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Implement node.showIf; move the pin to v0.12.0 - #1
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The contract gained node-level showIf in v0.11.0: advancing to (or stepping onto) a node whose showIf gate fails skips it and continues at its `next`, until a shown node is reached. onEnter of a skipped node does not fire, and a ring of all-failing gates is reported rather than looped. This port pinned v0.9.0 (provisional, pre-showIf) and handled showIf only on choices and ladder rungs. Added the skip walk to advance_node and step_dialogue, mirroring the reference semantics, and updated the step_dialogue conformance check to compare nodeId and the onEnterEffects list the runtime already returns. Vectors re-copied from parlance@v0.12.0; PIN moved to the v0.12.0 tag. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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What
Node-level
showIf(contract v0.11.0): advancing to / stepping onto a gated node whose gate fails skips it and continues at itsnext, until a shown node is reached. SkippedonEnterdoes not fire; a ring of failing gates is reported, not looped.This port pinned a provisional
v0.9.0and handledshowIfonly on choices and ladder rungs.Change
advance_nodeandstep_dialogue: added the skip walk, a faithful mirror of the verified C# port.conformance_runner.gd:step_dialoguecheck now comparesnodeId+ theonEnterEffectslist the runtime already returns.parlance@v0.12.0; PIN moved to thev0.12.0tag.Verification
Not run locally (no Godot in the authoring environment) — this repo's CI (headless Godot 4.4) is the verifier. The logic is a line-for-line translation of the C# port, which passes 9/9 families.