The human's first F6 run found four defects headless GUT could not see, all
now fixed and break-proven.
1. Fifteen Labels shipped invisible. _fonts() sets a default font and size but
never a default font_color for the base Label type, so a Label with no
type-variation inherited Godot's built-in default — WHITE — and rendered
white-on-parchment: the four race names, four race blurbs, and seven calling
names, every unreadable string on the sheet. New CardTitle / CardBody roles
(mock #3a2f1c / #6a5a3a) fix it. NOT a global default Label colour: the Title
screen has 12 bare Labels on a dark background that rely on white.
2. The PRIMARY badge covered the rolled value. The ability card is a
PanelContainer, and a Container force-fits its children, so the badge's
authored anchors were dead letters — it stretched to the card's full width
and centred over the value. Nesting it under a plain Control (not a
Container) restores absolute positioning. The badges also carried _flat()'s
12/6 card padding; a new tight pill stylebox matches the mock's 2px 9px.
3. Race cards overflowed their own border (108px card, 114px of content). Bumped
to 140. The CHOSEN badge on the calling card moved from centre to the mock's
top-right, and the ability card got its own AbilityCard variation with 16px
top headroom for the badge (ParchmentCard is shared with the shell).
4. The default window (1600x900) was larger than a 1600x900 laptop's usable
area, so the WM clamped it to 1589x752 and the run came up pillarboxed.
Default is now 1280x720, resizable; the 1920x1080 design canvas is unchanged
(canvas_items + keep scales it, so no layout number moved).
Also closes M4-b's two open copy items: the cutpurse origin fragment (it
contradicted its own blurb) and the Hint label (it omitted the roll's floor of
8, now pinned to NewGame.roll_attributes).
Guards for 1-4 are new and each was re-broken and watched go red. The overflow
guard in 3 was FIRST WRITTEN AS A TAUTOLOGY — Godot clamps Control.size up to
its combined minimum, so `min <= size` is `x <= x` — and passed against the bug,
29/29, until it was rewritten to measure against the card that clips. That is
traps.md #17 and the thirteenth cannot-fail assertion this branch has caught.
319 client tests green, content build green, theme drift guard satisfied.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
test_committed_tres_matches_builder has now been "fixed" three times (traps.md #12).
v1 hardcoded 3 checks; v2 iterated ThemeKeys.ALL but missed the six font roles; v3
added a meta-guard specifically to catch "the builder styles a thing guarded by
nothing" — but that meta-guard contained `if fresh.get_type_variation_base(variation)
== &"": continue`, which whitelisted exactly the case it was built to catch. The
builder styles RichTextLabel directly (build_game_theme.gd's _rich_text()), with no
set_type_variation, so it reports base "" and was skipped unconditionally — and
RichTextLabel is what renders every line of DM prose the creation screen shows
(_origin_text, _detail_blurb). Nothing compared its fonts, font size, or colour, nor
the theme-level default_font/default_font_size, against the committed .tres.
Adds ThemeKeys.BASE_TYPES for base Control types the builder styles directly, folds
it into the drift guard's coverage, replaces the meta-guard's continue with an
assertion that names the offending type, and adds the missing theme-level default
font/size comparison. Proved with three reverted breaks: a RichTextLabel font-size
edit, a theme-level default_font_size edit, and an unregistered "GhostRole" variation
— all three now go red and name the drifted property.
Also: strengthens test_creation_copy's error-copy sweep to assert a mapped error
actually reaches its authored line rather than silently falling through to the
generic UNSPOKEN fallback (CreationCopy.UNSPOKEN satisfied all four prior checks,
so a renamed validator string could regress silently); and removes two assertions
that were true by construction / already true before their test's action ran.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
Review found three tests in test_character_creation_screen.gd could not fail
against the bug they named — including both tests claiming to enforce §7
(Luck is invisible) and the only test covering origin->calling gating. The
five-ability-cards test asserted the script's own range(5) loop bound, not
the scene. The Luck sweep filtered on `Label` and missed both RichTextLabels
(the only nodes rendering authored prose) plus every Button and the
LineEdit. The reroll test's pool assertion already held true before the
reroll ran. The origin-gating test ran only against the deserter origin,
which allows all 7 callings, so shown==allowed was a trivial 7==7.
Rewrote all four to assert against the scene, the rules tables, or a
restrictive injected origin instead of values the code already guaranteed.
Added a node-count guard tying authored cards/chips to Races/Callings/
Skills/Attributes table sizes. Deleted the test-only
_complete_a_valid_draft_for_test() from the shipped Control and replaced it
with a test-file helper that drives the real click handlers, closing the
gap where no test touched _on_race_pressed/_on_calling_pressed/
_on_pool_pressed/_on_bonus_pressed at all. Guarded _ready() against a
degenerate origin (empty/missing allowed_callings) indexing an empty array.
