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151 changed files with 295 additions and 4293 deletions

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@ -99,11 +99,11 @@ Full checklist: [`docs/manual-qa/NEO-25.md`](../manual-qa/NEO-25.md).
`scripts/target_selection_client.gd` wires the server targeting API from [NEO-23](../docs/plans/NEO-23-implementation-plan.md) to a tab-cycle input and a HUD overlay.
- **Bindings** (in `project.godot`): **`target_tab`** → **Tab** cycles targets in the order defined by **`scripts/prototype_target_constants.gd`** (`prototype_npc_elite`, then `prototype_npc_melee`, then `prototype_npc_ranged`; matches `PrototypeNpcRegistry.GetInstanceIdsInOrder()` ascending id), wrapping from last → first. When the player reference is wired (via `set_freshness_kick`, which `main.gd` does), Tab **skips client-computed out-of-range anchors** and selects the first in-range id in cycle order so pressing Tab while visibly standing next to an anchor actually locks it instead of trying the next-in-order id that happens to be across the map. Falls back to the plain cycle when nothing is in range so the server still picks the denial reason. **`target_clear`** → **Esc** POSTs with `targetId` omitted to clear the server lock.
- **Bindings** (in `project.godot`): **`target_tab`** → **Tab** cycles targets in the order defined by **`scripts/prototype_target_constants.gd`** (`prototype_target_alpha`, then `prototype_target_beta`; matches `PrototypeTargetRegistry.cs` ascending id), wrapping from last → first. When the player reference is wired (via `set_freshness_kick`, which `main.gd` does), Tab **skips client-computed out-of-range anchors** and selects the first in-range id in cycle order so pressing Tab while visibly standing next to an anchor actually locks it instead of trying the next-in-order id that happens to be across the map. Falls back to the plain cycle when nothing is in range so the server still picks the denial reason. **`target_clear`** → **Esc** POSTs with `targetId` omitted to clear the server lock.
- **HUD:** `UICanvas/TargetLockLabel` shows the last **server-acknowledged** state: `lockedTargetId` (or **`—`** when no lock), `validity` (`none` / `ok` / `out_of_range` / `invalid_target`), `sequence`, one **display-only** line per known target in the form `<id>: <dist> m / <radius> (in|out)` (computed client-side from the live capsule position against `prototype_target_constants.gd`), and (on denials) `Denied: <reasonCode>` on the last line. **UI never shows an optimistic lock the server denied** — it always paints from the authoritative `targetState` echoed by each `200` response. Distance lines are a lag diagnostic: if the HUD shows `Validity: ok` but `alpha: 7.1 m / 6.0 (out)`, the server's position snapshot is lagging the visible capsule, and the next `authoritative_ack` refresh will reconcile. `UICanvas/PlayerPositionLabel` also shows the last **server-acknowledged** world position + horizontal delta from the visible capsule — when that `Δ` is large, targeting denials are being evaluated against a stale server snapshot.
- **`positionHint` on select (NEO-24 follow-up #5):** when `TargetSelectionClient.set_freshness_kick(authority, player)` is wired (as `main.gd` does), every `POST /target/select` body also carries `positionHint: {x,y,z}` = the live capsule position. The server uses the hint for the radius check and for the `validity` field in the echoed `targetState`, eliminating the cross-request race between `move-stream` and `target/select` POSTs — a Tab pressed several seconds after stopping (with an old stored snap on the server) now still succeeds when you are visibly in range. The hint is advisory (server never writes it to the position store); `move-stream` remains the sole write path. Tests that omit `set_freshness_kick(...)` fall back to the no-hint code path.
- **Freshness kick (ancillary):** alongside the hint, `set_freshness_kick(...)` also has the target client nudge the authority with `submit_stream_targets([player.global_position])` before each select POST. That write is no longer load-bearing for denial correctness (the hint handles that), but it keeps the stored snap reasonably fresh so the movement-triggered validity GET that runs on the next `authoritative_ack` sees current data.
