class_name NewGame
extends RefCounted
## New-game construction (spec "New-game construction"). Reads three immutable
## inputs (origin, world, creation) and writes two products (CanonLog, GameState).
## Nothing flows back up — charter §2 on the client. Validation is front-loaded:
## a broken origin or illegal class fails here, loudly, not three scenes later.

static func construct(origin: Dictionary, world: ContentDB, creation: Dictionary, rng: RandomNumberGenerator) -> Dictionary:
	var errors: Array = []

	# 1. content integrity — every referenced id must resolve in world content.
	for ref in world.unresolved_refs(origin):
		errors.append("unresolved ref: %s" % ref)

	# 2. build constraints — chosen class must be allowed by the origin.
	var bc: Dictionary = origin.get("build_constraints", {})
	var allowed: Array = bc.get("allowed_classes", [])
	var class_id: String = creation.get("class_id", "")
	if class_id not in allowed:
		errors.append("class not allowed by origin: %s" % class_id)

	if creation.get("name", "").strip_edges() == "":
		errors.append("player name is required")

	if not errors.is_empty():
		return {"ok": false, "errors": errors, "log": null, "state": null}

	# 3. roll Luck (numeric -> state only) and 4. the stat block (data only).
	var state := GameState.new()
	state.luck_base = Luck.roll_base(rng, int(bc.get("luck_modifier", 0)))
	state.luck = state.luck_base
	state.stats = {
		"str": _roll_stat(rng), "dex": _roll_stat(rng), "con": _roll_stat(rng),
		"fth": _roll_stat(rng), "mag": _roll_stat(rng),
	}

	# 5. assemble the canon log.
	var log := CanonLog.new()
	log.player = LogPlayer.new(creation.get("name", ""), class_id, state.luck_descriptor())

	var loc: Dictionary = world.location(origin["start_location_id"])
	log.set_location(loc.get("id", ""), loc.get("name", ""))

	var overrides: Dictionary = origin.get("disposition_overrides", {})
	var companion_ids := {}
	for c in world.companions():
		companion_ids[c["id"]] = true
		log.party.append(PartyMember.new(c["id"], c.get("name", ""), int(overrides.get(c["id"], 0))))
	# non-companion overrides go to game state, never the log (spec §5 / charter §6).
	for npc_id in overrides:
		if not companion_ids.has(npc_id):
			state.set_npc_disposition(npc_id, int(overrides[npc_id]))

	for line in origin.get("situation", []):
		log.push_event(line)
	for fact in origin.get("opening_facts", []):
		log.add_fact(fact)

	var quest_id: Variant = origin.get("start_quest_id", null)
	if quest_id != null:
		var qd: Dictionary = world.quest(quest_id)
		log.active_quests.append(Quest.new(qd.get("id", ""), qd.get("name", ""), "active", qd.get("objective", "")))

	# inventory grants -> game state (NOT the log). Charter §2.
	for grant in origin.get("inventory_grants", []):
		state.add_item(grant.get("item_id", ""), int(grant.get("qty", 0)))

	return {"ok": true, "errors": [], "log": log, "state": state}


static func _roll_stat(rng: RandomNumberGenerator) -> int:
	# 3d6 placeholder; the stat block is data-only in this plan. TUNABLE.
	return rng.randi_range(1, 6) + rng.randi_range(1, 6) + rng.randi_range(1, 6)
