(-1.0, 1.0) if facing_profile == FacingProfile.LEFT else Vector2(1.0, 1.0)
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_sync_speech_bubble_mirror()
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_apply_head_lookat_mirror_mode()
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_apply_idle_limb_solver_mode()
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facing_profile_changed.emit(int(facing_profile))
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## Godot's TwoBoneIK solver is not mirror-invariant under a negative X scale.
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## While a LEFT-facing walk is active the animation must keep driving IK, but
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## once the walk stops an enabled solver can settle into a pose that never
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## existed in the clip. Pin the limbs to the exact frame captured at stop.
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func _apply_idle_limb_solver_mode(rotations: Dictionary = {}) -> void:
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var pin_mirrored_idle := facing_profile == FacingProfile.LEFT \
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and state == RigState.ANIMATED and not _walking
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var source: Dictionary = rotations.duplicate(true) if not rotations.is_empty() else _capture_limb_rotations()
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_set_limb_mods_enabled(not pin_mirrored_idle)
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if not pin_mirrored_idle:
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return
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for joint: String in source:
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var bones: Dictionary = _limb_bones.get(joint, {})
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var saved: Dictionary = source[joint]
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var upper := bones.get("upper") as Bone2D
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var lower := bones.get("lower") as Bone2D
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if upper != null and is_instance_valid(upper):
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upper.rotation = float(saved.get("upper", upper.rotation))
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if lower != null and is_instance_valid(lower):
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lower.rotation = float(saved.get("lower", lower.rotation))
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func _capture_limb_rotations() -> Dictionary:
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var rotations: Dictionary = {}
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for joint: String in _limb_bones:
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var bones: Dictionary = _limb_bones[joint]
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var upper := bones.get("upper") as Bone2D
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var lower := bones.get("lower") as Bone2D
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if upper != null and lower != null and is_instance_valid(upper) and is_instance_valid(lower):
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rotations[joint] = {
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"upper": upper.rotation,
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"lower": lower.rotation,
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}
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return rotations
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## The SkeletonModification2DLookAt that aims the Head bone is NOT
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## mirror-invariant: under the whole-rig Y-axis mirror (FacingProfile.LEFT) the
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## root's negative X scale reflects the head-bone frame, and the LookAt writes a
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@@ -1195,7 +1309,9 @@ func _enter_ragdoll() -> void:
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_capture_pre_ragdoll_state()
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_impact_reactions.clear()
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_set_collision_bodies_enabled(false)
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_cancel_walking()
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# Preserve the live solved pose for the instant ragdoll handoff. A normal
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# queue cancellation restores the idle markers/limbs, which would pop here.
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_cancel_walking(false)
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_ragdoll_at_rest = false
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# Instant handoff: stop the player without resetting it (keep_state) and
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# build the ragdoll from the CURRENT solved bone positions while the IK
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@@ -1335,6 +1451,7 @@ func _reanchor_root_to_landing() -> void:
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## Kills any in-flight stand-up tween so a re-entry into RAGDOLL starts from a
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## clean slate.
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func _cancel_recovery() -> void:
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_stand_up_generation += 1
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if _stand_up_tween != null and _stand_up_tween.is_valid():
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_stand_up_tween.kill()
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_stand_up_tween = null
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@@ -1700,6 +1817,8 @@ func _get_ik_marker(name: String) -> Marker2D:
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## stored in `_recovery_bones` by `_snap_skeleton_to_pose()`; this function only
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## starts the marker tween and appends one bone-rotation tween per entry.