- **Visible anchors:** `scripts/prototype_target_markers.gd` (under `World/PrototypeTargetMarkers`) spawns a **prop mesh or capsule body**, floating **Label3D** short name (**Elite** / **Melee** / **Ranged**), and a flat translucent **lock ring** at every `ANCHORS` entry. **Gold** = **`prototype_npc_elite`** at origin; **orange** = **`prototype_npc_melee`** west; **purple** = **`prototype_npc_ranged`** south-east — all near default spawn **`(-5, 0.9, -5)`** with overlapping 6 m rings. **Tab** locks an NPC; the locked marker **brightens**. All prototype NPCs share `PrototypeTargetConstants.SHARED_LOCK_RADIUS` = **6 m** (mirrors `PrototypeNpcRegistry.SharedLockRadius`). Keep client constants and server registry in the same commit when anchors move.
- **Visible anchors:** `scripts/prototype_target_markers.gd` (under `World/PrototypeTargetMarkers`) spawns a **capsule dummy body**, floating **Label3D** name (**Dummy α** / **Dummy β**), and a flat translucent **lock ring** at every `ANCHORS` entry. **Orange** = `prototype_target_alpha` at **`(-3, 0.5, -3)`**; **purple** = `prototype_target_beta` at **`(3, 0, 3)`** — both near default spawn **`(-5, 0.9, -5)`** with overlapping 6 m rings at the origin. **Tab** locks a dummy; the locked capsule + ring **brighten**. All prototype targets share `PrototypeTargetConstants.SHARED_LOCK_RADIUS` = **6 m** (mirrors `PrototypeTargetRegistry.cs`). Keep client constants and server registry in the same commit when anchors move.
- **Soft lock refresh:** the client does **not** poll on a timer. It refreshes via `GET …/target` on boot, on every `POST …/target/select` response (body already carries `targetState`), and — while a lock is currently held — on **`authoritative_ack`** from `PositionAuthorityClient`, throttled to at most one GET per **250 ms**. `authoritative_ack` fires on every server-confirmed position (boot `GET` 200 **and** successful `move-stream` 200), so a held lock revalidates during normal WASD locomotion without re-introducing snap rubber-banding. Boot is naturally skipped because no lock exists yet. Purely server-driven state flips (future PvP / combat categories) would require revisiting this policy; today NEO-23 has none.
- **Inspector:** match **`base_url`** / **`dev_player_id`** on the `TargetSelectionClient` node to the other HTTP clients / `Game:DevPlayerId`.
@ -141,38 +141,24 @@ Full checklist: [`docs/manual-qa/NEO-31.md`](../docs/manual-qa/NEO-31.md) · cas
- **Scripts:** `scripts/ability_cast_client.gd` (parses **`combatResolution`** on accept), `scripts/combat_targets_client.gd`; wired from `main.gd` in `_setup_hotbar_loadout_sync()` / `_setup_combat_targets_sync()`.
- **HUD:**
- **`UICanvas/CastFeedbackLabel`** — on accept: **`Cast: {damage} dmg → {remaining} HP`** or **`… — defeated!`** when **`targetDefeated`**; denies unchanged from NEO-28.
- **`UICanvas/CombatTargetHpLabel`** — locked target **`currentHp/maxHp`** (+ **` (defeated)`**); **`Target HP: — (Tab → elite/melee/ranged near spawn)`** when unlocked.
- **World markers:** **`World/PrototypeTargetMarkers`** — **Elite** (gold, origin), **Melee** (orange, west), **Ranged** (purple, south-east); **Tab** locks and highlights the active marker (see Targeting section above).
- **`UICanvas/CombatTargetHpLabel`** — locked target **`currentHp/maxHp`** (+ **` (defeated)`**); **`Target HP: — (Tab → orange/purple dummy near spawn)`** when unlocked.
- **World dummies:** **`World/PrototypeTargetMarkers`** — orange **Dummy α** west of spawn, purple **Dummy β** south-east; **Tab** locks and highlights the active dummy (see Targeting section above).
- **Refresh (event-driven):** combat-target GET after successful cast accept and when **`lockedTargetId`** changes (Tab lock / Esc clear / server correction). No periodic HP poll.