Each fixed guard was deliberately re-broken and confirmed red before being
reverted (see .superpowers/sdd/task-6-report-fix.md, gitignored). 291 tests
green, up from 289.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Variant C of the mock: seven nameplate calling cards in one row, with the chosen
calling's blurb AND mechanics in a detail panel below — the one card you
committed to is the only one that talks.
Editor-first (ADR 0001): the tree is in the .tscn, the script binds. No rules
here — CreationDraft holds them, CreationCopy derives the display strings, the
prose comes from ContentDB. Emits creation_confirmed(Dictionary); M4-c
constructs. Five ability cards. Never six (§7).
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.
CreationDraft's docstring promised it owns no rules—it delegates to NewGame.validate.
But it kept a local const POOL := 3 that mirrored NewGame.SPEND_POOL, inviting
silent disagreement if the source was changed and the copy forgotten.
Delete POOL. Use NewGame.SPEND_POOL directly in points_left(), with a comment
making it clear this is the single authority. The coupling is now enforced by
code structure, not by hope.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Pure, node-free, headlessly testable. Carries a seed, not a stat block. Owns no
rules of its own: errors() delegates to NewGame.validate.
The interaction rules that make creation screens buggy are pinned by test:
changing calling clears the picks; changing race drops a pick the new race now
grants (the elf/cutpurse case); re-roll clears the spend and only the spend;
minus floors at the roll; the fourth point does not exist.
Display strings derived from Callings/Races/Skills at call time. Retune a hit
die and the card follows, because the card never knew the number. Prose stays in
content; numbers stay in code; nothing is written twice.
Deviation from the plan, approved by the human: the plan's test asserted the
rendered line contains Callings.armor(id) — the RAW table value — while the plan's
own ARMOR_WORD maps "none" to "no armour". "none" is not a substring of "no armour",
so the Hedge-Mage failed. The card's copy is what the plan's docstring example shows,
so the copy stands and the test was fixed: armor_word(id) is now public and the test
asserts against the derived word. The guard is unchanged — hardcode an armour string
and retune the table, and it still goes red.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
roll_attributes(seed) is now the single implementation of the die — construct
calls it, and the creation screen (M4-b) will call it to DISPLAY the roll. So
the screen shows real numbers while still only ever handing over a seed (§2).
validate() goes public so the screen can gate its CTA on the real rules.
Neither takes a default parameter (traps.md #2).
The canon-log schema and NewGame code already migrated to race_id/
calling_id + allowed_callings, but two copies of the roster outside
that schema were missed, and no parity test guards them:
- docs/canon-log.md (the cross-boundary contract doc) still documented
the OLD player shape and allowed_classes. Anyone building a player
block from the doc would get a 422.
- .claude/skills/world-building's schema reference still emitted
allowed_classes with two dead calling ids (assassin, priest). Author
a new origin with that skill and it fails origin.schema.json
(additionalProperties: false, allowed_callings required) AND, if that
ever loosened, silently allows zero callings at runtime.
Also:
- add schema tests rejecting a dead class_id field and an unknown
calling_id (priest)
- guard NewGame._validate's container types (spend/skills) so a
malformed JSON round-trip (null spend, string skills) produces a
front-loaded error list instead of a GDScript runtime crash
- extend the no-mechanics-in-content test to db.races, not just
db.callings
- rewrite the roadmap's M4 bullet: the two contract migrations landed;
only the creation screen and title->creation->shell flow remain
client: 250/250. api: 74 passed, 2 skipped. content_build --check: clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
Finding 1 (important): test_same_seed_yields_an_identical_character only
compared two construct() runs against each other, so swapping dex/con in
Attributes.IDS still passed the whole suite while every persisted seed
would silently become a different character. Added a golden-vector test
that pins one fixed seed to its exact rolled attributes and hidden Luck,
so reordering Attributes.IDS or moving the Luck roll fails loudly instead
of silently rewriting every saved character. Proved it: swapped IDS,
watched the golden vector fail, restored, confirmed green.
Also: _validate_spend no longer lets a negative value mask the over-pool
check (continue after each error instead of falling through to `total +=
v`); non-integer spend values (float/bool/string) are now rejected instead
of coerced; a missing or non-integer seed is now a validation error instead
of silently defaulting to 0. GameState's header comment no longer
advertises "stats" it no longer holds.
243 -> 248 tests.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
construct() takes a seed, not a stat block. It rebuilds the RNG and rolls the
attributes itself, so it never trusts a number handed to it (§2) and the same seed
yields an identical character, hidden Luck included (§10). The whole character is
reproducible from four primitives: seed, race_id, calling_id, spend. The rng
parameter is dropped — the seed is now the only source of randomness.