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func _play_stand_up() -> void:
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_stand_up_generation += 1
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var generation: int = _stand_up_generation
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var target_markers: Dictionary = _pre_ragdoll_state.get("markers", STAND_POSE)
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_stand_up_tween = _tween_markers_to(target_markers, STAND_UP_DURATION)
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if _stand_up_tween != null:
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@@ -1708,7 +1827,7 @@ func _play_stand_up() -> void:
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if bone == null or not is_instance_valid(bone):
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continue
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_stand_up_tween.tween_property(bone, "rotation", float(entry.get("target", bone.rotation)), STAND_UP_DURATION)
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_stand_up_tween.finished.connect(_on_stand_up_finished)
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_stand_up_tween.finished.connect(_on_stand_up_finished.bind(generation))
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## Tweens the 6 IK markers from their current (captured) values to the target
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@@ -1730,7 +1849,10 @@ func _tween_markers_to(target_pose: Dictionary, duration: float) -> Tween:
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## Stand-up tween complete: settle into ANIMATED.
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func _on_stand_up_finished() -> void:
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func _on_stand_up_finished(generation: int) -> void:
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if generation != _stand_up_generation or state != RigState.RECOVERING:
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return
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var recovered_limb_rotations: Dictionary = _pre_ragdoll_state.get("limb_rotations", {})
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# Restore the pre-ragdoll facing profile + per-joint bend flags so the
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# re-enabled IK holds the exact pre-ragdoll pose.
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set_facing_profile(int(_pre_ragdoll_state.get("facing_profile", int(facing_profile))))
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@@ -1748,6 +1870,7 @@ func _on_stand_up_finished() -> void:
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_body_container.modulate.a = 1.0
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_set_collision_bodies_enabled(true)
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state = RigState.ANIMATED
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_apply_idle_limb_solver_mode(recovered_limb_rotations)
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state_changed.emit(int(state))
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@@ -2017,6 +2140,9 @@ func walk_to(target: Vector2, speed: float = -1.0) -> void:
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set_facing_profile(FacingProfile.LEFT)
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elif dx > 0.5:
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set_facing_profile(FacingProfile.RIGHT)
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# LEFT idle pins the captured limb pose because mirrored TwoBoneIK is not
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# stable. Re-enable the solvers before the walk animation starts driving.
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_set_limb_mods_enabled(true)
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# Always play the canonical walk_right clip. For LEFT the rig root is
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# X-mirrored (whole-rig Y-axis mirror) and the same clip plays mirrored;
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# walk_left is no longer used at runtime.
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@@ -2041,7 +2167,7 @@ func _update_walking(delta: float) -> void:
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if not _walking:
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return
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if state != RigState.ANIMATED:
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_cancel_walking()
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_cancel_walking(false)
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return
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# Defer all nav reads until the map has actually synchronized. An unsynced
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# agent reports an empty, finished path (map iteration id == 0), which would
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@@ -2123,9 +2249,8 @@ func _update_walking(delta: float) -> void:
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])
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## Re-asserts the standing pose one extra physics frame after a walk ends, so
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## any residual walk-animation body bob (a ±12.5 px torso keyframe) is not left
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## on the markers when the animation stop and marker restore race.
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## Legacy deferred marker reset hook. Current walk completion deliberately
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## leaves this at zero because the final animation frame must remain visible.
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func _settle_walk_markers() -> void:
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if _walk_settle_frames > 0:
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_walk_settle_frames -= 1
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@@ -2143,19 +2268,24 @@ func _finish_walk(reason: String = "") -> void:
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global_position.distance_to(_walk_target_feet + FOOT_OFFSET),
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map_iter,
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])
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# Freeze on the exact solved animation frame at arrival. LEFT cannot leave
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# TwoBoneIK running under the root mirror, so capture the bone rotations
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# before stopping and pin that same frame after disabling the solvers.
