# A2a — Interactive Dialogue Loop Implementation Plan > **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. **Goal:** A Godot 4.7 (.NET) project that references `Age.Engine` in-process and plays SC0000's dialogue as a message window that pauses at `wait-for-input` and resumes on a click, proven by a headless self-test. **Architecture:** Add one method to the VM's `IHost` seam (`WaitForInput`); the VM core is otherwise unchanged. A Godot project in `godot/` runs `vm.Run()` on a worker thread; the host blocks that thread at `wait-for-input` on a `SemaphoreSlim`, marshals text to the UI via `CallDeferred`, and resumes on click. A `--selftest` mode auto-drives the gate headlessly and asserts the emitted text equals the A1 `vm0-trace.json`. **Tech Stack:** C# / .NET 8, Godot 4.7-stable **mono** (`S:/Godot/Godot_v4.7-stable_mono_win64/`), xUnit, `System.Text.Json`. ## Global Constraints - **Work on a feature branch** (e.g. `feat/a2a-godot-dialogue`); do not commit to `main`. - **Verified Godot toolchain** (spiked 2026-07-06). Let `GODOT="S:/Godot/Godot_v4.7-stable_mono_win64/Godot_v4.7-stable_mono_win64_console.exe"`: - Import: `"$GODOT" --headless --path godot --import` - Build C#: `dotnet build godot/Himegari.csproj` (Godot.NET.Sdk restore is cached; no network) - Run headless: `"$GODOT" --headless --path godot [-- --selftest]` (`OS.GetCmdlineUserArgs()` gets args after `--`) - The Godot game project targets **`net8.0`** with **`Godot.NET.Sdk/4.7.0`** and `true`, referencing `../engine/Age.Engine/Age.Engine.csproj`. - **Seam rule preserved:** the only VM-core change is `IHost.WaitForInput()`; `CaptureHost.WaitForInput()` is a no-op so **A1's RECOVER + trace-diff stay green** (nothing the trace observes changes). - Data via `Age.Engine.Sys4.Paths` (resolves up to `age-reimpl/`; `godot/` is inside it). Prereqs: `build/opcodes.json`, `build/vm0-trace.json`, `../extracted/DATA1/SC0000.BIN` (all present from A1). - Target scene: **SC0000.BIN** (CLEAN, 186 lines, halt `exit`). - `.NET`/`Godot` build output stays gitignored (`.godot/`, `engine/**/bin|obj`, `[Bb]in/obj`, `[Oo]bj`); track only source (`godot/*.cs`, `godot/*.tscn`, `godot/project.godot`, `godot/Himegari.csproj`). --- ## File Structure ``` engine/Age.Engine/Hosting/IHost.cs (modify: + WaitForInput) engine/Age.Engine/Hosting/CaptureHost.cs (modify: + WaitForInput no-op) engine/Age.Engine/Vm/VirtualMachine.cs (modify: wait-for-input calls host) engine/Age.Engine.Tests/WaitForInputTests.cs (create) godot/project.godot (create) Godot project, main scene = Main.tscn godot/Himegari.csproj (create) Godot.NET.Sdk + Age.Engine reference godot/Main.tscn (create) root Control + script (UI built in code) godot/Main.cs (create) worker thread, UI methods, input, selftest godot/GodotAdvHost.cs (create) IHost: capture + CallDeferred + blocking gate docs/phase-a-slice-plan.md (modify) mark A2a done ``` --- ## Task 1: VM-core `IHost.WaitForInput` hook **Files:** Modify `engine/Age.Engine/Hosting/IHost.cs`, `engine/Age.Engine/Hosting/CaptureHost.cs`, `engine/Age.Engine/Vm/VirtualMachine.cs`; Create `engine/Age.Engine.Tests/WaitForInputTests.cs`. **Interfaces — Produces:** `IHost.WaitForInput()` called once per `wait-for-input` (0x72) instruction; `CaptureHost.WaitForInput()` no-op. - [ ] **Step 1: Write the failing test** — `engine/Age.Engine.Tests/WaitForInputTests.cs`: ```csharp using System.Collections.Generic; using Age.Engine.Hosting; using Age.Engine.Sys4; using Age.Engine.Vm; using Xunit; public class