- **Dev hotbar bootstrap (NEO-85):** on first hotbar sync, if slot **0** is empty the client POSTs a bind for **`prototype_pulse`** once (same preset as Bruno `Post hotbar bind slot0 pulse`) so digit **1** works without a manual bind step when the server is up.
- **Dev fixture reset:** when the server exposes **`POST /game/__dev/combat-targets-fixture`** (Development/Testing), reset dummy HP between manual QA runs — see [server README](../server/README.md#combat-entity-health-store-neo-80).
Full checklist: [`docs/manual-qa/NEO-85.md`](../docs/manual-qa/NEO-85.md).
## NPC runtime + telegraph HUD (NEO-97)
- **`GET /game/world/npc-runtime-snapshot`** — authoritative NPC runtime rows + nested **`activeTelegraph`** with server-computed **`windupRemainingSeconds`** (NEO-94); poll advances server lazy tick.
- **`GET /game/players/{id}/combat-health`** — session player HP after NPC telegraph damage (NEO-95).
- **Scripts:** `scripts/npc_runtime_client.gd`, `scripts/player_combat_health_client.gd`, `scripts/npc_runtime_hud_state.gd` (local windup tick-down between polls); wired from `main.gd` in `_setup_npc_combat_sync()`.
- **HUD:**
- **`UICanvas/PlayerCombatHpLabel`** — **`Player HP: {current}/{max}`** (+ **` (defeated)`**).
- **`UICanvas/NpcStateLabel`** — locked NPC state + **`Incoming:`** row when player is aggro holder on a different NPC.
- **`UICanvas/TelegraphLabel`** — interpolated countdown from server snapshot (**`Telegraph: Elite … · 2.5s (elite)`**).
- **Poll gate (~1 Hz):** runs while an NPC lock is held **or** any snapshot row lists the player as **`aggroHolderPlayerId`**; also fast-path sync on lock change + cast accept.
- **Tab cycle:** **`prototype_npc_elite`** → **`prototype_npc_melee`** → **`prototype_npc_ranged`** (see **`prototype_target_constants.gd`**).
Full checklist: [`docs/manual-qa/NEO-97.md`](../docs/manual-qa/NEO-97.md).
## End-to-end combat loop (NEO-86)
Epic 5 Slice 1 capstone — tab-target lock, cast, defeat, and gig XP visibility **in Godot** without Bruno.
**Flow:** boot hotbar sync (auto **`prototype_pulse`** bind on slot 0 when empty) → walk to **Melee** marker**Tab** lock → digit **1** cast until defeat → verify combat HUD + **`breach`** gig XP refresh.
**Flow:** boot hotbar sync (auto **`prototype_pulse`** bind on slot 0 when empty) → walk to orange **Dummy α****Tab** lock → digit **1** cast until defeat → verify combat HUD + **`breach`** gig XP refresh.
| Step | Input / trigger | HUD / server outcome |
|------|-----------------|----------------------|
| Boot | Godot **F5** + server running | Hotbar slot 0 binds **`prototype_pulse`**; **`GigXpLabel`** hydrates **`breach: L1 · 0 xp`** |
| Lock | **Tab** on **`prototype_npc_melee`** | Marker brightens; **`CombatTargetHpLabel`** shows **`100/100`** |
| Lock | **Tab** on **`prototype_target_alpha`** | Dummy brightens; **`CombatTargetHpLabel`** shows **`100/100`** |
| Cast ×4 | **1** (respect ~3s cooldown) | **`CastFeedbackLabel`** steps damage; HP label tracks server snapshot |
| Defeat | 4th pulse accept | **`Cast: … — defeated!`**; HP **`0/100 (defeated)`**; **`GigXpLabel`** → **`25 xp`** |
| Deny | **1** on defeated target | **`ability_cast_denied: target_defeated`** |
@ -240,11 +226,12 @@ Full capstone checklist: [`docs/manual-qa/NEO-75.md`](../docs/manual-qa/NEO-75.m
### Manual check (NEO-24)
1. Run the server and client as in NEO-7 / NEO-9; confirm spawn snap at `(-5, 0.9, -5)`.
2. Press **Tab**: HUD → `Target: prototype_npc_elite`, `Validity: ok` (spawn is inside elite's 6 m ring at origin).
3. Press **Tab** again: cycles toward **Melee** / **Ranged**; server may deny when out of range — soft-lock policy keeps last-good lock with `Denied: out_of_range` when applicable.
