feat: Implement Phase 4 Trigger Events System
- Added a new event-driven system for reactive storytelling, allowing rules like "When X happens, do Y." - Introduced TriggerArea class for placeable sensors in the stage. - Enhanced StickmanRig to emit signals for actions and arrivals. - Updated StageDirectorVisuals to render rules visually with labels and badges. - Modified StageSpawner to support spawning TriggerAreas. - Improved text baseline calculations in speech bubbles and rule labels. - Added tests for text baseline fixes to ensure proper rendering. - Documented the implementation plan for Phase 4 in PHASE_4_TRIGGER_EVENTS.md. - Created a polish plan for Phase 4 in PHASE_4b_POLISH.md.
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@@ -129,6 +129,9 @@ func box_select(rect: Rect2, additive: bool) -> void:
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static func get_world_aabb(node: Node2D) -> Rect2:
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if node == null or not is_instance_valid(node):
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return Rect2()
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# Duck-typed TriggerArea: expose its centered local rect through the transform.
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if node.has_method("get_area_rect"):
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return node.global_transform * (node.call("get_area_rect") as Rect2)
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var poly := node.get_node_or_null(NodePath("Polygon2D")) as Polygon2D
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if poly != null and not poly.polygon.is_empty():
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var rect := Rect2(node.to_global(poly.polygon[0]), Vector2.ZERO)
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