WaitForInputTests { private sealed class CountHost : IHost { public int Waits; public List Emitted = new(); public void ShowText(int offset, string text) => Emitted.Add(offset); public void CallScript(long id) { } public void OnStub(int opcode) { } public void WaitForInput() => Waits++; } [Fact] public void WaitForInputFiresAndEmittedIsStable() { var table = OpcodeTableJson.Load(Paths.OpcodesJson); var script = Sys4Loader.Load(Paths.Scripts()["SC0000.BIN"], table); var host = new CountHost(); var vm = new VirtualMachine(script, table, host); vm.Run(); Assert.True(host.Waits > 0, "wait-for-input (0x72) should fire at least once"); Assert.Equal(186, host.Emitted.Count); // unchanged vs the A1 SC0000 trace Assert.Equal("exit", vm.HaltReason); } } ``` - [ ] **Step 2: Run — expect FAIL** (`IHost` has no `WaitForInput`) ```bash dotnet test engine/Age.Engine.Tests --filter FullyQualifiedName~WaitForInputTests ``` Expected: build error — `CountHost` does not implement `IHost` (missing `WaitForInput`) — i.e. the interface lacks it. - [ ] **Step 3: Implement** `engine/Age.Engine/Hosting/IHost.cs` — add the method: ```csharp namespace Age.Engine.Hosting; public interface IHost { void ShowText(int offset, string text); void CallScript(long id); void OnStub(int opcode); void WaitForInput(); } ``` `engine/Age.Engine/Hosting/CaptureHost.cs` — add the no-op (append after `OnStub`): ```csharp public void WaitForInput() { } ``` `engine/Age.Engine/Vm/VirtualMachine.cs` — split `wait-for-input` out of the no-op group. Replace: ```csharp case "end-text-line": case "wait-for-input": case "set-font": case "comment": case "display-furigana": case "dev_ukn": return pc + 1; ``` with: ```csharp case "wait-for-input": _host.WaitForInput(); return pc + 1; case "end-text-line": case "set-font": case "comment": case "display-furigana": case "dev_ukn": return pc + 1; ``` - [ ] **Step 4: Run — expect PASS (new test + full regression)** ```bash dotnet test engine/AgeEngine.sln ``` Expected: 7 passed (the new test + the existing 6; RECOVER and TraceDiff unchanged because `CaptureHost.WaitForInput` is a no-op). - [ ] **Step 5: Commit** ```bash git add engine/Age.Engine/Hosting engine/Age.Engine/Vm/VirtualMachine.cs engine/Age.Engine.Tests/WaitForInputTests.cs git commit -m "feat(a2a): add IHost.WaitForInput hook (wait-for-input 0x72); trace parity preserved" ``` --- ## Task 2: Godot project scaffold + Age.Engine reference (headless smoke) **Files:** Create `godot/project.godot`, `godot/Himegari.csproj`, `godot/Main.tscn`, `godot/Main.cs`. **Interfaces — Produces:** a buildable Godot .NET project whose `Main._Ready` loads SC0000 via `Age.Engine` and prints a load summary, proving `Paths` + the engine work inside Godot. - [ ] **Step 1: Create the project files** `godot/project.godot`: ``` config_version=5 [application] config/name="Himegari (age-reimpl A2a)" run/main_scene="res://Main.tscn" [dotnet] project/assembly_name="Himegari" ``` `godot/Himegari.csproj`: ```xml net8.0 true enable ``` `godot/Main.tscn` (UI is built in code, so the scene is just the scripted root): ``` [gd_scene load_steps=2 format=3] [ext_resource type="Script" path="res://Main.cs" id="1"] [node name="Main" type="Control"] layout_mode = 3 anchors_preset = 15 script = ExtResource("1") ``` `godot/Main.cs` (minimal smoke version — replaced in Task 3): ```csharp using Godot; using Age.Engine.Sys4; public partial class Main : Godot.Control { public override void _Ready() { var table = OpcodeTableJson.Load(Paths.OpcodesJson); var