A UI pass: prompts that tell the truth, and a HUD that does not collide
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Prompts named the default keys whatever was bound. Every action is rebindable, but the HUD said "WASD move", "LMB fire", "hold F" and "1-4 use", the quartermaster said "E talk" and the upgrade screen "Close (E)". All of them now go through Settings.short_label(), and a test rebinds fire, escape, interact and a slot key and checks each prompt follows. The HUD's top-left was a developer's status line -- name, instance id, health as text, frame rate -- with the boss bar drawn over its right end and the level-up notice sharing a row with the escape bar. It is now name and level, where you are, health with its numbers, experience, escape and level-ups, stacked by a running cursor so nothing has a fixed row to collide on. Instance and fps moved behind F1, which is who they were for. Arrival protection is a centred banner rather than a note beside the health bar, because it is the one moment the rules change. A hit used to tint the whole screen red, which in a bullet hell dims the bullets at exactly the moment you are among them. It is an edge now, and the same edge pulses below a third of your health. New: a message feed above the inventory for what the server just confirmed -- items taken, used and dropped, levels gained -- and party health top-right in a dungeon, where the hub shows who is online. The pickup prompt now also names the dungeon under your feet when you stand on its ring, in the same order the server resolves that key: loot first, then the entrance. The boss bar used to announce the boss to anyone within the actor interest radius -- which passes through walls -- so a player in the entrance room was told the Warden was near. It waits until the fog has actually lit the boss once, then stays for the fight. Permadeath was announced only by the roster screen appearing. The client records its own death from the server's event and the roster says who fell, at what level, and where. The connect screen lost a name field that did nothing for a person -- it only named the characters bots create -- gained a proper panel, remembers the last server, and shows the protocol number a mismatch refusal will quote. And screenshot.tscn ran as the player's real account against their real character store, walking their character into dungeons for pictures -- with health now carried between runs, a stray hit would have stuck. It has its own store and account now, like every diagnostic, and a seeded character. The real store was checked: nothing it carries changed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -13,7 +13,7 @@ the obvious default.
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```bash
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tools/check.sh # parse-check every script (~5s) -- run after every edit
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tools/test.sh # 534 GUT tests, headless (~4s)
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tools/test.sh # 551 GUT tests, headless (~4s)
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tools/smoke.sh # real server + 4 bot clients over ENet (~40s)
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tools/server.sh # dedicated server
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tools/client.sh --listen # host and play, no menu
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@@ -29,7 +29,7 @@ godot --headless --path . res://tools/diag_loot.tscn # drop -> pick up
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godot --headless --path . res://tools/diag_upgrades.tscn # level -> choice -> taken at the NPC -> new stats
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godot --headless --path . --script tools/bench.gd # sim cost per tick
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python3 tools/build_local_assets.py # rebuild the local-only bullet atlas
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SHOT_DIR=/tmp/shots godot --path . res://tools/screenshot.tscn # menus, HUD, roster, and the fog in a dungeon and a tunnel (needs a display)
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SHOT_DIR=/tmp/shots godot --path . res://tools/screenshot.tscn # every screen, the fog, a staged boss fight (needs a display; own store and account)
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```
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`diag_progression`, `diag_loot` and `diag_upgrades` exist because the bot smoke
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@@ -37,6 +37,11 @@ test cannot cover any of them: bots are poor shots, so they rarely kill
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anything, which means they neither earn levels, produce drops, nor ever reach
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the quartermaster.
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**Every key the game names to the player goes through `Settings.short_label()`.**
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All of them are rebindable, and a prompt that names the default is wrong for
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anyone who changed it — the HUD said "LMB fire" and the upgrade screen said
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"Close (E)" whatever those were bound to.
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**Nothing automated can see the screen.** `check.sh`, the suite and `smoke.sh`
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have all passed with the entire interface rendering unstyled, an invisible
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slider and an invisible scrollbar. After touching anything under `src/ui/` or
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@@ -51,7 +56,8 @@ Everything after `--` goes to `GameOpts.parse()`:
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| `--join` | Skip the menu and connect. |
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| `--listen` | Skip the menu and host a listen server with a local player. |
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| `--bot` | Scripted input instead of the keyboard. Implies `--join`. |
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| `--host`, `--port`, `--name` | Connection details. |
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| `--host`, `--port` | Connection details. |
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| `--name` | Bots only: what a bot calls the character it creates. People name characters on the roster screen; the connect screen no longer asks. |
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| `--autoquit N` | Quit after N physics ticks. |
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| `--boss-rush` | Server-side: dungeons spawn the boss and no trash. |
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| `--depth N` | Server-side: depth of new dungeons, which drives map size. |
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