chore(warnings): silence the four pre-existing script warnings the creation screen surfaced
Not errors and not regressions — Godot printed them on every script reload and they predate M4-b. Cleared so a real warning is not lost in the noise: - Redundant `const ContentDB`/`const NewGame` preloads that shadowed their own `class_name` globals (character_creation.gd, creation_draft.gd) — the class is already global, so the const bought nothing. - Two `log` locals shadowing the built-in `log()` — renamed to `out` (canon_log.from_dict) and `canon` (NewGame.construct); the "log" dict KEY is the public contract and is unchanged. - currency.format's copper->denomination division is integer BY DESIGN (the remainder is carried, not lost) — annotated `@warning_ignore` to say so. 319 client tests green; headless parse reports none of the four sites. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -58,31 +58,31 @@ static func construct(origin: Dictionary, world: ContentDB, creation: Dictionary
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sheet.mp = sheet.max_mp()
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state.sheet = sheet
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var log := CanonLog.new()
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log.player = LogPlayer.new(str(creation.get("name", "")), sheet.race_id,
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var canon := CanonLog.new()
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canon.player = LogPlayer.new(str(creation.get("name", "")), sheet.race_id,
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sheet.calling_id, state.luck_descriptor())
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var loc: Dictionary = world.location(origin["start_location_id"])
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log.set_location(loc.get("id", ""), loc.get("name", ""))
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canon.set_location(loc.get("id", ""), loc.get("name", ""))
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var overrides: Dictionary = origin.get("disposition_overrides", {})
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var companion_ids := {}
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for c in world.companions():
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companion_ids[c["id"]] = true
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log.party.append(PartyMember.new(c["id"], c.get("name", ""), int(overrides.get(c["id"], 0))))
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canon.party.append(PartyMember.new(c["id"], c.get("name", ""), int(overrides.get(c["id"], 0))))
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for npc_id in overrides:
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if not companion_ids.has(npc_id):
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state.set_npc_disposition(npc_id, int(overrides[npc_id]))
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for line in origin.get("situation", []):
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log.push_event(line)
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canon.push_event(line)
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for fact in origin.get("opening_facts", []):
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log.add_fact(fact)
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canon.add_fact(fact)
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var quest_id: Variant = origin.get("start_quest_id", null)
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if quest_id != null:
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var qd: Dictionary = world.quest(quest_id)
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log.active_quests.append(Quest.new(qd.get("id", ""), qd.get("name", ""), "active",
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canon.active_quests.append(Quest.new(qd.get("id", ""), qd.get("name", ""), "active",
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qd.get("objective", "")))
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# inventory grants -> game state (NOT the log). §2. grant() routes currency to the
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@@ -90,7 +90,7 @@ static func construct(origin: Dictionary, world: ContentDB, creation: Dictionary
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for g in origin.get("inventory_grants", []):
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state.grant(g.get("item_id", ""), int(g.get("qty", 0)))
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return {"ok": true, "errors": [], "log": log, "state": state}
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return {"ok": true, "errors": [], "log": canon, "state": state}
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static func roll_attributes(character_seed: int) -> Dictionary:
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