script = Sys4Loader.Load(Paths.Scripts()["SC0000.BIN"], table); GD.Print($"SMOKE repo={Paths.Repo}"); GD.Print($"SMOKE SC0000 instrs={script.Instructions.Count} strings={script.Strings.Count}"); GetTree().Quit(0); } } ``` - [ ] **Step 2: Import, build, run headless** ```bash GODOT="S:/Godot/Godot_v4.7-stable_mono_win64/Godot_v4.7-stable_mono_win64_console.exe" "$GODOT" --headless --path godot --import dotnet build godot/Himegari.csproj "$GODOT" --headless --path godot 2>&1 | grep -E 'SMOKE|error|Exception' ``` Expected: `SMOKE repo=…\age-reimpl`, and `SMOKE SC0000 instrs= strings=` with n>0 (proves `Paths` resolves inside Godot and `Age.Engine` parses SC0000 in-process). If `Paths.Repo` is wrong or missing, `Paths.FindRepo` walks up from the assembly dir for `age-reimpl` — confirm the project is under `age-reimpl/godot/`. - [ ] **Step 3: Commit** ```bash git add godot/project.godot godot/Himegari.csproj godot/Main.tscn godot/Main.cs git commit -m "feat(a2a): Godot 4.7 .NET project scaffold referencing Age.Engine (headless smoke)" ``` --- ## Task 3: Interactive host + worker thread + headless self-test **Files:** Create `godot/GodotAdvHost.cs`; replace `godot/Main.cs`. **Interfaces — Consumes:** `IHost`, `VirtualMachine`, `Sys4Loader`, `OpcodeTableJson`, `Paths`. **Produces:** `GodotAdvHost` (blocking gate + capture + `CallDeferred` UI); `Main` (worker thread + selftest). Self-test gate: `--selftest` prints `SELFTEST OK` and exits 0 when the emitted offset sequence equals `build/vm0-trace.json["SC0000.BIN"]`. - [ ] **Step 1: Create `godot/GodotAdvHost.cs`** ```csharp using System.Collections.Generic; using System.Threading; using Age.Engine.Hosting; public sealed class GodotAdvHost : IHost { private readonly Main _main; private readonly SemaphoreSlim _gate = new(0, 1); public volatile bool IsWaiting; public readonly List<(int Offset, string Text)> Captured = new(); public GodotAdvHost(Main main) => _main = main; public void ShowText(int offset, string text) { Captured.Add((offset, text)); _main.CallDeferred("AppendLine", text); } public void WaitForInput() { _main.CallDeferred("PageBreak"); IsWaiting = true; _gate.Wait(); IsWaiting = false; _main.CallDeferred("ClearPage"); } // called from the main thread (click) or the selftest auto-clicker public void SignalInput() { if (_gate.CurrentCount == 0) _gate.Release(); } public void CallScript(long id) { } public void OnStub(int opcode) { } } ``` - [ ] **Step 2: Replace `godot/Main.cs`** ```csharp using System.Collections.Generic; using System.Text.Json; using System.Threading.Tasks; using Godot; using Age.Engine.Sys4; using Age.Engine.Vm; public partial class Main : Godot.Control { private Label _text = null!; private Label _status = null!; private VirtualMachine _vm = null!; private GodotAdvHost _host = null!; private volatile bool _done; private bool _ended; private bool _selftest; public override void _Ready() { _text = new Label { AutowrapMode = TextServer.AutowrapMode.WordSmart }; _text.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect); _text.OffsetLeft = 40; _text.OffsetTop = 40; _text.OffsetRight = -40; _text.OffsetBottom = -80; AddChild(_text); _status = new Label(); _status.SetAnchorsAndOffsetsPreset(LayoutPreset.BottomWide); _status.OffsetLeft = 40; _status.OffsetTop = -60; AddChild(_status); _selftest = System.Array.IndexOf(OS.GetCmdlineUserArgs(), "--selftest") >= 0; var table = OpcodeTableJson.Load(Paths.OpcodesJson); var script = Sys4Loader.Load(Paths.Scripts()["SC0000.BIN"], table); _host = new GodotAdvHost(this); _vm = new VirtualMachine(script, table, _host); _ = Task.Run(() => { _vm.Run(); _done = true; }); if (_selftest) _ = Task.Run(async () => { while (!