# Main Window shell (2a) 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:** Build the exploration HUD — a two-panel "tabletop split" frame with an isometric world-view slot, a permanent DM narration book wired to the proven `/dm/narrate` loop (prose-only + refire), a slide-in system dock, and a command bar — over a thin, tested `ShellState`. **Architecture:** House pattern — pure, tested cores behind thin scene shims (like `DmService`/`ConsideringPhrases`). `ShellState` is a tested value model; `SystemDock`/`NarrationBook`/`MainWindowShell` are Control scenes whose logic seams (signal emission, prose consume, dep injection) are unit-tested and whose layout is eyeball-gated by an F6 run. The narration book is the one live seam; everything else is faithful placeholder. **Tech Stack:** Godot 4.7, GDScript, GUT (headless). Reuses the M3-a Theme (`game_theme.tres`, `ThemeKeys`, `Palette`, surface scenes) and the M2 DM loop (`DmService`, `HttpTransport`, `FallbackLibrary`, `ConsideringIndicator`, `CanonLog`). ## Global Constraints - **Godot 4.7 / GDScript.** No C#. Match surrounding style. - **`Palette` is the only home for hex colours.** No colour literal may live in any new file — read `Palette.*`. - **Theme variations via `ThemeKeys`** — set `theme_type_variation` to a `ThemeKeys` constant, never a raw string. - **`§2`: code owns state, AI owns text.** `ShellState` and HUD numbers are state (client-owned); narration prose is text (consumed from `/dm/narrate`, never a source of truth — only harvested `[FACT]` tags become state). - **Degrade, never error (§13).** Any non-200 → `DmService` already returns the authored fallback. Add no new failure surface. - **Never surface LCK / any Luck number (§7).** Not in the HUD, not in the seed log's rendered fields. - **New `class_name` scripts need an import pass before GUT resolves them.** `./run_tests.sh` runs `godot --headless --import` first, so always test through it. - **Canvas is 1920×1080.** World panel 1180 wide, narration book 740 wide. - **Root-Control viewport-fit gotcha:** a root `Control` run via F6 is not sized by full-rect anchors — it collapses to `(0,0)`. `MainWindowShell` must set `size = get_viewport_rect().size` in `_ready()` and reconnect on `size_changed`. Its `.tscn` root must NOT set `anchors_preset`. --- ### Task 1: `ShellState` + `TurnEntry` (the HUD state model) **Files:** - Create: `client/scripts/ui/shell/turn_entry.gd` - Create: `client/scripts/ui/shell/shell_state.gd` - Test: `client/tests/unit/test_shell_state.gd` **Interfaces:** - Consumes: nothing. - Produces: - `class_name TurnEntry extends RefCounted` — `_init(initials: String, initiative: int, side: StringName, is_active := false, is_downed := false)`; fields `initials: String`, `initiative: int`, `side: StringName` (`&"you"`/`&"ally"`/`&"enemy"`), `is_active: bool`, `is_downed: bool`. - `class_name ShellState extends RefCounted` — fields `vitals: Dictionary` (keys `hp`,`hp_max`,`mp`,`mp_max`,`gold`), `turn_order: Array[TurnEntry]`, `consumables: Array` (8 dicts `{hotkey:int, label:String}`; `label==""` is an empty slot), `round_label: String`, `location_label: String`, `dock_open: bool`. Methods `func toggle_dock() -> bool` (flips `dock_open`, returns new value); `static func seed() -> ShellState` (the mock-2a values). - [ ] **Step 1: Write the failing test** Create `client/tests/unit/test_shell_state.gd`: ```gdscript extends "res://addons/gut/test.gd" func test_turn_entry_holds_fields(): var e := TurnEntry.new("DW", 12, &"ally") assert_eq(e.initials, "DW") assert_eq(e.initiative, 12) assert_eq(e.side, &"ally") assert_false(e.is_active) assert_false(e.is_downed) 