# Copper-Based Currency Implementation Plan > **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. **Goal:** Replace the flat `coin` item with copper-based money — a single `purse_copper` integer on `GameState`, three denominations that exist only as bounded-move tokens, and formatting at the display edge. **Architecture:** All money is stored as one integer, in copper. `Currency` (a static value type, shaped exactly like the existing `Luck`) holds the ratios and the formatter. Three content items — `copper`/`silver`/`gold` — are never inventory rows; they exist so a §6 bounded move can name a unit (`give_item(gold)` = +10,000c). `GameState.grant()` / `take()` are the single routing point: currency ids go to the purse, everything else to the `inventory` dict. Because currency never enters `inventory`, it cannot appear in an inventory grid — exclusion is structural, not a filter. **Tech Stack:** Godot 4.7, GDScript, GUT (headless via `client/run_tests.sh`). Content is hand-written JSON under `content/`, checked by `content_build`. **Spec:** `docs/superpowers/specs/2026-07-12-currency-copper-design.md` — read it before starting. Everything below implements it. ## Global Constraints - **Charter §2 — code owns state.** The AI never picks a money amount. The denominations are a closed vocabulary; a quantity argument on a move was explicitly rejected. - **Charter §6 — the eight moves do not grow.** `give_item` / `accept_item` keep their existing single-id signature. `MoveValidator` is **not** modified. - **Ratios live in code, prices live in content.** `Currency.SILVER = 100`, `Currency.GOLD = 10000`. The item JSONs carry **no** `value_copper` field — that would be a second source of truth. - **The price table is out of scope.** It is M8 content. Do not invent prices. - **Charter §18 — git.** This is code, so it lands on `feat/currency` off `dev`. Never commit to `master`. Do not merge to `dev` until the human confirms. - **The full client suite must be green at the end of every task.** Run from `client/`: `./run_tests.sh` - **The content build must stay green.** Run from the repo root: `PYTHONPATH=tools python3 -m content_build --check` - **Generated `content/world/**` and `content/server/**` stay byte-identical** except for the intentional `content/world/items/` change (Task 4). `content/world/**` has a client consumer (`content_db.gd`) — this is the Duncarrow lesson. - **Editor-first (ADR 0001).** `MainWindowShell.tscn` holds the authored node tree *and its placeholder text*. Edit the `.tscn`; never build nodes in `_ready()`. --- ## File Structure | File | Responsibility | |---|---| | `client/scripts/state/currency.gd` | **new.** The value type: ratios, `is_currency`, `value`, `format`. Pure — no state, no I/O. | | `client/scripts/state/game_state.gd` | Owns `purse_copper`. `grant()` / `take()` are the sole routing point between purse and inventory. | | `client/scripts/npc/move_applier.gd` | Routes the two money moves through `grant`/`take`; marks `gifts_given` for real items only. | | `client/scripts/npc/npc_content.gd` | Offers `accept_item()` only when the purse can pay; exempts currency from the one-shot gift gate. | | `client/scripts/newgame/new_game.gd` | `inventory_grants` route through `state.grant()`. | | `client/scripts/ui/shell/shell_state.gd` | Seed placeholder becomes `purse_copper`. | | `client/scripts/ui/shell/main_window_shell.gd` | The display edge — the only place `Currency.format()` is called. | | `client/scenes/shell/MainWindowShell.tscn` | The authored purse label (node name + placeholder text). | | `content/world/items/{copper,silver,gold}.json` | **new.