Commit Graph

65 Commits

Author SHA1 Message Date
a160d3e967 feat(client): ContentDB loads canon/ + topics/ built dirs
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
2026-07-11 18:46:55 -05:00
2eead38b54 fix(title): restore subtle glow alpha (0.22)
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>
2026-07-11 11:03:50 -05:00
f07139256b feat(title): warm shader background, pulsing glow, drifting embers
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-11 10:54:22 -05:00
a77bf03ee4 feat(title): TitleScreen composition, menu + selection, boot scene
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-11 10:47:44 -05:00
c6d513c966 feat(theme): TitleLogo + TitleKicker display variations
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-11 10:41:42 -05:00
263254346d feat(client): Version helper + sync-version script; project.godot config/version
- 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>
2026-07-11 10:36:42 -05:00
c933d12504 docs: record editor-first UI-scene convention (ADR 0001)
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>
2026-07-11 10:04:57 -05:00
58880554c2 fix(shell): dock handle to the right edge; command bar fits
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>
2026-07-11 09:59:23 -05:00
fb541d05cb fix(shell): widen consumable tiles so labels fit
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>
2026-07-11 09:50:25 -05:00
6ef71aaa31 fix(shell): readable ink prose + uniform consumable tiles
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>
2026-07-11 09:47:21 -05:00
4698732285 refactor(shell): author shell scenes as editor-previewable node trees
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>
2026-07-11 09:38:22 -05:00
578b3e86c9 feat(shell): MainWindowShell assembles the frame and wires the DM loop
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-11 09:16:14 -05:00
5f1ebdf840 feat(shell): NarrationBook wired to /dm/narrate with refire + fact-harvest 2026-07-11 09:07:24 -05:00
bca04e3a2e feat(theme): parchment Button variation for clickable parchment rows
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.
2026-07-11 09:07:16 -05:00
35c4586792 fix(shell): dark DockButton theme variation for the system dock
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>
2026-07-11 09:00:54 -05:00
9a02c9b038 feat(shell): SystemDock slide-in with inert screen-routing seam 2026-07-11 08:51:14 -05:00
c4aa74da5a feat(shell): ShellState + TurnEntry HUD state model 2026-07-11 08:46:56 -05:00
09922e5fd3 adding more messages to considering 2026-07-10 23:17:51 -05:00
7bbb66827b chore(theme): open a 1600x900 window over the 1920x1080 canvas
Keep the design/logical canvas at 1920x1080 (charter §16 / mockups) but add a
window-size override so the window opens at 1600x900 and doesn't fill the whole
screen; canvas_items + keep-aspect scales the canvas to fit.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 23:13:49 -05:00
4a32e7df8a fix(theme): showcase renders when run — viewport-fit + display config
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>
2026-07-10 23:11:34 -05:00
0c12e13ac1 fix(theme): drop redundant const preloads shadowing global class_names
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>
2026-07-10 21:58:34 -05:00
6530625f4d fix(theme): drift-guard test, interactive stylebox states, ThemeKeys font consts, richer showcase (whole-branch review)
- 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
2026-07-10 20:59:05 -05:00
0082765ee7 fix(theme): showcase renders every §6 element (3rd surface, 3 variations, all fonts, labelled swatches)
- _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.
2026-07-10 20:46:25 -05:00
7954c579d3 feat(theme): showcase harness — the human-eyeball proof
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 20:39:09 -05:00
73fcf2d096 feat(theme): parchment/dark-bay/vignette shader surfaces as drop-in scenes
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 20:34:52 -05:00
9091707535 feat(theme): game_theme.tres (fonts + stylebox variations) via builder 2026-07-10 20:29:22 -05:00
3981047ec6 feat(theme): bundle EB Garamond, Architects Daughter, JetBrains Mono (OFL) 2026-07-10 20:25:06 -05:00
888b2b32f5 feat(theme): palette tokens as the single colour source 2026-07-10 20:21:42 -05:00
6d7eeaab27 tune(client): considering rotation 2.0s -> 3.0s (phrases linger longer)
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>
2026-07-10 15:31:59 -05:00
c5644d381e feat(client): harnesses show the considering-state around the call
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 15:09:45 -05:00
82b2de19bb feat(client): ConsideringIndicator — rotates think-lines on a Timer 2026-07-10 15:06:31 -05:00
6bd5e4f84a fix(client): HttpTransport sets request timeout (no more infinite hang) 2026-07-10 15:03:29 -05:00
377adb10b2 feat(client): ProxyConfig.request_timeout_seconds (default 35s, reject <=0)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 15:00:40 -05:00
a171d40781 feat(client): ConsideringPhrases — authored rotating think-lines (§13) 2026-07-10 14:57:38 -05:00
81db962a9d fix(client): npc harness must set player.luck_descriptor (schema requires non-empty)
The throwaway harness hand-built a minimal canon log and left luck_descriptor
as the default "", which fails the canon-log schema (minLength 1) → /npc/speak
422s and the harness silently degrades to fallback. Build the player through
LogPlayer with a non-empty §7 fortune line. Verified: request now 200s and Fenn
answers in-voice.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 13:30:45 -05:00
2b1c11b1e6 fix(client): TagExtractor tolerates paren-less moves + scrubs misformatted move tags (live-review LF1/LF2)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 13:15:18 -05:00
ed2311b62c chore(client): commit Godot .uid sidecars for new npc scripts (Tasks 10-15)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 13:03:04 -05:00
87f337bffd feat(client): throwaway NPC harness — drive /npc/speak on screen
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 13:02:13 -05:00
832cdc65ca feat(client): NpcService.speak — post, extract, validate moves (§6)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 12:55:52 -05:00
5181c3e74a feat(client): authored NPC fallback line (§13)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 12:51:13 -05:00
c0dcc8df82 feat(client): MoveApplier — validated moves to game state 2026-07-10 12:47:51 -05:00
a2100f802f feat(client): NpcResult model 2026-07-10 12:45:23 -05:00
4c0b4e41c3 feat(client): pure MoveValidator — membership is the whole test 2026-07-10 12:41:45 -05:00
1b67b3984b feat(client): NpcContent.available_moves — the legality home 2026-07-10 12:39:10 -05:00
3b71fcdcc0 feat(client): CanonLog.add_quest/has_quest for offer_quest 2026-07-10 12:36:37 -05:00
1d1ae37281 feat(client): GameState move targets — remove_item, reveal/gift tracking
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 12:34:33 -05:00
23ccc799aa fix(client): parse HttpTransport body via JSON.new() not parse_string
Whole-branch review Minor #1: JSON.parse_string pushes an engine-level
error on a non-JSON body (e.g. a gateway HTML 502), which the project's
gutconfig promotes to a false failure — the same reason FallbackLibrary
already avoids it. Consistency fix; a non-JSON body still degrades.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 10:20:26 -05:00
89afd85bb2 feat(client): throwaway narrate harness scene + live-smoke doc
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 10:12:21 -05:00
c208d3f1c4 feat(client): HttpTransport — real HTTPRequest transport (untested shim)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 10:08:20 -05:00
513225df3f feat(client): DmService narrate loop + FakeDmTransport (all branches tested)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 10:04:33 -05:00