The roll is 3d6 with a hard floor of 8. Straight 3d6 puts ~9% on a primary the +3
pool cannot rescue, and a character bad at the one thing he is FOR is not grit —
it is the fine §7 forbids, paid for twenty hours.
LCK is unspendable, not merely hidden: spending on it is a validation error.
GameState.stats becomes GameState.sheet.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
Three callers (main_window_shell.gd, narrate_harness.gd, npc_harness.gd)
still built LogPlayer with the OLD 3-arg shape (name, class_id,
luck_descriptor) after LogPlayer.new() was migrated to the 4-arg
(name, race_id, calling_id, luck_descriptor) shape. This was invisible
to both grep and the test suite: every ctor param carries a default, so
GDScript compiles a 3-arg call against a 4-arg signature without error —
it just silently mis-binds positionally. "sellsword" landed in the
race_id slot (rejected — not a race), the luck descriptor landed in the
calling_id slot (rejected — not a calling), and luck_descriptor itself
fell back to its default "". Every field in the emitted dict came out
empty, which 422s against the canon-log schema's minLength/enum
constraints. Grepping for class_id can't see this, because there is no
class_id token left anywhere — the bug is purely positional.
Also fixes prompts.py's _article(""), which returned "an" because
Python's "" in "aeiou" is True, producing a doubled-space/wrong-article
digest line when race_id is empty. _describe_player now builds its
descriptor from whichever of race/calling are present and omits the
clause entirely when both are absent.
Adds a schema-parity guard for origin.schema.json's inlined
allowed_callings enum, which duplicated the calling roster with no
runtime check tying it to Callings.IDS. Renames leftover "class"
vocabulary in test names/comments to "calling".
Regression coverage:
- client/tests/unit/test_entities.gd: ctor populates both race_id and
calling_id; a calling passed into the race_id slot (the exact shape
of the three broken call sites) yields an all-empty row.
- api/tests/test_prompts.py: empty-race and empty-race-and-calling
digest rendering, asserting no doubled space and no dangling article.
- client/tests/unit/test_schema_parity.gd: origin.schema.json's
allowed_callings enum matches Callings.IDS.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
class_id is the rulebook's word; the world has callings — that was the whole §17
reconcile. The contract the Narrator reads should say what the world says. There
are no saves (M9) and no deployed clients, so this is as cheap as it will ever be
and strictly more expensive every milestone after.
race_id reaches the log because the AI must be able to describe the player:
api/app/prompts.py rendered 'a sellsword' and now renders 'a beastfolk cutpurse'.
It humanizes the id (the model must never read 'hedge_mage') and picks the right
article ('an elf', not 'a elf').
LogPlayer's hardcoded CLASSES const is deleted — the roster is Callings.IDS. A
parity test reads the JSON Schema from the client and asserts its enum equals the
code, so the two sides of the HTTP boundary cannot drift.
The deserter allowed three callings that no longer exist. He now allows all seven;
a thematic gate is a content decision for the Greywater authoring.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
Stores only what was rolled or chosen, plus current hp/mp (the only two numbers
that genuinely mutate). Everything else is a function, so no derived number can
drift from its inputs and M5's level curve is a function change, not a migration.
LCK has no row and no accessor here — §7 holds by construction.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
Hand-written like items/ — no build-tool namespace needed. Blurbs are content;
mechanics are code, and a test asserts the blurb files carry no hit dice. The
prose is placeholder; swapping it later touches no code, which is what stops the
content BOM from blocking the engine.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
Mechanics are rules and live in code, beside Luck and Currency. The skill pools
are new — the races/classes spec said only 'the stat-appropriate slice' and never
enumerated them; each pool is larger than its pick count so the choice is real.
The dwarf's +2 vs poison is exposed separately from save() rather than folded
into it: baking a conditional into a flat number is how a sheet starts lying.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
The tag extractor returns every occurrence of a move tag and the validator is
a pure membership test, so MoveApplier applied duplicates. A model repeating a
tag N times therefore picked an amount in unary — the AI choosing a number,
which is the §2 breach the bounded vocabulary exists to prevent.
The currency fix (8e1238c) closed this for denominations only. Generalizing it
to every move that names a thing covers real items too — three give_item(amulet)
tags are one amulet, not three — and lets the currency special case be deleted
rather than kept alongside a second mechanism. ID_MOVES is reused from
MoveValidator instead of restated.