** Denomination tokens. `coin.json` is deleted. | | `content/origins/deserter.json` | Grants `47c` instead of 3 `coin`. | **Existing tests use `"coin"` as a generic stand-in item id** (in `test_game_state`, `test_move_applier`, `test_npc_content`). Those are not money tests — they just needed *an* item. As each is touched, the stand-in becomes `"worn_shortsword"` (a real, non-currency item), so no test is left asserting on an id that no longer exists. --- ## Task 0: Branch - [ ] **Step 1: Cut the branch off `dev`** ```bash git checkout dev git status --porcelain # expect: clean git checkout -b feat/currency ``` --- ## Task 1: The `Currency` value type **Files:** - Create: `client/scripts/state/currency.gd` - Test: `client/tests/unit/test_currency.gd` **Interfaces:** - Consumes: nothing. - Produces: global class `Currency` with `const COPPER := 1`, `const SILVER := 100`, `const GOLD := 10000`, `const VALUES := {"copper": COPPER, "silver": SILVER, "gold": GOLD}`, and three statics — `is_currency(item_id: String) -> bool`, `value(item_id: String) -> int` (returns `0` for a non-currency id), `format(copper: int) -> String`. Every later task depends on these exact names. - [ ] **Step 1: Write the failing test** Create `client/tests/unit/test_currency.gd`. `Currency` is referenced by global `class_name` (the convention in `test_shell_state.gd`, which uses `ShellState`/`TurnEntry` bare); `run_tests.sh` runs `godot --headless --import` first so a brand-new `class_name` resolves. ```gdscript extends "res://addons/gut/test.gd" func test_format_zero_is_copper(): assert_eq(Currency.format(0), "0c") func test_format_sub_silver(): assert_eq(Currency.format(8), "8c") assert_eq(Currency.format(47), "47c") func test_format_exact_denominations(): assert_eq(Currency.format(100), "1s") assert_eq(Currency.format(10000), "1g") func test_format_full_ladder(): assert_eq(Currency.format(143), "1s 43c") assert_eq(Currency.format(347), "3s 47c") assert_eq(Currency.format(124008), "12g 40s 8c") func test_format_skips_empty_middle_and_tail(): assert_eq(Currency.format(10008), "1g 8c", "an empty silver place is skipped, not zero-padded") assert_eq(Currency.format(124000), "12g 40s", "an empty copper place is skipped") func test_value_of_each_denomination(): assert_eq(Currency.value("copper"), 1) assert_eq(Currency.value("silver"), 100) assert_eq(Currency.value("gold"), 10000) func test_non_currency_id_is_not_money(): assert_false(Currency.is_currency("worn_shortsword")) assert_eq(Currency.value("worn_shortsword"), 0) func test_currency_ids_are_currency(): for id in ["copper", "silver", "gold"]: assert_true(Currency.is_currency(id), "%s is money" % id) ``` - [ ] **Step 2: Run the test to verify it fails** Run from `client/`: ```bash ./run_tests.sh -gtest=res://tests/unit/test_currency.gd ``` Expected: FAIL — the parser cannot resolve the identifier `Currency` (it does not exist yet). - [ ] **Step 3: Write the implementation** Create `client/scripts/state/currency.gd`. Follow the `Luck` precedent in the same directory: `class_name`, `extends RefCounted`, all-static, tunable constants at the top, no autoload (the project has none). ```gdscript class_name Currency extends RefCounted ## Money. Everything is stored in COPPER — one integer, on GameState.purse_copper. ## The denominations exist so a bounded §6 move can name a unit (give_item(gold) ## is +10,000c); they are NOT stored buckets, so change-making never arises. ## ## The ratios are rules and live here in code. PRICES are content and live in ## /content (roadmap: "the economy is two systems"). Formatting happens only at ## the display edge — this is the one place that knows what "12g 40s 8c" means. const COPPER := 1 const SILVER := 100 const GOLD := 10000 const VALUES := {"copper": COPPER, "silver": SILVER, "gold": GOLD} static func is_currency(item_id: String) -> bool: return VALUES.has(item_id) static func value(item_id: String) -> int: return int(VALUES.get(item_id, 0)) static func format(copper: int) -> String: # Empty