4. **WASD** away past ~6 m horizontally from locked anchor; HUD flips to `Validity: out_of_range` on the next movement-triggered refresh (≤250 ms cadence) while `lockedTargetId` stays set — **soft lock** from the server.
5. Walk among overlapping rings near **origin**: distance lines show `(in)` for nearby NPCs. Press **Tab** to cycle elite → melee → ranged → wrap.
6. Press **Esc**: HUD → `Target: —`, `Validity: none`, sequence advances.
2. Press **Tab**: HUD → `Target: prototype_target_alpha`, `Validity: ok` (spawn is ~2.83 m from alpha's anchor `(-3, -3)`, well inside the shared 6 m radius).
3. Press **Tab** again: server denies (beta anchor `(3, 3)` is ~11.3 m from spawn, outside 6 m). The range-aware picker skips the currently-locked alpha and falls back to the cycle so the server gets a clean "swap to beta" request and can deny it; per NEO-23 soft-lock policy the persisted lock does not change, so HUD stays at `Target: prototype_target_alpha, Validity: ok` with `Denied: out_of_range` appended.
4. **WASD** away from spawn past ~6 m horizontally from alpha; HUD flips to `Validity: out_of_range` on the next movement-triggered refresh (≤250 ms cadence) while `lockedTargetId` stays `alpha` — this is the **soft lock** round-tripped from the server.
5. Walk to the **origin** (both rings visibly overlap): HUD shows `alpha` and `beta` distance lines both `(in)` (~4.24 m each). Press **Tab** to flip alpha → beta → alpha → … without moving. This is the main overlap sanity.
6. Walk toward beta (inside `(3, 3)` within 6 m, outside alpha's ring) and press **Tab** from a cleared lock: the range-aware picker skips alpha and locks beta directly. A further **Tab** from beta-only-in-range wraps to `alpha` and the server denies (same soft-lock behavior as step 3).
7. Press **Esc**: HUD → `Target: —`, `Validity: none`, sequence advances.
## Movement prototype (NEO-5 → NEO-11)

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@ -1,26 +0,0 @@
# Prototype district art credits
Visual assets exported from Blender for the Godot prototype district. Gameplay collision and
nav meshes remain procedural in `client/scenes/main.tscn`.
## Sketchfab models (interactables and combat dummies)
| File | Sketchfab author | Model |
|------|------------------|-------|
| `props/terminal.glb` | Andrey3Ds | Sci-Fi Terminal low poly |
| `props/salvage_alpha.glb` | skipperino | Scrap Metal |
| `props/subsurface_beta.glb` | skaf13 | Low Poly Dirt Crystals |
| `props/bio_gamma.glb` | ScyBTC | A bizarre alien plant |
| `props/urban_delta.glb` | sousinho | Worn crates |
| `props/target_alpha.glb` | macomix | Robot Dummy |
| `props/target_beta.glb` | evgenytvidov | Crash-test dummy |
Review each models Sketchfab license before shipping beyond internal prototype use.
## Poly Haven
- HDRI grade reference: `shanghai_bund`
- Floor texture reference: `asphalt_03`
- Obstacle texture reference: `brick_4`
Environment textures are baked into `prototype_district_environment.glb` where applied in Blender.

