feat(client): MoveApplier — validated moves to game state
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client/scripts/npc/move_applier.gd
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37
client/scripts/npc/move_applier.gd
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class_name MoveApplier
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extends RefCounted
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## Writes validated §6 moves to game state. Town-NPC disposition lives in
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## GameState.npc_dispositions (NOT CanonLog.party — that is companions only).
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## Called by the conversation caller after NpcService.speak, so state writes
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## stay explicit (§2). Unknown move names are ignored (they never pass the
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## validator, but this stays defensive).
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const MAX_DELTA := 15 # one line cannot swing standing wholesale (§7 spirit)
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const HOSTILE_FLOOR := -100
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static func apply(moves: Array, game_state, canon_log, content_db, npc_id: String) -> void:
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for move in moves:
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var name: String = move.get("name", "")
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var args: Array = move.get("args", [])
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match name:
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"offer_quest":
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var q: String = str(args[0])
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var qd: Dictionary = content_db.quest(q)
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canon_log.add_quest(q, qd.get("name", ""), qd.get("objective", ""))
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"reveal":
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game_state.mark_revealed(str(args[0]))
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"give_item":
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var i: String = str(args[0])
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game_state.add_item(i, 1)
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game_state.mark_gift_given(i)
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"accept_item":
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game_state.remove_item(str(args[0]), 1)
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"adjust_disposition":
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var delta: int = clampi(int(str(args[0])), -MAX_DELTA, MAX_DELTA)
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var cur: int = int(game_state.npc_dispositions.get(npc_id, 0))
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game_state.set_npc_disposition(npc_id, cur + delta)
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"become_hostile":
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game_state.set_npc_disposition(npc_id, HOSTILE_FLOOR)
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_:
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pass # refuse, end_conversation, and anything unknown: no state
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55
client/tests/unit/test_move_applier.gd
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55
client/tests/unit/test_move_applier.gd
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# client/tests/unit/test_move_applier.gd
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extends "res://addons/gut/test.gd"
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const MoveApplier = preload("res://scripts/npc/move_applier.gd")
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const ContentDB = preload("res://scripts/content/content_db.gd")
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func _m(name, args := []) -> Dictionary:
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return {"name": name, "args": args}
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func _content() -> ContentDB:
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var c = ContentDB.new()
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c.quests = {"find_the_ledger": {"id": "find_the_ledger",
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"name": "The Missing Ledger", "objective": "Find who took it"}}
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return c
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func test_offer_quest_adds_active_quest():
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var log = CanonLog.new()
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MoveApplier.apply([_m("offer_quest", ["find_the_ledger"])],
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GameState.new(), log, _content(), "fenn")
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assert_true(log.has_quest("find_the_ledger"))
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assert_eq(log.active_quests[0].name, "The Missing Ledger")
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func test_reveal_marks_topic():
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var gs = GameState.new()
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MoveApplier.apply([_m("reveal", ["varrell_twins"])], gs, CanonLog.new(), _content(), "fenn")
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assert_true(gs.is_revealed("varrell_twins"))
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func test_adjust_disposition_clamps_to_max_delta():
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var gs = GameState.new()
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MoveApplier.apply([_m("adjust_disposition", ["+50"])], gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.npc_dispositions.get("fenn", 0), MoveApplier.MAX_DELTA)
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func test_become_hostile_sets_floor():
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var gs = GameState.new()
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MoveApplier.apply([_m("become_hostile")], gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.npc_dispositions.get("fenn", 0), MoveApplier.HOSTILE_FLOOR)
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func test_accept_item_removes_from_inventory():
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var gs = GameState.new()
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gs.add_item("coin", 2)
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MoveApplier.apply([_m("accept_item", ["coin"])], gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.inventory.get("coin", 0), 1)
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func test_refuse_and_end_are_noops():
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var gs = GameState.new()
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MoveApplier.apply([_m("refuse"), _m("end_conversation")], gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.npc_dispositions.size(), 0)
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