feat(state): CharacterSheet — store the inputs, derive the rest

Stores only what was rolled or chosen, plus current hp/mp (the only two numbers
that genuinely mutate). Everything else is a function, so no derived number can
drift from its inputs and M5's level curve is a function change, not a migration.

LCK has no row and no accessor here — §7 holds by construction.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
This commit is contained in:
2026-07-12 20:21:45 -05:00
parent a7e153884f
commit bb5d176262
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class_name CharacterSheet
extends RefCounted
## The character, as state (§2). STORES only what was rolled or chosen, plus the two
## numbers that genuinely mutate in play (current hp/mp). Everything else is DERIVED —
## so a derived number can never drift from the inputs that produced it, and M5's level
## curve becomes a function change rather than a stored-field migration.
##
## LCK IS NOT HERE, and there is no accessor for it. It lives in GameState.luck: no
## save, no skill, no row (§7). That holds by construction, not by discipline.
const PROF_BONUS_L1 := 2
# --- stored: rolled, chosen, or genuinely mutable -------------------------------
var attributes: Dictionary = {} # {str,dex,con,fth,mag} — final, post-spend
var race_id: String = ""
var calling_id: String = ""
var level: int = 1
var skills: Array = [] # chosen + race-granted + the human's bonus pick
var bonus_skill: String = "" # human only; also present in `skills`
var hp: int = 0 # CURRENT hp — combat writes this
var mp: int = 0 # CURRENT mp
# --- derived: functions, never stored -------------------------------------------
func modifier(stat: String) -> int:
return Attributes.modifier(int(attributes.get(stat, 10)))
func prof_bonus() -> int:
return PROF_BONUS_L1 # the level curve is M5's; creation is L1
func max_hp() -> int:
return Callings.hit_die(calling_id) + modifier("con")
func max_mp() -> int:
# TUNABLE — M5 owns the real MP curve (races-and-classes spec §6 defers it).
# The SHAPE is what M4-b needs to draw a bar: martials have no pool at all; a
# caster's scales off the casting stat, with a floor so a bad roll still casts.
if not Callings.is_caster(calling_id):
return 0
return maxi(4, 4 + 4 * modifier(Callings.casting_stat(calling_id)))
func ac() -> int:
return 10 + modifier("dex") # armor is an item -> M7
func initiative() -> int:
return modifier("dex")
func is_proficient(skill: String) -> bool:
return skill in skills
func save(stat: String) -> int:
var v := modifier(stat)
if stat in Callings.saves(calling_id):
v += prof_bonus()
v += Races.save_bonus(race_id) # human's +1 to all five
return v
func poison_save_bonus() -> int:
# Situational (vs poison + the affliction track) — deliberately NOT folded into
# save("con"), because a conditional inside a flat number is a sheet that lies.
return Races.poison_save_bonus(race_id)
func skill_bonus(skill: String) -> int:
var v := modifier(Skills.attribute(skill))
if is_proficient(skill):
v += prof_bonus()
return v
func spell_dc() -> int:
if not Callings.is_caster(calling_id):
return 0
return 8 + prof_bonus() + modifier(Callings.casting_stat(calling_id))
func has_nightsight() -> bool:
return Races.flag(race_id, "nightsight")
func has_claws() -> bool:
return Races.flag(race_id, "claws")
func has_keen_scent() -> bool:
return Races.flag(race_id, "keen_scent")

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extends "res://addons/gut/test.gd"
const CharacterSheet = preload("res://scripts/state/character_sheet.gd")
func _sheet(race := "human", calling := "sellsword", attrs := {}) -> CharacterSheet:
var s = CharacterSheet.new()
s.race_id = race
s.calling_id = calling
s.attributes = {"str": 14, "dex": 12, "con": 14, "fth": 10, "mag": 8}
for k in attrs:
s.attributes[k] = attrs[k]
return s
func test_max_hp_is_hit_die_plus_con_mod():
var s = _sheet("human", "reaver") # d12, CON 14 -> +2
assert_eq(s.max_hp(), 14)
var frail = _sheet("human", "hedge_mage", {"con": 8}) # d6, CON 8 -> -1
assert_eq(frail.max_hp(), 5)
func test_ac_is_ten_plus_dex():
assert_eq(_sheet().ac(), 11) # DEX 12 -> +1. Armor is an item (M7).
func test_initiative_is_dex():
assert_eq(_sheet().initiative(), 1)
func test_save_picks_up_calling_proficiency():
var s = _sheet("elf", "sellsword") # saves STR, CON; prof +2
assert_eq(s.save("str"), 4) # STR 14 -> +2, +2 prof
assert_eq(s.save("dex"), 1) # DEX 12 -> +1, not proficient
func test_human_plus_one_lands_on_all_five_saves():
var human = _sheet("human", "sellsword")
var elf = _sheet("elf", "sellsword")
for stat in ["str", "dex", "con", "fth", "mag"]:
assert_eq(human.save(stat), elf.save(stat) + 1, "human +1 on %s" % stat)
func test_dwarf_poison_bonus_is_not_in_the_con_save():
var dwarf = _sheet("dwarf", "sellsword")
var elf = _sheet("elf", "sellsword")
assert_eq(dwarf.save("con"), elf.save("con"), "the +2 is situational, not a flat CON save")
assert_eq(dwarf.poison_save_bonus(), 2)
assert_eq(elf.poison_save_bonus(), 0)
func test_skill_bonus_uses_the_governing_attribute():
var s = _sheet() # STR 14 -> +2
assert_eq(s.skill_bonus("athletics"), 2, "not proficient: attribute only")
s.skills = ["athletics"]
assert_eq(s.skill_bonus("athletics"), 4, "proficient: +2 prof")
func test_bonus_skill_confers_proficiency_via_the_skills_list():
var s = _sheet()
s.skills = ["athletics", "endurance"] # Task 5 appends the human's pick here
s.bonus_skill = "endurance"
assert_true(s.is_proficient("endurance"))
assert_false(s.is_proficient("stealth"))
func test_martials_have_no_mp_and_no_spell_dc():
var s = _sheet("human", "sellsword")
assert_eq(s.max_mp(), 0)
assert_eq(s.spell_dc(), 0)
func test_casters_have_mp_and_a_spell_dc():
var s = _sheet("human", "bonesetter", {"fth": 16}) # FTH 16 -> +3
assert_true(s.max_mp() > 0, "a caster has a pool")
assert_eq(s.spell_dc(), 13) # 8 + 2 prof + 3
func test_race_flags_are_exposed():
assert_true(_sheet("elf").has_nightsight())
assert_false(_sheet("human").has_nightsight())
assert_true(_sheet("beastfolk").has_claws())
assert_true(_sheet("beastfolk").has_keen_scent())
assert_false(_sheet("dwarf").has_claws())
func test_luck_is_nowhere_on_the_sheet():
# §7: LCK has no save, no skill, no row, no accessor. It lives in GameState.
var s = _sheet()
assert_false("lck" in s.attributes, "LCK is never an attribute row")
assert_false(s.has_method("luck"), "the sheet must not expose Luck")

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