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var final_limb_rotations: Dictionary = _capture_limb_rotations()
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if _anim_player != null and is_instance_valid(_anim_player):
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_anim_player.stop()
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_restore_standing_markers()
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_walk_settle_frames = 1
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_walk_done = true
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_anim_player.stop(true)
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_walking = false
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_apply_idle_limb_solver_mode(final_limb_rotations)
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_walk_settle_frames = 0
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_walk_done = true
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arrived.emit(_walk_target_feet)
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func _cancel_walking() -> void:
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func _cancel_walking(restore_idle_pose: bool = true) -> void:
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_walk_dbg("cancel (state=%s)" % RigState.keys()[state])
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var current_limb_rotations: Dictionary = _capture_limb_rotations()
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if _anim_player != null and is_instance_valid(_anim_player):
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_anim_player.stop()
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_anim_player.stop(true)
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if _nav_agent != null and _nav_anchor != null:
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_nav_agent.target_position = _nav_anchor.global_position
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_walking = false
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@@ -2163,6 +2293,8 @@ func _cancel_walking() -> void:
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_walk_mode_latched = false
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_walk_latch_probe_frames = 0
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_walk_settle_frames = 0
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if restore_idle_pose:
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_apply_idle_limb_solver_mode(current_limb_rotations)
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# ---------------------------------------------------------------------------
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@@ -2172,32 +2304,65 @@ func _cancel_walking() -> void:
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## Show the speech bubble with `text` for `duration` seconds; auto-hides and
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## emits speech_finished. Lazily creates the SpeechBubble child on first use.
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func speak(text: String, duration: float) -> void:
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_primary_speech = { "text": text, "time_left": maxf(duration, 0.0) }
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_speech_active = true
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_speech_time_left = maxf(duration, 0.0)
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_show_visible_speech()
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func _speak_overlay(text: String, duration: float) -> void:
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_overlay_speech = { "text": text, "time_left": maxf(duration, 0.0) }
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_show_visible_speech()
|
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|
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|
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func _show_visible_speech() -> void:
|
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if _speech_bubble == null or not is_instance_valid(_speech_bubble):
|
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_speech_bubble = SPEECH_BUBBLE_SCRIPT.new()
|
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_speech_bubble.name = "SpeechBubble"
|
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_speech_bubble.position = SPEECH_BUBBLE_OFFSET
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add_child(_speech_bubble)
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_speech_bubble.show_text(text)
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_speech_active = true
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_speech_time_left = maxf(duration, 0.0)
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_sync_speech_bubble_mirror()
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var visible_speech: Dictionary = _overlay_speech if not _overlay_speech.is_empty() else _primary_speech
|
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if not visible_speech.is_empty():
|
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_speech_bubble.show_text(String(visible_speech.get("text", "")))
|
||||
|
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|
||||
func _update_speech(delta: float) -> void:
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if not _speech_active:
|
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return