_done) { if (_host.IsWaiting) _host.SignalInput(); await Task.Delay(1); } }); } public override void _Process(double delta) { if (_done && !_ended) { _ended = true; ShowEnd(); if (_selftest) RunSelfTest(); } } public override void _UnhandledInput(InputEvent e) { if (_selftest) return; if (e.IsActionPressed("ui_accept") || (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)) _host.SignalInput(); } public override void _ExitTree() { _host?.SignalInput(); } // ---- UI methods invoked on the main thread via CallDeferred ---- public void AppendLine(string text) => _text.Text += text + "\n"; public void PageBreak() => _status.Text = "▼ click / Enter"; public void ClearPage() { _text.Text = ""; _status.Text = ""; } public void ShowEnd() => _status.Text = "— end —"; private void RunSelfTest() { var expected = LoadExpected("SC0000.BIN"); var actual = _host.Captured.ConvertAll(c => c.Offset); bool ok = expected != null && actual.Count == expected.Count; for (int i = 0; ok && i < actual.Count; i++) ok = actual[i] == expected![i]; if (ok) GD.Print($"SELFTEST OK: {actual.Count} lines match vm0 trace"); else GD.Print($"SELFTEST FAIL: cs={actual.Count} expected={(expected?.Count.ToString() ?? "n/a")}"); GetTree().Quit(ok ? 0 : 1); } private static List? LoadExpected(string scene) { string p = System.IO.Path.Combine(Paths.Build, "vm0-trace.json"); if (!System.IO.File.Exists(p)) return null; using var doc = JsonDocument.Parse(System.IO.File.ReadAllText(p)); if (!doc.RootElement.TryGetProperty(scene, out var e)) return null; var list = new List(); foreach (var x in e.GetProperty("offsets").EnumerateArray()) list.Add(x.GetInt32()); return list; } } ``` - [ ] **Step 3: Build and run the self-test — expect FAIL first if anything is off, then PASS** ```bash GODOT="S:/Godot/Godot_v4.7-stable_mono_win64/Godot_v4.7-stable_mono_win64_console.exe" dotnet build godot/Himegari.csproj "$GODOT" --headless --path godot -- --selftest 2>&1 | grep -E 'SELFTEST|error|Exception' echo "exit: ${PIPESTATUS[0]}" ``` Expected: `SELFTEST OK: 186 lines match vm0 trace`, exit 0. This exercises the worker thread, the real blocking `SemaphoreSlim` gate (driven by the auto-clicker), `CallDeferred` marshalling, and asserts the emitted text equals the trusted `vm0-trace.json`. If it hangs, the gate isn't being released (check `IsWaiting`/`SignalInput`); if the count differs, the VM/host emitted wrong text (compare with `py -3.11 -X utf8 tools/vm0.py --scene SC0000`). - [ ] **Step 4: Regression — A1 engine tests still green** ```bash dotnet test engine/AgeEngine.sln 2>&1 | grep -E 'Passed!|Failed!' ``` Expected: 7 passed. - [ ] **Step 5: Commit** ```bash git add godot/GodotAdvHost.cs godot/Main.cs git commit -m "feat(a2a): worker-thread ADV host + blocking wait-for-input + headless self-test (SELFTEST OK)" ``` --- ## Task 4: Manual visual verification + CJK font + docs **Files:** Modify `godot/Main.cs` (best-effort CJK font); Modify `docs/phase-a-slice-plan.md`. **Interfaces:** none (visual + docs). - [ ] **Step 1: Add a best-effort CJK font so the manual visual isn't tofu** — in `Main._Ready`, after `AddChild(_status);`, insert: ```csharp foreach (var fp in new[] { "C:/Windows/Fonts/YuGothR.ttc", "C:/Windows/Fonts/msgothic.ttc", "C:/Windows/Fonts/meiryo.ttc" }) { if (!System.IO.File.Exists(fp)) continue; try { var