feat(shell): ShellState + TurnEntry HUD state model
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36
client/scripts/ui/shell/shell_state.gd
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36
client/scripts/ui/shell/shell_state.gd
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class_name ShellState
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extends RefCounted
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## The HUD state the Main Window shell owns (§2: state). Seed values mirror mock
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## 2a; later systems (combat vitals, inventory consumables) become the writers.
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## No Luck/LCK value lives here — it is never surfaced (§7).
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var vitals: Dictionary = {"hp": 0, "hp_max": 0, "mp": 0, "mp_max": 0, "gold": 0}
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var turn_order: Array[TurnEntry] = []
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var consumables: Array = []
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var round_label: String = ""
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var location_label: String = ""
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var dock_open: bool = true
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func toggle_dock() -> bool:
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dock_open = not dock_open
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return dock_open
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static func seed() -> ShellState:
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var s := ShellState.new()
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s.vitals = {"hp": 42, "hp_max": 60, "mp": 18, "mp_max": 30, "gold": 1240}
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s.turn_order = [
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TurnEntry.new("EL", 17, &"you", true, false),
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TurnEntry.new("DW", 12, &"ally"),
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TurnEntry.new("HU", 9, &"ally"),
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TurnEntry.new("GK", 0, &"enemy", false, true),
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]
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var labels := ["Salve", "Draught", "Bomb", "Antidote", "Ration", "Torch", "", ""]
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s.consumables = []
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for i in range(labels.size()):
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s.consumables.append({"hotkey": i + 1, "label": labels[i]})
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s.round_label = "ROUND 4"
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s.location_label = "THE LOWER WARD"
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s.dock_open = true
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return s
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1
client/scripts/ui/shell/shell_state.gd.uid
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1
client/scripts/ui/shell/shell_state.gd.uid
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uid://f8vix48wmisv
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20
client/scripts/ui/shell/turn_entry.gd
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20
client/scripts/ui/shell/turn_entry.gd
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class_name TurnEntry
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extends RefCounted
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## One combatant in the turn-order rail (§2: state). Seed/placeholder now; the
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## combat turn manager (M5) becomes its writer. `side` colours the rail:
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## &"you" gold, &"ally" teal-muted, &"enemy" blood.
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var initials: String
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var initiative: int
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var side: StringName
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var is_active: bool
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var is_downed: bool
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func _init(p_initials: String, p_initiative: int, p_side: StringName,
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p_is_active := false, p_is_downed := false) -> void:
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initials = p_initials
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initiative = p_initiative
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side = p_side
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is_active = p_is_active
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is_downed = p_is_downed
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1
client/scripts/ui/shell/turn_entry.gd.uid
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1
client/scripts/ui/shell/turn_entry.gd.uid
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uid://toetic2iu7b8
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44
client/tests/unit/test_shell_state.gd
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44
client/tests/unit/test_shell_state.gd
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extends "res://addons/gut/test.gd"
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func test_turn_entry_holds_fields():
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var e := TurnEntry.new("DW", 12, &"ally")
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assert_eq(e.initials, "DW")
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assert_eq(e.initiative, 12)
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assert_eq(e.side, &"ally")
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assert_false(e.is_active)
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assert_false(e.is_downed)
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func test_seed_vitals():
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var s := ShellState.seed()
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assert_eq(s.vitals["hp"], 42)
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assert_eq(s.vitals["hp_max"], 60)
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assert_eq(s.vitals["mp"], 18)
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assert_eq(s.vitals["mp_max"], 30)
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assert_eq(s.vitals["gold"], 1240)
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func test_seed_turn_order():
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var s := ShellState.seed()
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assert_eq(s.turn_order.size(), 4)
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assert_eq(s.turn_order[0].initials, "EL")
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assert_true(s.turn_order[0].is_active, "first combatant is the active turn")
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assert_true(s.turn_order[3].is_downed, "last combatant is downed")
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func test_seed_consumables():
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var s := ShellState.seed()
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assert_eq(s.consumables.size(), 8)
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assert_eq(s.consumables[0]["label"], "Salve")
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assert_eq(s.consumables[0]["hotkey"], 1)
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assert_eq(s.consumables[6]["label"], "", "slot 7 is empty")
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func test_toggle_dock_flips():
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var s := ShellState.seed()
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assert_true(s.dock_open, "seed opens with the dock out")
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assert_false(s.toggle_dock())
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assert_false(s.dock_open)
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assert_true(s.toggle_dock())
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assert_true(s.dock_open)
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1
client/tests/unit/test_shell_state.gd.uid
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1
client/tests/unit/test_shell_state.gd.uid
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uid://wkbpiulrv8rx
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