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layout_mode = 2
size_flags_horizontal = 3
theme_override_colors/font_color = Color(0.82, 0.92, 0.98, 1)
theme_override_colors/font_outline_color = Color(0.08, 0.08, 0.1, 1)
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 22
autowrap_mode = 3
text = "Player HP: —"
[node name="NpcStateLabel" type="Label" parent="UICanvas/HudRoot" unique_id=9000020]
layout_mode = 2
size_flags_horizontal = 3
theme_override_colors/font_color = Color(0.88, 0.82, 0.98, 1)
theme_override_colors/font_outline_color = Color(0.08, 0.08, 0.1, 1)
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 22
autowrap_mode = 3
text = "NPC state: —"
[node name="TelegraphLabel" type="Label" parent="UICanvas/HudRoot" unique_id=9000021]
layout_mode = 2
size_flags_horizontal = 3
theme_override_colors/font_color = Color(1, 0.72, 0.55, 1)
theme_override_colors/font_outline_color = Color(0.08, 0.08, 0.1, 1)
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 22
autowrap_mode = 3
text = "Telegraph: —"
[node name="GatherFeedbackLabel" type="Label" parent="UICanvas/HudRoot" unique_id=9000008]
layout_mode = 2
size_flags_horizontal = 3
[node name="GatherFeedbackLabel" type="Label" parent="UICanvas" unique_id=9000008]
offset_left = 8.0
offset_top = 402.0
offset_right = 520.0
offset_bottom = 428.0
grow_horizontal = 0
grow_vertical = 0
theme_override_colors/font_color = Color(0.88, 0.95, 0.72, 1)
theme_override_colors/font_outline_color = Color(0.08, 0.08, 0.1, 1)
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 20
theme_override_constants/outline_size = 6
theme_override_font_sizes/font_size = 14
autowrap_mode = 3
text = "Gather: —"
[node name="CraftFeedbackLabel" type="Label" parent="UICanvas/HudRoot" unique_id=9000010]
layout_mode = 2
size_flags_horizontal = 3
[node name="CraftFeedbackLabel" type="Label" parent="UICanvas" unique_id=9000010]
offset_left = 8.0
offset_top = 430.0
offset_right = 520.0
offset_bottom = 456.0
grow_horizontal = 0
grow_vertical = 0
theme_override_colors/font_color = Color(0.95, 0.82, 0.72, 1)
theme_override_colors/font_outline_color = Color(0.08, 0.08, 0.1, 1)
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 20
theme_override_constants/outline_size = 6
theme_override_font_sizes/font_size = 14
autowrap_mode = 3
text = "Craft: —"
[node name="CooldownSlotsLabel" type="Label" parent="UICanvas/HudRoot" unique_id=9000006]
layout_mode = 2
size_flags_horizontal = 3
[node name="CooldownSlotsLabel" type="Label" parent="UICanvas" unique_id=9000006]
offset_left = 8.0
offset_top = 462.0
offset_right = 520.0
offset_bottom = 538.0
grow_horizontal = 0
grow_vertical = 0
theme_override_colors/font_color = Color(0.78, 0.92, 0.86, 1)
theme_override_colors/font_outline_color = Color(0.08, 0.08, 0.1, 1)
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 20
theme_override_constants/outline_size = 6
theme_override_font_sizes/font_size = 14
autowrap_mode = 3
text = "Cooldowns: —"
[node name="EconomyHudSection" type="VBoxContainer" parent="UICanvas/HudRoot" unique_id=9000014]
layout_mode = 2
size_flags_horizontal = 3
[node name="EconomyHudSection" type="VBoxContainer" parent="UICanvas" unique_id=9000014]
offset_left = 8.0
offset_top = 550.0
offset_right = 520.0
offset_bottom = 1082.0
grow_horizontal = 0
grow_vertical = 0
script = ExtResource("20_economy_hud")
[node name="HeaderRow" type="HBoxContainer" parent="UICanvas/HudRoot/EconomyHudSection" unique_id=9000015]
[node name="HeaderRow" type="HBoxContainer" parent="UICanvas/EconomyHudSection" unique_id=9000015]
layout_mode = 2