denominations are suppressed and at least one unit always shows: # "0c", "47c", "1g 8c", "12g 40s". "0g 0s 8c" reads as a spreadsheet, not a # purse — and being broke should read as poverty (§3). if copper <= 0: return "0c" var parts: Array[String] = [] var left := copper var gold := left / GOLD # int division if gold > 0: parts.append("%dg" % gold) left -= gold * GOLD var silver := left / SILVER if silver > 0: parts.append("%ds" % silver) left -= silver * SILVER if left > 0: parts.append("%dc" % left) return " ".join(parts) ``` - [ ] **Step 4: Run the test to verify it passes** ```bash ./run_tests.sh -gtest=res://tests/unit/test_currency.gd ``` Expected: PASS, 8 tests. - [ ] **Step 5: Run the full suite** ```bash ./run_tests.sh ``` Expected: all green. Nothing else references `Currency` yet. - [ ] **Step 6: Commit** ```bash git add client/scripts/state/currency.gd client/tests/unit/test_currency.gd git commit -m "feat(currency): the Currency value type — copper, ratios, formatting 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'." ``` --- ## Task 2: The purse on `GameState` **Files:** - Modify: `client/scripts/state/game_state.gd` - Test: `client/tests/unit/test_game_state.gd` **Interfaces:** - Consumes: `Currency.is_currency()`, `Currency.value()` from Task 1. - Produces: `GameState.purse_copper: int` (defaults to `0`); `GameState.add_copper(amount: int) -> void` (clamps at `0`); `GameState.grant(item_id: String, qty: int) -> void` and `GameState.take(item_id: String, qty: int) -> void` — **the sole routing point**. Tasks 3 and 4 call `grant`/`take` and nothing else. `add_item` / `remove_item` remain as the raw inventory primitives and keep their current behaviour. - [ ] **Step 1: Write the failing tests** In `client/tests/unit/test_game_state.gd`, first **replace the `"coin"` stand-in** in the two existing tests — it is about to stop being an item, and these tests are not about money. Change `test_add_item_accumulates` and `test_remove_item_decrements_and_floors_at_zero` to use `"worn_shortsword"`: ```gdscript func test_add_item_accumulates(): var s = GameState.new() s.add_item("worn_shortsword", 3) s.add_item("worn_shortsword", 2) assert_eq(s.inventory["worn_shortsword"], 5) func test_remove_item_decrements_and_floors_at_zero(): var gs = GameState.new() gs.add_item("worn_shortsword", 3) gs.remove_item("worn_shortsword", 2) assert_eq(gs.inventory.get("worn_shortsword", 0), 1) gs.remove_item("worn_shortsword", 5) assert_eq(gs.inventory.get("worn_shortsword", 0), 0) ``` Then append the new purse tests to the same file: ```gdscript func test_purse_starts_empty(): assert_eq(GameState.new().purse_copper, 0) func test_grant_currency_lands_in_the_purse_not_the_inventory(): var gs = GameState.new() gs.grant("silver", 2) assert_eq(gs.purse_copper, 200) assert_eq(gs.inventory.size(), 0, "money is never an inventory row") func test_grant_non_currency_lands_in_the_inventory(): var gs = GameState.new() gs.grant("worn_shortsword", 1) assert_eq(gs.inventory.get("worn_shortsword", 0), 1) assert_eq(gs.purse_copper, 0) func test_take_currency_spends_from_the_purse(): var gs = GameState.new() gs.grant("gold", 1) gs.take("copper", 5) assert_eq(gs.purse_copper, 9995) func test_take_currency_clamps_at_zero(): var gs = GameState.new() gs.grant("copper", 47) gs.take("gold", 1) assert_eq(gs.purse_copper, 0, "the purse never goes negative") func test_take_non_currency_removes_from_the_inventory(): var gs = GameState.new() gs.grant("worn_shortsword", 2) gs.take("worn_shortsword", 1) assert_eq(gs.inventory.get("worn_shortsword", 0), 1) ``` - [ ] **Step 2: Run the tests to verify they fail** ```bash ./run_tests.sh -gtest=res://tests/unit/test_game_state.gd ``` Expected: FAIL — `purse_copper`, `grant`, and `take` do not exist on `GameState`. - [ ] **Step 3: Write the implementation** In `client/scripts/state/game_state.gd`, add the field next to `inventory`: ```gdscript var inventory: Dictionary = {} # item_id -> qty (NEVER money — see purse_copper) var purse_copper: int = 0 # ALL money, in copper. One integer (§4.1 of the spec). ``` Add these methods below `remove_item`: ```gdscript func add_copper(amount: int) -> void: purse_copper = maxi(0, purse_copper + amount) func grant(item_id: String, qty: int) -> void: # The single routing point (with take): currency lands in the purse, every # other item in the inventory dict. Money is never an inventory row, so it # can never surface in an inventory grid — exclusion by construction. if Currency.is_currency(item_id): add_copper(Currency.value(item_id) * qty) else: add_item(item_id, qty) func take(item_id: String, qty: int) -> void: if Currency.is_currency(item_id): add_copper(-Currency.value(item_id) * qty) else: remove_item(item_id, qty) ``` The clamp in `add_copper` is defence in depth. Affordability is gated upstream by `NpcContent` (Task 3) — the clamp is not the mechanism. - [ ] **Step 4: Run the tests to verify they pass** ```bash ./run_tests.sh -gtest=res://tests/unit/test_game_state.gd ``` Expected: PASS. - [ ] **Step 5: Run the full suite** ```bash ./run_tests.sh ``` Expected: all green. - [ ] **Step 6: Commit** ```bash git add client/scripts/state/game_state.gd client/tests/unit/test_game_state.gd git commit -m "feat(currency): purse_copper on GameState, with grant/take routing 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." ``` --- ## Task 3: The two money moves **Files:** - Modify: `client/scripts/npc/move_applier.gd:22-29` - Modify: `client/scripts/npc/npc_content.gd:23-30` - Test: `client/tests/unit/test_move_applier.gd` - Test: `client/tests/unit/test_npc_content.gd` **Interfaces:** - Consumes: `GameState.grant()` / `take()` / `purse_copper` (Task 2); `Currency.is_currency()` / `value()` / `VALUES` (Task 1). - Produces: nothing new. `MoveValidator` is **not** touched — `give_item` / `accept_item` are already in its `ID_MOVES`, and legality is membership in `available_moves`, which `NpcContent` now computes correctly for money. This is the task the whole design exists for. Two facts about the current code drive it: 1. `give_item(x)` adds exactly **1** and carries no quantity — so a money id must be a *denomination*, not a unit count. 2. `mark_gift_given(i)` is a **global one-shot** keyed by item id, and `npc_content.gd:25` only offers `give_item(i)` when `not is_gift_given(i)` — so currency must be **exempt** from that gate, or an NPC could hand over money exactly once per campaign. - [ ] **Step 1: Write the failing tests** In `client/tests/unit/test_move_applier.gd`, replace `test_accept_item_removes_from_inventory` (it uses the `"coin"` stand-in) and append the money tests: ```gdscript func test_accept_item_removes_from_inventory(): var gs = GameState.new() gs.add_item("worn_shortsword", 2) MoveApplier.apply([_m("accept_item", ["worn_shortsword"])], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.inventory.get("worn_shortsword", 0), 1) func test_give_item_currency_pays_the_purse(): var gs = GameState.new() MoveApplier.apply([_m("give_item", ["gold"])], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.purse_copper, 10000) assert_eq(gs.inventory.size(), 0, "money is never an inventory row") func test_give_item_currency_is_not_a_one_shot_gift(): # gifts_given is a GLOBAL one-shot keyed by item id. If money were marked, an # NPC could hand over coin exactly once, ever, for the whole campaign. var gs = GameState.new() MoveApplier.apply([_m("give_item", ["gold"])], gs, CanonLog.new(), _content(), "fenn") MoveApplier.apply([_m("give_item", ["gold"])], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.purse_copper, 20000) assert_false(gs.is_gift_given("gold"), "currency