ff = new FontFile(); ff.LoadDynamicFont(fp); _text.AddThemeFontOverride("font", ff); _status.AddThemeFontOverride("font", ff); _text.AddThemeFontSizeOverride("font_size", 22); break; } catch { /* fall back to default font */ } } ``` (If `FontFile.LoadDynamicFont` doesn't exist in 4.7, the editor will flag it at build; substitute `ResourceLoader.Load(fp)` — but the self-test does not depend on this, so it never blocks the gate.) - [ ] **Step 2: Rebuild + self-test still green (font is headless-safe)** ```bash GODOT="S:/Godot/Godot_v4.7-stable_mono_win64/Godot_v4.7-stable_mono_win64_console.exe" dotnet build godot/Himegari.csproj "$GODOT" --headless --path godot -- --selftest 2>&1 | grep SELFTEST ``` Expected: `SELFTEST OK: 186 lines match vm0 trace`. - [ ] **Step 3: Manual visual check (human)** — run windowed and click through: ```bash "S:/Godot/Godot_v4.7-stable_mono_win64/Godot_v4.7-stable_mono_win64.exe" --path godot ``` Confirm by eye: the opening narration appears page by page in Japanese, `▼ click / Enter` shows at each `wait-for-input`, a click/Enter advances, and it ends with `— end —`. (This is the one part only a human verifies.) - [ ] **Step 4: Update `docs/phase-a-slice-plan.md`** — under the A2 section add: ``` ### A2a — Interactive dialogue loop ✅ DONE (2026-07-06) Godot 4.7 (.NET) project in `godot/` referencing `Age.Engine` in-process. VM gained one hook (`IHost.WaitForInput`, 0x72); suspend/resume via a worker thread + blocking SemaphoreSlim in `GodotAdvHost`, UI marshalled by `CallDeferred`. Plays SC0000 page-by-page, pauses at wait-for-input, resumes on click. Headless self-test (`--selftest`) asserts the emitted 186-line sequence == vm0-trace; A1 engine tests stay 7/7. Next: A2b (background/AGF, voice, choices, call-script/state). Spec/plan: `docs/superpowers/{specs,plans}/2026-07-06-a2a-godot-dialogue*.md`. ``` - [ ] **Step 5: Commit** ```bash git add godot/Main.cs docs/phase-a-slice-plan.md git commit -m "feat(a2a): CJK font for the message window; mark A2a done in the slice plan" ``` --- ## Self-Review **Spec coverage:** Godot 4.7 .NET project + Age.Engine in-process (Task 2) ✓ · one VM-core change `IHost.WaitForInput`, CaptureHost no-op, trace parity (Task 1) ✓ · background-thread host + blocking `SemaphoreSlim` + `CallDeferred` marshalling (Task 3) ✓ · SC0000 page-by-page, pause at wait-for-input, resume on click (Tasks 3–4) ✓ · headless self-test asserting vs `vm0-trace.json` (Task 3) ✓ · A1 regression 7/7 (Tasks 1,3) ✓ · `Paths` resolves in Godot (Task 2) ✓ · cross-thread visibility via `volatile _done`, `Captured` read only after `_done` (Task 3) ✓ · `_ExitTree` releases the gate (Task 3) ✓ · CJK font for the manual visual (Task 4) ✓. Out-of-scope (bg/voice/choice/call-script) correctly absent. **Placeholder scan:** none — every code step is complete. The only non-mechanical step is Task 4 Step 3 (human visual check), which is inherently manual and fully specified. **Type consistency:** `IHost.WaitForInput()` (Task 1) is implemented by `CaptureHost` (Task 1), the test `CountHost` (Task 1), and `GodotAdvHost` (Task 3). `GodotAdvHost` calls `_main.CallDeferred("AppendLine"|"PageBreak"|"ClearPage")` — all `public` methods on `Main` (Task 3). `Main` uses `Paths.OpcodesJson`/`Paths.Scripts()`/`Paths.Build`/`Paths.Repo`, `OpcodeTableJson.Load`, `Sys4Loader.Load`, `VirtualMachine(script,table,host)` + `.Run()` — all matching the A1 engine signatures. `_host.Captured`/`IsWaiting`/`SignalInput()` used by `Main` match `GodotAdvHost`.