Also caps adjust_disposition on the reply's NET swing. MAX_DELTA was clamped
per tag, so three +15s moved standing by 45 — precisely the wholesale swing its
own comment says it forbids. Applied in emission order, so a later
become_hostile still floors what came before it.
offer_quest and reveal needed no change: add_quest self-guards on has_quest and
mark_revealed is idempotent.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
TagExtractor collects every [MOVE:] tag occurrence with no dedupe, and
MoveValidator is a pure membership test against available_moves, so N
copies of one legal move all pass validation. MoveApplier then looped
and applied every copy. A model could therefore pick an arbitrary
amount of money in unary by repeating one tag: [MOVE: accept_item(copper)]
x47 against a 47c purse drains it to 0; [MOVE: give_item(gold)] x10
mints +100,000c. The eight-move vocabulary (§6) takes no quantity
argument precisely so the AI cannot choose a number — this closed that
gap by another door and was a §2 breach (AI owns text, never state).
MoveApplier.apply() now tracks currency moves (give_item/accept_item on
a denomination) already applied within one call, keyed on name+denom,
and skips repeats. Non-currency moves are untouched — repeated
give_item(amulet) still yields multiple copies, which stays bounded by
the pre-existing cross-reply gifts_given gate and is a separate,
already-reported issue. move_validator.gd and tag_extractor.gd are
untouched.
Also adds the Finding-2 test the currency spec (§7) named but never
delivered: after GameState.grant("gold", 1), inventory stays empty, so
accept_item(gold) in available_moves comes only from the affordability
loop, never double-offered via the inventory.keys() loop.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
The seed placeholder was a flat 1240 gold — 12.4 million copper under the real
model, which is 1,240 plot points in the command bar. It reseeds to 347c, a
party carrying silver and no gold: '◈ 3s 47c'.
This is the only call site of Currency.format() — the display edge.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
The three denominations are move tokens, not stored buckets — there is one
integer, so change-making never arises. The deserter is down to 47c: under a
silver, so he cannot cover a bed and the player sees it on turn one.
A parity test guards the code-side ratios against the content-side ids.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
give_item(gold) is +10,000c and does NOT mark gifts_given — that gate is a
global one-shot keyed by item id, so marking money would let an NPC pay you
exactly once per campaign. accept_item(<denom>) is offered only for the
denominations the purse can actually pay.
The eight moves do not grow. MoveValidator is untouched.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
One int holds all money. grant/take are the sole routing point — currency ids
go to the purse, everything else to inventory. Money is never an inventory row.
The 'coin' stand-in in the two unrelated inventory tests becomes
worn_shortsword; they were never about money.
One integer, stored in copper. The ratios are rules and live in code; prices
are content and land in M8. format() suppresses empty denominations so being
broke reads as '47c', not '0g 0s 47c'.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
The purge plan assumed content/world/** was pure build output. The client
reads it: content_db.gd loads content/world/topics/ (now absent, since every
topic was Duncarrow-generated) and its tests asserted on deleted ids.
- content_db: a missing content dir is an empty dir, not an error (§13)
- test_content_db: repoint at cosmology canon; drop deleted npc.mera-fenn
- test_content_db: assert the no-body-on-client invariant structurally, so it
cannot pass vacuously when the topic set is empty
- schema.md: finish repointing the worked example onto specimen.md's ids
- restore a local real-bible --check smoke test (was only in CI)
- roadmap: record that generated content has client consumers
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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
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>
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>
Two root causes behind the blank F6 run:
1. project.godot had no display/stretch config (README mandates canvas_items
@ 1920x1080). Added [display] window size + stretch mode/aspect — the
project's canvas foundation, needed by every screen.
2. A root Control run directly (F6) is not sized to the viewport by full-rect
anchors — it collapses to (0,0), clipping the ScrollContainer and hiding all
content. Size the root to the viewport explicitly and track size_changed
(dropping the full-rect anchors, which conflict with setting size directly).
Faithful main-scene run now measures root = scroll = viewport = 1920x1080.
Suite 125/125.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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
- _surfaces(): add VignetteOverlay.tscn alongside ParchmentPanel/DarkBay,
backed by a Palette.STEEL ColorRect so the dim is visibly rendering.
- _variations(): add ItemTileEmpty (next to filled ItemTile), ParchmentInset,
and DarkPanel stylebox nodes.
- _fonts(): new section rendering default serif body, Accent
(Architects Daughter), and Mono (JetBrains Mono) labels at real sizes.
- _swatches(): wrap each ColorRect in a VBoxContainer with a Mono caption
Label naming its Palette const, per spec's "labelled swatches."
No raw hex / Color(...) literals introduced; all colour via Palette.*, all
styleboxes via ThemeKeys.* variation names.
By-hand cold-start test showed 3 phrases before the response; 1.5x the
cadence so each line stays on screen a touch longer.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>