feat(content): calling + race blurbs, loaded by ContentDB
Hand-written like items/ — no build-tool namespace needed. Blurbs are content; mechanics are code, and a test asserts the blurb files carry no hit dice. The prose is placeholder; swapping it later touches no code, which is what stops the content BOM from blocking the engine. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
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@@ -91,3 +91,37 @@ func test_no_loaded_topic_has_a_body():
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func test_legacy_npcs_still_load():
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assert_true(db.has_npc("fenn"))
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func test_loads_calling_and_race_content():
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assert_true(db.has_calling("reaver"))
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assert_true(db.has_calling("bloodsworn"))
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assert_true(db.has_race("beastfolk"))
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assert_eq(db.calling("reaver")["name"], "Reaver")
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assert_eq(db.race("beastfolk")["name"], "Beastfolk")
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func test_calling_content_matches_the_code_table():
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# The roster exists in code (Callings.IDS — mechanics are rules) and in content
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# (the blurbs). Nothing at runtime reconciles them, so guard against drift.
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var content_ids: Array = db.callings.keys()
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content_ids.sort()
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var code_ids: Array = Callings.IDS.duplicate()
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code_ids.sort()
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assert_eq(content_ids, code_ids)
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func test_race_content_matches_the_code_table():
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var content_ids: Array = db.races.keys()
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content_ids.sort()
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var code_ids: Array = Races.IDS.duplicate()
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code_ids.sort()
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assert_eq(content_ids, code_ids)
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func test_blurb_content_carries_no_mechanics():
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# Mechanics are code. A hit_die in a content file is a second source of truth.
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for id in db.callings:
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for banned in ["hit_die", "saves", "skill_pool", "skill_count", "armor", "talent"]:
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assert_false(db.callings[id].has(banned),
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"%s.json leaks the mechanic '%s' — that lives in Callings" % [id, banned])
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