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_speech_time_left -= delta
|
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if _speech_time_left <= 0.0:
|
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_hide_speech()
|
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speech_finished.emit()
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var visible_owner_changed := false
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if not _primary_speech.is_empty():
|
||||
_primary_speech["time_left"] = float(_primary_speech.get("time_left", 0.0)) - delta
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||||
_speech_time_left = float(_primary_speech["time_left"])
|
||||
if _speech_time_left <= 0.0:
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||||
_primary_speech.clear()
|
||||
_speech_active = false
|
||||
speech_finished.emit()
|
||||
if not _overlay_speech.is_empty():
|
||||
_overlay_speech["time_left"] = float(_overlay_speech.get("time_left", 0.0)) - delta
|
||||
if float(_overlay_speech["time_left"]) <= 0.0:
|
||||
_overlay_speech.clear()
|
||||
visible_owner_changed = true
|
||||
speech_finished.emit()
|
||||
if _overlay_speech.is_empty() and _primary_speech.is_empty():
|
||||
if _speech_bubble != null and is_instance_valid(_speech_bubble):
|
||||
_speech_bubble.hide_bubble()
|
||||
elif visible_owner_changed and _overlay_speech.is_empty():
|
||||
_show_visible_speech()
|
||||
|
||||
|
||||
func _hide_speech() -> void:
|
||||
_speech_active = false
|
||||
_speech_time_left = 0.0
|
||||
_primary_speech.clear()
|
||||
_overlay_speech.clear()
|
||||
if _speech_bubble != null and is_instance_valid(_speech_bubble):
|
||||
_speech_bubble.hide_bubble()
|
||||
|
||||
|
||||
func _sync_speech_bubble_mirror() -> void:
|
||||
if _speech_bubble != null and is_instance_valid(_speech_bubble):
|
||||
_speech_bubble.scale = Vector2(-1.0, 1.0) if facing_profile == FacingProfile.LEFT else Vector2.ONE
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Action queue (Phase 3a)
|
||||
# ---------------------------------------------------------------------------
|
||||
@@ -2239,26 +2404,52 @@ func queue_size() -> int:
|
||||
func enqueue_reactive(actions: Array[Dictionary]) -> void:
|
||||
if actions.is_empty():
|
||||
return
|
||||
if _run_queue.is_empty() and _runner_state == RunnerState.IDLE:
|
||||
for i: int in action_queue.size():
|
||||
_run_queue.append({ "action": action_queue[i].duplicate(true), "queue_index": i, "reactive": false })
|
||||
_run_cursor = 0
|
||||
var primary: Array[Dictionary] = []
|
||||
for action: Dictionary in actions:
|
||||
action["reactive"] = true
|
||||
var start := action_queue.size()
|
||||
action_queue.append_array(actions)
|
||||
queue_changed.emit()
|
||||
if _runner_state == RunnerState.IDLE:
|
||||
# Resume at the first appended action (not at index 0), so any queued
|
||||
# sequential actions are skipped over rather than replayed.
|
||||
_current_index = start - 1
|
||||
_runner_state = RunnerState.EXECUTING
|
||||
_action_phase = ActionPhase.NONE
|
||||
_stop_requested = false
|
||||
var role: int = ACTION_REGISTRY.reactive_role(action)
|
||||
if role == ACTION_REGISTRY.ReactiveRole.OVERLAY:
|
||||
_speak_overlay(String(action.get("text", "")), float(action.get("duration", 2.0)))
|
||||
continue
|
||||
if role == ACTION_REGISTRY.ReactiveRole.TAKEOVER:
|
||||
_cancel_current_primary()
|
||||
_overlay_speech.clear()
|
||||
_hide_speech()
|
||||
var kept: Array[Dictionary] = []
|
||||
for item: Dictionary in _run_queue.slice(_run_cursor):
|
||||
if not bool(item.get("reactive", false)):
|
||||
kept.append(item)
|
||||
_run_queue = kept
|
||||
_run_cursor = 0
|
||||
primary.clear()
|
||||
primary.append(action.duplicate(true))
|
||||
else:
|
||||
primary.append(action.duplicate(true))
|
||||
if primary.is_empty():
|
||||
return
|
||||
_cancel_current_primary()
|
||||
var injected: Array[Dictionary] = []
|
||||
for action: Dictionary in primary:
|
||||
injected.append({ "action": action, "queue_index": -1, "reactive": true })
|
||||
_run_queue = injected + _run_queue.slice(_run_cursor)
|
||||
_run_cursor = 0
|
||||
_runner_state = RunnerState.EXECUTING
|
||||
_action_phase = ActionPhase.NONE
|
||||
|
||||
|
||||
## Drops rule-injected ("reactive") actions from the queue, restoring the
|
||||
## authored sequential queue after a Play session. No-op while the runner is
|
||||
## executing (callers invoke it on mode exit, after stop_queue()).
|
||||
func clear_reactive_actions() -> void:
|
||||
if _runner_state == RunnerState.EXECUTING:
|
||||
return
|
||||
var runtime_kept: Array[Dictionary] = []
|
||||
for item: Dictionary in _run_queue:
|
||||
if not bool(item.get("reactive", false)):
|
||||
runtime_kept.append(item)
|
||||
_run_queue = runtime_kept
|
||||
_run_cursor = mini(_run_cursor, _run_queue.size())
|
||||
var kept: Array[Dictionary] = []
|
||||
for action: Dictionary in action_queue:
|
||||
if not bool(action.get("reactive", false)):
|
||||
@@ -2284,14 +2475,21 @@ func start_queue() -> void:
|
||||
_runner_state = RunnerState.EXECUTING
|
||||
_action_phase = ActionPhase.NONE
|
||||
_current_index = -1
|
||||
_run_queue.clear()
|
||||
for i: int in action_queue.size():
|
||||
_run_queue.append({ "action": action_queue[i].duplicate(true), "queue_index": i, "reactive": false })
|
||||
_run_cursor = 0
|
||||
_current_run_item.clear()
