Final whole-branch review of M4-b. Six findings.
1. The player could press his way into an invalid draft. can_take_bonus()
refused an already-picked skill; can_pick() did not consider the bonus, so
the guard was one-directional. Take athletics as the human's bonus, pick it
again from the Sellsword's pool, and the draft is one NewGame.validate
rejects — the invalid draft "he did not cause and cannot see" that
set_calling's own comment forbids. Fixed in the DRAFT (the screen owns no
rules): can_pick() now mirrors can_take_bonus(), so the chip goes inert, the
idiom the pool row already uses for a race-granted skill. Recoverable: hand
the bonus back and the chip is live again. Both directions tested.
2. The theme drift guard STILL could not fail. ThemeKeys.ALL is stylebox
variations only, by its own docstring — so the six FONT roles the builder
sets fonts, sizes and colours for were entirely unguarded. Changing
Palette.CREAM and skipping the rebuild shipped a stale game_theme.tres with
the suite green (proven, on the committed test). Adds ThemeKeys.FONT_ROLES
beside ALL (never inside it — ALL's contract is relied on), compares fonts,
font sizes and font colours as well as styleboxes, and names the variation
AND the property that drifted. Plus a meta-guard that walks the builder's own
output and fails if a variation it styles is in neither collection — this is
the second time this guard has been fixed by "enumerate the right set", and
nothing was checking the set.
3. §13: the CTA label piped NewGame.validate's diagnostics straight to the
player. On the game's SECOND SCREEN he read "hedge_mage picks 2 skills, got
0". Now CreationCopy.error_line maps them to authored copy — "name yourself",
"choose two more proficiencies" (the number DERIVED from Callings.skill_count,
never written down), "one more proficiency, any of them — take it" — with an
authored fallback for anything unmapped, because §13 means the unmapped case
still speaks in voice. validate's strings are untouched: they are a contract,
so they are translated in the presentation layer, not rewritten.
4. §2 had no test that fails if the boundary is breached. The emit test compared
the signal to draft.to_creation() — both sides move together. Pins the seven
contract keys exactly, and feeds construct a hostile creation dict carrying an
18 in every stat, asserting the sheet is still roll_attributes(seed) + spend.
Every other test in test_new_game passed with that breach in place.
5. Three holes: the orphan sweep skipped PoolRow (a stray Pool6 rendered unbound
and visible, suite green — the exact bug the test exists to catch, in the one
row it forgot); the §7 sweep forbade "luck" but not Luck.BANDS' descriptors,
which are worse than the number (the player would re-roll until his Luck read
well — calculable Luck); and the DM panel's composition hardcodes the article
"a", so a vowel-initial calling would break it silently — guarded in the
content parity test, which names the template as the reason.
6. The calling card printed "talent second_wind". Four of seven talents carry an
underscore. Humanised, the way skill_label() already does. The test that
pinned the RAW form is moved to the full derived phrase ("talent second wind")
so it still fails if someone hardcodes a talent into the format string.
Every guard was proven by re-breaking the code and watching the named test go
red (docs/traps.md). Suite 302 -> 315, content build green, no new warnings.
Report: .superpowers/sdd/final-review-fix-report.md
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
test_committed_tres_matches_builder claimed to catch a builder/artifact
drift in game_theme.tres, but its checks array hardcoded exactly three
variation/state pairs (PrimaryCTA, ParchmentCard, DarkPanel) checking only
bg_color. Every other variation — including all five added for the
creation screen (SelectCard, SkillChip, ChosenTag, PrimaryTag,
PrimaryCard) — could drift from the builder silently, and this test would
keep passing on stale data. Textbook docs/traps.md failure: a test that
cannot fail against the bug it names.
Rewrote it to derive checks from ThemeKeys.ALL: for every variation,
every stylebox state the builder actually set is compared (bg_color,
border_color, border widths, corner radii for StyleBoxFlat), and every
font colour role the builder actually set is compared too. Failures name
the variation and the drifted property.
Verified by deliberately drifting SkillChip's pressed stylebox in
build_game_theme.gd without regenerating the .tres: the new test failed
and named SkillChip/pressed/bg_color+border_color; the old three-pair
version would not have caught it (SkillChip was never in its list).
Reverted the drift; suite is green at 279 again. No pre-existing drift
found in the committed artifact.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
SelectCard (a Button whose `pressed` IS the chosen ring), SkillChip (a toggle
with unpicked/picked/granted-so-inert), the CHOSEN and PRIMARY tags, and the
gold PrimaryCard ring. Plus INK_LABEL_MUTED for the sheet's section headers.
Built by build_game_theme.gd and regenerated; the .tres is never hand-edited.
palette.gd / theme_keys.gd already declare `class_name`, so `const Palette =
preload(...)` in every consumer shadowed the global class and emitted 4
editor errors ("has the same name as a global class"). Reference the global
class_names directly. Editor reload now clean; suite 125/125; runtime probe
still builds all 75 showcase nodes with the theme applied.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- build_game_theme.gd: extract build_theme() as a static func returning the
fully-built Theme; _init() is now a thin save+quit wrapper. Enables a test
to build a fresh Theme in memory without running the SceneTree main loop.
- test_theme_resource.gd: add test_committed_tres_matches_builder() — builds
a fresh Theme via the preloaded builder and compares bg_color against the
committed game_theme.tres for PrimaryCTA/normal, ParchmentCard/panel, and
DarkPanel/panel. Catches "palette/builder changed, .tres not regenerated."
- build_game_theme.gd: give Tab, TabActive, and Chip explicit hover/pressed/
focus styleboxes (focus is StyleBoxEmpty to suppress the default ring) so
they no longer fall back to Godot's default gray button on interaction.
Add a disabled stylebox + font_disabled_color to PrimaryCTA for the
unaffordable-CTA state the 2a shell will need.
- theme_keys.gd: add HEADING/ACCENT/MONO font-role consts (kept out of ALL,
which is stylebox-variation-only); build_game_theme.gd and
theme_showcase.gd now reference them instead of raw StringName literals.
- theme_showcase.gd: add an italic DM-voice RichTextLabel (EB Garamond
italic face, spec §6) and two semantic-coloured chips (BLOOD for
aggressive actions, GOLD for pay/faith) alongside the existing neutral
chip, demonstrating the script-applied colouring from spec §5.3.
- dark_bay.gdshader: comment noting the stripe uses FRAGCOORD (screen-space)
while the vignette uses UV (node-local) — intended for full-bleed use.
- surfaces/*.gd: ## comments documenting the accepted deviation from spec
§5.4 (uniforms set at runtime from Palette rather than baked into the
.tscn) — no behavior change.
- Regenerated game_theme.tres via build_game_theme.gd.
Full suite: 125/125 (was 124, +1 drift-guard test).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GFDm1ku9WDUacK2S78m2be