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>
This commit is contained in:
2026-07-14 20:09:29 -05:00
parent 63cbc8c16e
commit 8f3aa75fa9
5 changed files with 20 additions and 22 deletions

View File

@@ -14,8 +14,6 @@ extends Control
signal creation_confirmed(creation: Dictionary)
const ContentDB = preload("res://scripts/content/content_db.gd")
## Shown under the CTA when the draft is legal. When it is NOT legal, the first
## validation error takes this slot instead — the player is told what is wrong, in
## the same place, in the same dry voice. §13: even the nag is content.

View File

@@ -14,8 +14,6 @@ extends RefCounted
## §7: LCK is not here. Not a field, not an accessor, not a key. It is rolled
## inside construct off the same seed, immediately after MAG, and never surfaces.
const NewGame = preload("res://scripts/newgame/new_game.gd")
var name: String = ""
var race_id: String = ""
var calling_id: String = ""