|
||||
_stop_requested = false
|
||||
|
||||
|
||||
## Abort the current action and return to IDLE. Does not emit queue_finished.
|
||||
func stop_queue() -> void:
|
||||
_stop_requested = true
|
||||
_cancel_walking()
|
||||
_cancel_current_primary()
|
||||
_hide_speech()
|
||||
_run_queue.clear()
|
||||
_current_run_item.clear()
|
||||
_runner_state = RunnerState.IDLE
|
||||
_action_phase = ActionPhase.NONE
|
||||
_current_index = -1
|
||||
@@ -2315,7 +2513,7 @@ func _update_runner(delta: float) -> void:
|
||||
if _walk_done:
|
||||
_finish_action()
|
||||
ActionPhase.SPEAKING:
|
||||
if not _speech_active:
|
||||
if _primary_speech.is_empty():
|
||||
_finish_action()
|
||||
ActionPhase.WAITING:
|
||||
_phase_timer -= delta
|
||||
@@ -2330,14 +2528,16 @@ func _update_runner(delta: float) -> void:
|
||||
|
||||
|
||||
func _advance_to_next_action() -> void:
|
||||
_current_index += 1
|
||||
if _current_index >= action_queue.size():
|
||||
if _run_cursor >= _run_queue.size():
|
||||
_runner_state = RunnerState.IDLE
|
||||
_action_phase = ActionPhase.NONE
|
||||
_current_index = -1
|
||||
queue_finished.emit()
|
||||
return
|
||||
var action := action_queue[_current_index]
|
||||
_current_run_item = _run_queue[_run_cursor]
|
||||
_run_cursor += 1
|
||||
var action: Dictionary = _current_run_item.get("action", {})
|
||||
_current_index = int(_current_run_item.get("queue_index", -1))
|
||||
if DEBUG_WALK:
|
||||
print("[runner] start idx=%d type=%s" % [_current_index, String(action.get("type", ""))])
|
||||
action_started.emit(action, _current_index)
|
||||
@@ -2372,8 +2572,23 @@ func _begin_action(action: Dictionary) -> void:
|
||||
|
||||
|
||||
func _finish_action() -> void:
|
||||
if DEBUG_WALK and _current_index >= 0 and _current_index < action_queue.size():
|
||||
print("[runner] finish idx=%d type=%s" % [_current_index, String(action_queue[_current_index].get("type", ""))])
|
||||
if _current_index >= 0 and _current_index < action_queue.size():
|
||||
action_finished.emit(action_queue[_current_index], _current_index)
|
||||
var finished: Dictionary = _current_run_item.get("action", {})
|
||||
var index: int = int(_current_run_item.get("queue_index", -1))
|
||||
_action_phase = ActionPhase.NONE
|
||||
_current_run_item.clear()
|
||||
_current_index = -1
|
||||
if not finished.is_empty():
|
||||
action_finished.emit(finished, index)
|
||||
|
||||
|
||||
func _cancel_current_primary() -> void:
|
||||
_cancel_walking()
|
||||
_primary_speech.clear()
|
||||
_speech_active = false
|
||||
_speech_time_left = 0.0
|
||||
_phase_timer = 0.0
|
||||
_action_phase = ActionPhase.NONE
|
||||
_current_run_item.clear()
|
||||
_current_index = -1
|
||||
if _overlay_speech.is_empty() and _speech_bubble != null and is_instance_valid(_speech_bubble):
|
||||
_speech_bubble.hide_bubble()
|
||||
|
||||
Reference in New Issue
Block a user