Adds the FTH-axis calling mapping to the cosmology spec: Bonesetter
channels the Warden, the Bloodsworn (names the [CANON-TBD] warlock
calling) pacts one of the Seven, Hedge-Mage is a pointed outsider,
martials unaligned. Luck-immunity intent kept as flavor and flagged for
the M5/Improviser reconcile (§7-sensitive), not built here.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
Establishes the good-god/seven-demon-lords cosmology as the game's
overarching content theme, mapped onto the content schema as canon
entities, with the world-building skill updated to reconcile all future
authoring against it. Duncarrow scaffolding decoupled now, purged in a
follow-up.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
The scripts were tracked but their .gd.uid siblings weren't. Godot 4.4+ .uid
files pin each script's uid://, so leaving them out lets each clone regenerate
different uids and break uid:// references in scenes/resources. Matches the 159
.uid files already tracked in the repo.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
Author gritty, disposition-gated Margreave content (lore bible + hand-authored
quest/item/location/origin JSON) that reconciles against existing canon before
writing, holds the world's hard-by-default / warm-when-earned NPC tone, and keeps
the content_build --check gate green.
- SKILL.md: read-before-write workflow, read-only on existing canon (propose
diffs, require approval), build+check+pytest as the done bar.
- references/schema.md: full bible + JSON contract, secrecy scale, gate model.
- references/tone.md: tone contract + NPC disposition-warmth model.
- scripts/canon_index.py: dumps existing ids for reconciliation.
- evals/: 3 test cases (all green in isolated-worktree runs).
Un-ignore /.claude/skills/ so project skills are versioned like code; all other
.claude/ dirs (root + nested api/client) stay ignored.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
Lock the NPC identifier: full namespaced id (npc.mera-fenn) is canonical
everywhere — stored data, client dict key, and the /npc/speak wire. The API
load_npc changes from a filename lookup to an id-indexed load (matching the
client's ContentDB), reads persona from content/server, and resolves the
client's reveal-set fact_ids to topic bodies. Legacy Fenn keeps working; no
migration required. First task of the runtime-consumption cycle.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
Content & canon build tool: compiles content/lore/*.md (Markdown bible +
fenced YAML) into validated client (content/world) + server-only
(content/server) JSON, split by role so spoilers/personas never ship in the
client. Validation gate aborts on schema violations; --check is the CI
freshness/validity gate. Promotes Duncarrow as the acceptance test (secret
body proven server-only). ContentDB loads the new canon/ + topics/ dirs.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
- --check now detects orphaned/stale build artifacts in build-owned dirs
(client canon/ + topics/ fully owned; client npcs/ shared with legacy
hand-authored files, only npc.* ids are treated as build-owned)
- resolve() enforces the schema rule that canon entities must be secrecy 0
- resolve() and ladder_rungs() guard against malformed value TYPES (non-int
secrecy, non-list related/rungs) raising BuildError instead of crashing
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
Schema lock built bottom-up from the Duncarrow specimen (candidate-town.md):
- disposition rungs as bands over the engine integer (code owns numbers)
- town fact = engine reveal-topic (authoring layer over §6, no new runtime)
- MD bible -> build -> JSON; split by role (game vs server), secrecy as lint
- canon home: content/lore (source) -> content/world + content/server (built)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
Settles the §17 class-name reconcile (charter §8 vs mock callings) in
favor of the gritty callings, and gives every race trait a concrete rule.
Feeds M4 character creation; combat ability kit deferred to M5.
- Resolution model: deterministic value vs DC, LCK selects the borderline
band (§7) — flat mods, no random d20, no advantage.
- 5 saves (LCK owns none); death saves = LCK.
- Races: features only, no stat mods; Nightsight ruling for darkvision.
- 7 callings (charter-7), 2 names [CANON-TBD]; casters=MP, martials=cooldowns.
- Flags two contract migrations for M4: canon-log gains `race`; deserter
origin's allowed_classes migrates to new calling ids.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
M3 — Title screen + unified app version. The entry point: editor-first
Title screen (warm shader background, pulsing glow, drifting embers, the
CODE OF CONQUEST logo, keyboard/mouse menu, footer) set as the boot scene;
New Game -> the Main Window shell, Quit exits, rest inert. Suite 146/146.
Plus a single /VERSION source of truth (0.01-alpha): the API reads it at
startup (+ GET /version), the client bakes it into project.godot via
scripts/sync-version and reads it through the Version helper. No runtime
coupling; both sides agree. Adds TitleLogo/TitleKicker theme variations.