is exempt from the one-shot gate") func test_give_item_real_item_still_marks_the_one_shot_gate(): var gs = GameState.new() MoveApplier.apply([_m("give_item", ["amulet"])], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.inventory.get("amulet", 0), 1) assert_true(gs.is_gift_given("amulet")) func test_accept_item_currency_spends_the_purse(): var gs = GameState.new() gs.grant("gold", 1) MoveApplier.apply([_m("accept_item", ["silver"])], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.purse_copper, 9900) ``` In `client/tests/unit/test_npc_content.gd`, replace `test_accept_item_offered_per_held_item` (the `"coin"` stand-in) and append: ```gdscript func test_accept_item_offered_per_held_item(): var gs = GameState.new() gs.add_item("worn_shortsword", 2) var moves = NpcContent.available_moves(_fenn(), gs, CanonLog.new()) assert_true("accept_item(worn_shortsword)" in moves) func test_a_broke_party_is_asked_for_nothing(): var moves = NpcContent.available_moves(_fenn(), GameState.new(), CanonLog.new()) for denom in ["copper", "silver", "gold"]: assert_false("accept_item(%s)" % denom in moves, "an empty purse cannot pay a %s" % denom) func test_accept_item_denomination_gated_on_affordability(): var gs = GameState.new() gs.grant("copper", 347) var moves = NpcContent.available_moves(_fenn(), gs, CanonLog.new()) assert_true("accept_item(copper)" in moves) assert_true("accept_item(silver)" in moves) assert_false("accept_item(gold)" in moves, "347c cannot pay a gold coin") func test_a_gold_coin_is_asked_for_once_affordable(): var gs = GameState.new() gs.grant("gold", 1) var moves = NpcContent.available_moves(_fenn(), gs, CanonLog.new()) assert_true("accept_item(gold)" in moves) func test_currency_gift_is_offered_repeatedly(): var npc := _fenn() npc["capabilities"]["giveable_items"] = ["copper", "amulet"] var gs = GameState.new() gs.mark_gift_given("copper") gs.mark_gift_given("amulet") var moves = NpcContent.available_moves(npc, gs, CanonLog.new()) assert_true("give_item(copper)" in moves, "money is not a one-shot gift") assert_false("give_item(amulet)" in moves, "a real item still is") ``` - [ ] **Step 2: Run the tests to verify they fail** ```bash ./run_tests.sh -gtest=res://tests/unit/test_move_applier.gd ./run_tests.sh -gtest=res://tests/unit/test_npc_content.gd ``` Expected: FAIL — `give_item(gold)` currently calls `add_item("gold", 1)` and marks the gift, and no denomination is ever offered as an `accept_item`. - [ ] **Step 3: Write the implementation** In `client/scripts/npc/move_applier.gd`, replace the two money branches: ```gdscript "give_item": var i: String = str(args[0]) game_state.grant(i, 1) if not Currency.is_currency(i): game_state.mark_gift_given(i) # the one-shot gate is for real items only "accept_item": game_state.take(str(args[0]), 1) ``` In `client/scripts/npc/npc_content.gd`, change the `giveable_items` loop and add the denomination loop after the inventory loop: ```gdscript for i in caps.get("giveable_items", []): # Currency is exempt from the one-shot gift gate — an NPC can pay you twice. if Currency.is_currency(i) or not game_state.is_gift_given(i): moves.append("give_item(%s)" % i) for item_id in game_state.inventory.keys(): if int(game_state.inventory[item_id]) > 0: moves.append("accept_item(%s)" % item_id) # Money is not in the inventory dict, so it needs its own offer. Only the # denominations the purse can actually pay: an NPC cannot ask a party holding # 47c for a gold coin. for denom in Currency.VALUES: if game_state.purse_copper >= Currency.value(denom): moves.append("accept_item(%s)" % denom) ``` - [ ] **Step 4: Run the tests to verify they pass** ```bash ./run_tests.sh -gtest=res://tests/unit/test_move_applier.gd ./run_tests.sh -gtest=res://tests/unit/test_npc_content.gd ``` Expected: PASS. - [ ] **Step 5: Run the full suite** ```bash ./run_tests.sh ``` Expected: all green. - [ ] **Step 6: Commit** ```bash git add client/scripts/npc/move_applier.gd client/scripts/npc/npc_content.gd \ client/tests/unit/test_move_applier.gd client/tests/unit/test_npc_content.gd git commit -m "feat(currency): money moves through the bounded vocabulary (§6) 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() is offered only for the denominations the purse can actually pay. The eight moves do not grow. MoveValidator is untouched." ``` --- ## Task 4: Content — the denominations replace `coin` **Files:** - Delete: `content/world/items/coin.json` - Create: `content/world/items/copper.json`, `content/world/items/silver.json`, `content/world/items/gold.json` - Modify: `content/origins/deserter.json:18` - Modify: `client/scripts/newgame/new_game.gd:65` - Test: `client/tests/unit/test_content_db.gd` - Test: `client/tests/unit/test_new_game.gd` **Interfaces:** - Consumes: `GameState.grant()` (Task 2), `Currency.VALUES` (Task 1). - Produces: item ids `copper` / `silver` / `gold` in `ContentDB.items`, each with `slot: "currency"`. `content_db.unresolved_refs()` needs **no** change — the denominations are real items, so `has_item()` resolves the deserter's grant. `inventory_grants` keeps its schema. `docs/schemas/origin.schema.json` is `additionalProperties: false`, so a new money field would have been a contract amendment — routing the existing `item_id` + `qty` through `grant()` avoids it entirely. **Do not touch the origin schema.** - [ ] **Step 1: Write the failing tests** In `client/tests/unit/test_content_db.gd`, update `test_loads_world_ids` and append the parity guard: ```gdscript func test_loads_world_ids(): assert_true(db.has_location("greywater_docks")) assert_true(db.has_quest("find_the_ledger")) assert_true(db.has_item("worn_shortsword")) assert_true(db.has_item("copper")) assert_true(db.has_item("silver")) assert_true(db.has_item("gold")) assert_false(db.has_item("coin"), "the undifferentiated coin is gone") func test_currency_items_agree_with_the_code(): # The denomination ids exist twice — in code (Currency.VALUES, because the # ratios are rules) and in content (slot: "currency"). Guard the two against # drifting apart, since nothing at runtime reconciles them. var content_ids: Array = [] for id in db.items: if db.items[id].get("slot", "") == "currency": content_ids.append(id) content_ids.sort() var code_ids: Array = Currency.VALUES.keys() code_ids.sort() assert_eq(content_ids, code_ids) ``` In `client/tests/unit/test_new_game.gd`, replace `test_inventory_and_dispo_land_in_state_not_log`: ```gdscript func test_inventory_and_dispo_land_in_state_not_log(): var res := _build({"name": "Aldric", "class_id": "sellsword"}) assert_eq(res["state"].inventory.get("worn_shortsword", 0), 1) assert_eq(res["state"].purse_copper, 47, "the deserter is down to his last coin") assert_false("copper" in res["state"].inventory, "money is never an inventory row") assert_false("inventory" in res["log"].to_dict()) ``` - [ ] **Step 2: Run the tests to verify they fail** ```bash ./run_tests.sh -gtest=res://tests/unit/test_content_db.gd ./run_tests.sh -gtest=res://tests/unit/test_new_game.gd ``` Expected: FAIL — `has_item("copper")` is false, and the deserter's grant still lands 3 `coin` in the inventory. - [ ] **Step 3: Swap the content** ```bash git rm content/world/items/coin.json ``` Create `content/world/items/copper.json`: ```json { "id": "copper", "name": "copper coin", "slot": "currency" } ``` Create `content/world/items/silver.json`: ```json { "id": "silver", "name": "silver coin", "slot": "currency" } ``` Create `content/world/items/gold.json`: ```json { "id": "gold", "name": "gold coin", "slot": "currency" } ``` No `value_copper` field. The ratios are in `Currency` — a second copy here would be a second source of truth. In `content/origins/deserter.json`, change the grant (line 18). His situation line already reads *"Down to your last coin and owed a favour you can't repay"* — 47 is under a silver, so he cannot cover a bed and the player sees that on turn one: ```json "inventory_grants": [ { "item_id": "worn_shortsword", "qty": 1 }, { "item_id": "copper", "qty": 47 } ], ``` - [ ] **Step 4: Route the grants** In `client/scripts/newgame/new_game.gd`, the `inventory_grants` loop (currently `state.add_item(...)