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Implement node.showIf; move the pin to v0.12.0 - #1

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claude/node-showif-v0.12.0
Aug 27, 2026
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mwburke merged 1 commit into
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claude/node-showif-v0.12.0

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@mwburke mwburke commented Aug 27, 2026

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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 its next, until a shown node is reached. Skipped onEnter does not fire; a ring of failing gates is reported, not looped.

This port pinned a provisional v0.9.0 and handled showIf only on choices and ladder rungs.

Change

  • advance_node and step_dialogue: added the skip walk, a faithful mirror of the verified C# port.
  • conformance_runner.gd: step_dialogue check now compares nodeId + the onEnterEffects list the runtime already returns.
  • Vectors re-copied from parlance@v0.12.0; PIN moved to the v0.12.0 tag.

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.

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>
@mwburke
mwburke merged commit cde644f into main Aug 27, 2026
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@mwburke
mwburke deleted the claude/node-showif-v0.12.0 branch August 27, 2026 06:10
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