[node name="ToggleButton" type="CheckButton" parent="UICanvas/HudRoot/EconomyHudSection/HeaderRow" unique_id=9000016]
[node name="ToggleButton" type="CheckButton" parent="UICanvas/EconomyHudSection/HeaderRow" unique_id=9000016]
layout_mode = 2
theme_override_font_sizes/font_size = 20
text = "Economy HUD"
[node name="Body" type="VBoxContainer" parent="UICanvas/HudRoot/EconomyHudSection" unique_id=9000017]
[node name="Body" type="VBoxContainer" parent="UICanvas/EconomyHudSection" unique_id=9000017]
layout_mode = 2
theme_override_constants/separation = 8
[node name="InventoryLabel" type="Label" parent="UICanvas/HudRoot/EconomyHudSection/Body" unique_id=9000007]
custom_minimum_size = Vector2(656, 0)
[node name="InventoryLabel" type="Label" parent="UICanvas/EconomyHudSection/Body" unique_id=9000007]
custom_minimum_size = Vector2(512, 148)
layout_mode = 2
size_flags_horizontal = 3
theme_override_colors/font_color = Color(0.9, 0.86, 0.98, 1)
theme_override_colors/font_outline_color = Color(0.08, 0.08, 0.1, 1)
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 20
theme_override_constants/outline_size = 6
theme_override_font_sizes/font_size = 14
autowrap_mode = 3
text = "Inventory: (refresh: I)
Loading…"
[node name="SkillProgressionLabel" type="Label" parent="UICanvas/HudRoot/EconomyHudSection/Body" unique_id=9000009]
custom_minimum_size = Vector2(656, 0)
[node name="SkillProgressionLabel" type="Label" parent="UICanvas/EconomyHudSection/Body" unique_id=9000009]
custom_minimum_size = Vector2(512, 84)
layout_mode = 2
size_flags_horizontal = 3
theme_override_colors/font_color = Color(0.82, 0.9, 1, 1)
theme_override_colors/font_outline_color = Color(0.08, 0.08, 0.1, 1)
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 20
theme_override_constants/outline_size = 6
theme_override_font_sizes/font_size = 14
autowrap_mode = 3
text = "Skills:
Loading…"
[node name="GigXpLabel" type="Label" parent="UICanvas/HudRoot/EconomyHudSection/Body" unique_id=9000018]
custom_minimum_size = Vector2(656, 0)
[node name="GigXpLabel" type="Label" parent="UICanvas/EconomyHudSection/Body" unique_id=9000018]
custom_minimum_size = Vector2(512, 48)
layout_mode = 2
size_flags_horizontal = 3
theme_override_colors/font_color = Color(0.88, 0.78, 1, 1)
theme_override_colors/font_outline_color = Color(0.08, 0.08, 0.1, 1)
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 20
theme_override_constants/outline_size = 6
theme_override_font_sizes/font_size = 14
autowrap_mode = 3
text = "Gig XP:
Loading…"
[node name="CraftRecipePanel" type="Control" parent="UICanvas/HudRoot/EconomyHudSection/Body" unique_id=9000011]
custom_minimum_size = Vector2(656, 320)
[node name="CraftRecipePanel" type="Control" parent="UICanvas/EconomyHudSection/Body" unique_id=9000011]
custom_minimum_size = Vector2(512, 280)
layout_mode = 2
size_flags_horizontal = 3
script = ExtResource("19_craft_panel")
[node name="ScrollContainer" type="ScrollContainer" parent="UICanvas/HudRoot/EconomyHudSection/Body/CraftRecipePanel" unique_id=9000012]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="ScrollContainer" type="ScrollContainer" parent="UICanvas/EconomyHudSection/Body/CraftRecipePanel" unique_id=9000012]
layout_mode = 0
offset_right = 512.0
offset_bottom = 280.0
[node name="VBoxContainer" type="VBoxContainer" parent="UICanvas/HudRoot/EconomyHudSection/Body/CraftRecipePanel/ScrollContainer" unique_id=9000013]
[node name="VBoxContainer" type="VBoxContainer" parent="UICanvas/EconomyHudSection/Body/CraftRecipePanel/ScrollContainer" unique_id=9000013]
layout_mode = 2
size_flags_horizontal = 3
theme_override_constants/separation = 8

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