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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