Improve CCS dialogue advancement
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@@ -154,10 +154,10 @@ anchor_left = 1.0
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anchor_top = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_left = -255.0
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offset_top = -54.0
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offset_right = -52.0
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offset_bottom = -25.0
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offset_left = -330.0
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offset_top = -42.0
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offset_right = -72.0
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offset_bottom = -16.0
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grow_horizontal = 0
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grow_vertical = 0
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mouse_filter = 2
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@@ -12,7 +12,7 @@ const CHOICE_CROP := Rect2(80.0, 200.0, 1610.0, 485.0)
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const CHOICES_PER_PAGE := 4
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const DIALOGUE_PAGE_MIN_CHARS := 32
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const DIALOGUE_PAGE_MAX_CHARS := 82
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const DIALOGUE_BUBBLE_MIN_HEIGHT := 150.0
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const DIALOGUE_BUBBLE_MIN_HEIGHT := 110.0
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const DIALOGUE_BUBBLE_MAX_HEIGHT := 240.0
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const DIALOGUE_BUBBLE_VERTICAL_CHROME := 83.0
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@@ -120,7 +120,8 @@ func _show_dialogue_page() -> void:
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dialogue_text.text = dialogue_pages[dialogue_page_index]
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dialogue_text.visible_ratio = 0.0
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dialogue_reveal_complete = false
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dialogue_continue_hint.visible = false
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dialogue_continue_hint.text = "Click to continue ▼"
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dialogue_continue_hint.visible = true
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dialogue_bubble.visible = true
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dialogue_bubble.grab_focus()
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dialogue_layout_generation += 1
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@@ -190,11 +191,7 @@ func complete_dialogue_reveal() -> void:
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func _on_dialogue_reveal_finished() -> void:
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dialogue_tween = null
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dialogue_reveal_complete = true
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dialogue_continue_hint.text = (
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"Click to see questions ▼"
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if dialogue_page_index >= dialogue_pages.size() - 1
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else "Click to continue ▼"
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)
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dialogue_continue_hint.text = "Click to continue ▼"
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dialogue_continue_hint.visible = true
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@@ -232,6 +229,24 @@ func _on_dialogue_bubble_input(event: InputEvent) -> void:
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accept_event()
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func _unhandled_input(event: InputEvent) -> void:
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if not dialogue_bubble.visible:
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return
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var should_advance := false
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if event is InputEventMouseButton:
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should_advance = event.button_index == MOUSE_BUTTON_LEFT and event.pressed \
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and get_global_rect().has_point(event.position)
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elif event is InputEventScreenTouch:
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should_advance = event.pressed and get_global_rect().has_point(event.position)
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elif event is InputEventKey:
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should_advance = event.pressed and not event.echo \
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and event.keycode in [KEY_ENTER, KEY_KP_ENTER, KEY_SPACE]
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if not should_advance:
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return
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advance_dialogue()
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get_viewport().set_input_as_handled()
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func _split_dialogue_pages(text: String) -> Array[String]:
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var normalized := text.strip_edges()
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if normalized.is_empty():
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@@ -92,21 +92,29 @@ func _run() -> void:
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_assert(_label_content_fits(screen.active_scene.dialogue_text), "the first patient response page should fit inside its speech bubble")
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_assert(is_equal_approx(screen.active_scene.dialogue_text.offset_left, 96.0), "patient dialogue should retain the increased left inset")
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_assert(_bubble_matches_content(screen.active_scene), "the speech bubble should size itself to the wrapped response page")
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screen.active_scene.advance_dialogue()
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_assert(screen.active_scene.dialogue_continue_hint.visible, "the continuation prompt should remain visible while text is typing")
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_assert(screen.active_scene.dialogue_continue_hint.text == "Click to continue ▼", "every dialogue page should use consistent continuation wording")
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var outside_click := _left_click(screen.active_scene.get_global_rect().end + Vector2(50.0, 50.0))
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screen.active_scene._unhandled_input(outside_click)
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_assert(not screen.active_scene.dialogue_reveal_complete, "clicks outside the doctor scene should not affect dialogue")
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var scene_click := _left_click(screen.active_scene.get_global_rect().get_center())
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screen.active_scene._unhandled_input(scene_click)
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_assert(screen.active_scene.dialogue_page_index == 0, "clicking during typing should complete rather than skip the current page")
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_assert(screen.active_scene.dialogue_continue_hint.visible, "completed dialogue pages should invite the learner to continue")
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await create_timer(1.35).timeout
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_assert(screen.active_scene.is_patient_dialogue_visible(), "patient dialogue should remain until the learner advances it")
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_assert(not screen.active_scene.choice_container.visible, "questions must not appear on a timer")
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while screen.active_scene.dialogue_page_index < screen.active_scene.dialogue_pages.size() - 1:
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screen.active_scene.advance_dialogue()
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screen.active_scene._unhandled_input(scene_click)
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await process_frame
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_assert(_label_content_fits(screen.active_scene.dialogue_text), "every patient response page should fit inside its speech bubble")
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screen.active_scene.complete_dialogue_reveal()
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screen.active_scene.advance_dialogue()
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screen.active_scene._unhandled_input(scene_click)
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await process_frame
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_assert(not screen.active_scene.is_patient_dialogue_visible(), "questions should replace patient dialogue after the final learner click")
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_assert(screen.active_scene.choice_container.get_child_count() == 4, "the first question page should contain four choices")
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screen.active_scene._unhandled_input(scene_click)
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_assert(screen.active_scene.choice_container.get_child_count() == 4, "scene clicks should not affect explicit question controls")
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_assert(screen.active_scene.choice_pager.visible, "eight choices should display paging controls")
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_assert(screen.active_scene.choice_page == 0, "new question sets should begin on the first page")
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_assert(_visible_choice_ids(screen.active_scene) == ["topic_0", "topic_1", "topic_2", "topic_3"], "the first page should preserve choice order and IDs")
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@@ -152,6 +160,7 @@ func _run() -> void:
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await process_frame
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var short_height: float = sizing_scene.dialogue_bubble.size.y
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_assert(is_equal_approx(short_height, sizing_scene.DIALOGUE_BUBBLE_MIN_HEIGHT), "short dialogue should use the minimum bubble height")
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_assert(sizing_scene.dialogue_bubble.get_global_rect().encloses(sizing_scene.dialogue_continue_hint.get_global_rect()), "the continuation hint should fit inside a minimum-height bubble")
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sizing_scene.show_patient_dialogue("Line one explains the symptom.\nLine two adds timing.\nLine three adds context.\nLine four concludes.")
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await process_frame
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_assert(sizing_scene.dialogue_bubble.size.y > short_height, "multi-line dialogue should increase the bubble height")
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@@ -271,6 +280,14 @@ func _bubble_matches_content(scene: Control) -> bool:
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and _label_content_fits(scene.dialogue_text)
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func _left_click(position: Vector2) -> InputEventMouseButton:
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var event := InputEventMouseButton.new()
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event.button_index = MOUSE_BUTTON_LEFT
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event.pressed = true
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event.position = position
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return event
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func _assert(condition: bool, message: String) -> void:
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if condition:
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return
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