`) routes through `grant`: ```gdscript # inventory grants -> game state (NOT the log). Charter §2. grant() routes # currency to the purse; everything else to the inventory dict. for grant in origin.get("inventory_grants", []): state.grant(grant.get("item_id", ""), int(grant.get("qty", 0))) ``` - [ ] **Step 5: Run the tests to verify they pass** ```bash ./run_tests.sh -gtest=res://tests/unit/test_content_db.gd ./run_tests.sh -gtest=res://tests/unit/test_new_game.gd ./run_tests.sh ``` Expected: all green. - [ ] **Step 6: Verify the content build and the generated tree** From the repo root: ```bash PYTHONPATH=tools python3 -m content_build --check git status --porcelain content/ ``` Expected: the build check passes. `git status` shows **only** the four `content/world/items/` changes and `content/origins/deserter.json` — **no** other file under `content/world/` or `content/server/` may appear. If one does, stop: the generated tree has drifted and that is a client-visible change (the Duncarrow lesson). - [ ] **Step 7: Commit** ```bash git add content/world/items/ content/origins/deserter.json \ client/scripts/newgame/new_game.gd \ client/tests/unit/test_content_db.gd client/tests/unit/test_new_game.gd git commit -m "feat(currency): copper/silver/gold replace the coin 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." ``` --- ## Task 5: The display edge **Files:** - Modify: `client/scripts/ui/shell/shell_state.gd:7,22` - Modify: `client/scripts/ui/shell/main_window_shell.gd:28,96` - Modify: `client/scenes/shell/MainWindowShell.tscn:157-160` - Test: `client/tests/unit/test_shell_state.gd:19` **Interfaces:** - Consumes: `Currency.format()` (Task 1). - Produces: `ShellState.vitals["purse_copper"]` replaces `vitals["gold"]`. This is the **only** call site of `Currency.format()` in the codebase. `vitals["gold"]` is a hardcoded seed placeholder, not real state — the shell has no `GameState`. A literal port would be absurd: 1,240 gold = 12.4 *million* copper, i.e. 1,240 plot points sitting in the command bar. It reseeds to `347` → `◈ 3s 47c`: a party carrying silver and no gold. - [ ] **Step 1: Write the failing test** In `client/tests/unit/test_shell_state.gd`, change the last assertion of `test_seed_vitals`: ```gdscript func test_seed_vitals(): var s := ShellState.seed() assert_eq(s.vitals["hp"], 42) assert_eq(s.vitals["hp_max"], 60) assert_eq(s.vitals["mp"], 18) assert_eq(s.vitals["mp_max"], 30) assert_eq(s.vitals["purse_copper"], 347) assert_false("gold" in s.vitals, "the flat gold placeholder is gone") func test_seed_purse_renders_as_denominations(): var s := ShellState.seed() assert_eq(Currency.format(s.vitals["purse_copper"]), "3s 47c") ``` - [ ] **Step 2: Run the test to verify it fails** ```bash ./run_tests.sh -gtest=res://tests/unit/test_shell_state.gd ``` Expected: FAIL — `vitals` has no `purse_copper` key. - [ ] **Step 3: Reseed the state** In `client/scripts/ui/shell/shell_state.gd`, line 7: ```gdscript var vitals: Dictionary = {"hp": 0, "hp_max": 0, "mp": 0, "mp_max": 0, "purse_copper": 0} ``` and in `seed()`, line 22: ```gdscript s.vitals = {"hp": 42, "hp_max": 60, "mp": 18, "mp_max": 30, "purse_copper": 347} ``` - [ ] **Step 4: Format at the edge** In `client/scripts/ui/shell/main_window_shell.gd`, rename the node ref (line 28) — the label is a purse now, not a gold