class_name GameState extends RefCounted ## Luck-centric game state (spec decision 5). The SOLE home of numeric Luck, ## stats, world-NPC dispositions, and inventory — none of which enter the canon ## log (charter §7/§2). The log reads only luck_descriptor() from here. var luck: int = 0 var luck_base: int = 0 var stats: Dictionary = {} # {str, dex, con, fth, mag} var npc_dispositions: Dictionary = {} # world-npc id -> int (−100..100) var inventory: Dictionary = {} # item_id -> qty var revealed_topics: Dictionary = {} # topic_id -> true var gifts_given: Dictionary = {} # item_id -> true (idempotency for give_item) func set_luck(v: int) -> void: luck = clampi(v, Luck.MIN, Luck.MAX) func drift_luck(delta: int) -> void: luck = Luck.drift(luck, luck_base, delta) func luck_descriptor() -> String: return Luck.descriptor(luck) func set_npc_disposition(id: String, v: int) -> void: npc_dispositions[id] = clampi(v, -100, 100) func add_item(item_id: String, qty: int) -> void: inventory[item_id] = int(inventory.get(item_id, 0)) + qty func remove_item(item_id: String, qty: int) -> void: var left := int(inventory.get(item_id, 0)) - qty if left > 0: inventory[item_id] = left else: inventory.erase(item_id) func mark_revealed(topic_id: String) -> void: revealed_topics[topic_id] = true func is_revealed(topic_id: String) -> bool: return revealed_topics.has(topic_id) func mark_gift_given(item_id: String) -> void: gifts_given[item_id] = true func is_gift_given(item_id: String) -> bool: return gifts_given.has(item_id)