The hex-removal correction set _glow.color = Palette.BLOOD (opaque), which
with the 0.5-0.8 modulate pulse read as a near-solid red slab. Restore the
intended low alpha via Color(Palette.BLOOD, 0.22) — RGB still from Palette,
alpha a numeric param (same idiom as the ember ramp). Whole-branch review
catch. Title tests 5/5.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Add scripts/sync-version to sync root /VERSION into client/project.godot
- Add Version GDScript helper (reads application/config/version)
- Test coverage: 2 tests for Version.string() and footer()
- Synced config/version="0.01-alpha" to project.godot
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Editor-first Title screen from mock: warm atmosphere (GPUParticles embers,
AnimationPlayer glow, palette-uniform shader bg), logo block, keyboard/mouse
menu (New Game -> shell, Quit works, rest inert), footer. Plus a single
/VERSION source of truth read by both the API (startup + /version) and the
client (synced into project.godot config/version, read via ProjectSettings).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
M3-b — Main Window shell (2a): the exploration HUD frame every screen
lives in. Two-panel tabletop split — dark world slot (turn rail, minimap,
slide-in system dock, command bar) + the permanent DM narration book wired
to the proven /dm/narrate loop (prose-only + refire, considering-state,
fallback, fact-harvest). Thin tested ShellState; suite 138/138.
Establishes the editor-first UI-scene convention (ADR 0001): screens are
authored as .tscn node trees, scripts do on-load work only. Theme gained
Button-base DockButton/ParchmentButton + a base RichTextLabel prose style.
Capture the direction change from M3-b: UI screens are authored editor-first
as .tscn node trees (previewable/arrangeable in the Godot editor), scripts do
on-load work only — never build the tree in _ready(). Add ADR 0001, a
"UI scene conventions" how-to in client/docs, a §16 mandate in the charter,
and mark M3-a/M3-b done in the roadmap.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wider consumable tiles overflowed the command bar, shoving END TURN under
the dock column. Trim the vitals min-width (230->120) and END TURN
(150->140) and separation so the row fits — END TURN lands cleanly at the
bottom-right, below the dock.
Move the dock handle to the outer (right) side per mock 2a: the menu now
sits left of the handle and slides right off-screen to hide, the handle
staying at the world's right edge. Dock sits flush to that edge.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The 62px tiles clipped longer names (Draught, Antidote). Widen to 93px
(~1.5x) — there is room in the command bar — so labels fit while tiles stay
uniform.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The narration RichTextLabel had no theme styling, so it rendered near-white
and was unreadable on parchment. Add a base RichTextLabel style to the theme
(dark INK_BODY serif at 20px, italic face wired) — systemic and previews in
the editor; every parchment prose surface now reads as dark ink. Also clip
the consumable slot labels so a long name ("Antidote") can't stretch its tile
wider than the empty ones — all 8 stay a uniform 62px.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Move the three shell scenes (SystemDock, NarrationBook, MainWindowShell)
from build-everything-in-_ready() to authored .tscn node trees with the
theme + type-variations set in the editor, so the layout previews and can
be arranged in the Godot editor. Scripts keep only on-load work: @onready
node refs, DM-loop wiring, the dock slide, and binding seed ShellState into
the fixed authored turn-order tokens + consumable slots.
Fixes the dock offset + over-long buttons (now fixed-width DockButtons in a
right-anchored menu). Headless probe: root 1920x1080, world/book split
1180/740, dock at the world's right edge — no collapse. Suite 138/138.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
ThemeKeys.PARCHMENT_CARD is a PanelContainer-base variation (only a
`panel` stylebox) — a Button looks up normal/hover/pressed/disabled,
which don't exist there, so a Button styled with it renders unskinned.
Add PARCHMENT_BUTTON, a Button-base variation with those four
styleboxes plus an empty focus box, built from Palette colours only.
Same fix pattern as DOCK_BUTTON for the system dock. Regenerated
game_theme.tres from the builder.
DarkPanel is a PanelContainer-base variation (only a `panel`
stylebox); a Button looks up normal/hover/pressed, which don't exist
on it, so SystemDock's menu buttons rendered as default gray Godot
buttons instead of mock-faithful dark nav buttons.
Add a dedicated Button-base DockButton variation (Palette-only
colours, dock-dark normal/hover/pressed styleboxes), point
system_dock.gd's menu buttons at it, and regenerate the committed
game_theme.tres artifact from the builder.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>