counter: ```gdscript @onready var _purse: Label = $Split/World/CommandBar/Vitals/Purse ``` and in `_bind_vitals()` (line 96): ```gdscript _purse.text = "◈ %s" % Currency.format(_state.vitals["purse_copper"]) _purse.add_theme_color_override("font_color", Palette.GOLD_BRIGHT) ``` In `client/scenes/shell/MainWindowShell.tscn`, rename the node and update its authored placeholder text (ADR 0001 — the authored text lives in the scene, not in `_ready()`): ``` [node name="Purse" type="Label" parent="Split/World/CommandBar/Vitals"] layout_mode = 2 theme_type_variation = &"Mono" text = "◈ 3s 47c" ``` `Gold` is referenced nowhere else — `main_window_shell.gd:28` is the only path to that node. - [ ] **Step 5: Run the tests to verify they pass** ```bash ./run_tests.sh -gtest=res://tests/unit/test_shell_state.gd ./run_tests.sh ``` Expected: all green. - [ ] **Step 6: Verify the scene actually renders** Open the shell and confirm the command bar reads `◈ 3s 47c` — an editor-authored scene that only passes unit tests is not verified. ```bash cd client && godot scenes/shell/MainWindowShell.tscn ``` Expected: the command bar shows `◈ 3s 47c` in gold. No parser errors in the output about a missing `Gold` node. - [ ] **Step 7: Commit** ```bash git add client/scripts/ui/shell/shell_state.gd client/scripts/ui/shell/main_window_shell.gd \ client/scenes/shell/MainWindowShell.tscn client/tests/unit/test_shell_state.gd git commit -m "feat(currency): the command-bar purse reads in denominations 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." ``` --- ## Task 6: Final verification **Files:** none — this task only runs things. - [ ] **Step 1: The full client suite** ```bash cd client && ./run_tests.sh ``` Expected: green, with zero failures. Paste the summary line into the final report — do not claim green without it. - [ ] **Step 2: The content build** ```bash PYTHONPATH=tools python3 -m content_build --check ``` Expected: passes. - [ ] **Step 3: The generated tree is byte-identical** ```bash git diff --stat dev...HEAD -- content/world content/server ``` Expected: **only** `content/world/items/` — `coin.json` deleted, `copper.json` / `silver.json` / `gold.json` added. Any other path under `content/world/` or `content/server/` means the generated tree drifted and must be explained before merging. - [ ] **Step 4: Confirm `coin` is gone** ```bash grep -rn '"coin"\|item_id": "coin"\|accept_item(coin)\|has_item("coin")' client content --include=*.gd --include=*.json ``` Expected: **no matches.** (`content/lore/*.md` and `content/world/canon/blood-price.json` use the *word* "coin" in prose — those are lore, not ids, and are untouched.) - [ ] **Step 5: Report, and stop** Report the results to the human. **Do not merge.** §18: `feat/currency` merges into `dev` with `--no-ff` only after the human confirms, and `master` is never touched. --- ## Self-Review **Spec coverage:** | Spec section | Task | |---|---| | §4.1 the purse is one integer | 2 | | §4.2 denominations as move tokens | 3, 4 | | §4.3 excluded from the grid by construction | 2 (routing) + 3 (`accept_item` no longer sourced from `inventory`) | | §4.4 the `Currency` value type | 1 | | §4.5 the display rule | 1 (`format`), 5 (the call site) | | §4.6 routing in one place | 2 (`grant`/`take`), 3 (`MoveApplier`, `NpcContent`), 4 (`new_game`) | | §4.7 parity guard | 4 | | §5 content changes | 4 | | §6 client changes | 2, 3, 4, 5 | | §7 tests | every task, written first | | §8 verification | 6 | | §9 out of scope (prices, shop, canon-log purse, encumbrance) | not built — stated in Global Constraints | **Type consistency:** `purse_copper`, `add_copper`, `grant`, `take`, `is_currency`, `value`, `format`, `VALUES` are spelled identically in every task that defines or consumes them. `MoveValidator` is untouched in all tasks, as the spec requires.