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["gold"], 1240) func test_seed_turn_order(): var s := ShellState.seed() assert_eq(s.turn_order.size(), 4) assert_eq(s.turn_order[0].initials, "EL") assert_true(s.turn_order[0].is_active, "first combatant is the active turn") assert_true(s.turn_order[3].is_downed, "last combatant is downed") func test_seed_consumables(): var s := ShellState.seed() assert_eq(s.consumables.size(), 8) assert_eq(s.consumables[0]["label"], "Salve") assert_eq(s.consumables[0]["hotkey"], 1) assert_eq(s.consumables[6]["label"], "", "slot 7 is empty") func test_toggle_dock_flips(): var s := ShellState.seed() assert_true(s.dock_open, "seed opens with the dock out") assert_false(s.toggle_dock()) assert_false(s.dock_open) assert_true(s.toggle_dock()) assert_true(s.dock_open) ``` - [ ] **Step 2: Run test to verify it fails** Run: `cd client && ./run_tests.sh -gselect=test_shell_state.gd` Expected: FAIL — `TurnEntry`/`ShellState` are unknown identifiers (parse/compile error reported by GUT). - [ ] **Step 3: Write minimal implementation** Create `client/scripts/ui/shell/turn_entry.gd`: ```gdscript class_name TurnEntry extends RefCounted ## One combatant in the turn-order rail (§2: state). Seed/placeholder now; the ## combat turn manager (M5) becomes its writer. `side` colours the rail: ## &"you" gold, &"ally" teal-muted, &"enemy" blood. var initials: String var initiative: int var side: StringName var is_active: bool var is_downed: bool func _init(p_initials: String, p_initiative: int, p_side: StringName, p_is_active := false, p_is_downed := false) -> void: initials = p_initials initiative = p_initiative side = p_side is_active = p_is_active is_downed = p_is_downed ``` Create `client/scripts/ui/shell/shell_state.gd`: ```gdscript class_name ShellState extends RefCounted ## The HUD state the Main Window shell owns (§2: state). Seed values mirror mock ## 2a; later systems (combat vitals, inventory consumables) become the writers. ## No Luck/LCK value lives here — it is never surfaced (§7). var vitals: Dictionary = {"hp": 0, "hp_max": 0, "mp": 0, "mp_max": 0, "gold": 0} var turn_order: Array[TurnEntry] = [] var consumables: Array = [] var round_label: String = "" var location_label: String = "" var dock_open: bool = true func toggle_dock() -> bool: dock_open = not dock_open return dock_open static func seed() -> ShellState: var s := ShellState.new() s.vitals = {"hp": 42, "hp_max": 60, "mp": 18, "mp_max": 30, "gold": 1240} s.turn_order = [ TurnEntry.new("EL", 17, &"you", true, false), TurnEntry.new("DW", 12, &"ally"), TurnEntry.new("HU", 9, &"ally"), TurnEntry.new("GK", 0, &"enemy", false, true), ] var labels := ["Salve", "Draught", "Bomb", "Antidote", "Ration", "Torch", "", ""] s.consumables = [] for i in range(labels.size()): s.consumables.append({"hotkey": i + 1, "label": labels[i]}) s.round_label = "ROUND 4" s.location_label = "THE LOWER WARD" s.dock_open = true return s ``` - [ ] **Step 4: Run test to verify it passes** Run: `cd client && ./run_tests.sh -gselect=test_shell_state.gd` Expected: PASS — 5 passing tests, 0 failing. - [ ] **Step 5: Commit** ```bash git add client/scripts/ui/shell/turn_entry.gd client/scripts/ui/shell/shell_state.gd client/tests/unit/test_shell_state.gd client/scripts/ui/shell/*.uid client/tests/unit/test_shell_state.gd.uid git commit -m "feat(shell): ShellState + TurnEntry HUD state model" ``` --- ### Task 2: `SystemDock` (slide-in dock, inert routing seam) **Files:** - Create: `client/scripts/ui/shell/system_dock.gd` - Create: `client/scenes/shell/SystemDock.tscn` - Test: `client/tests/unit/test_system_dock.gd` **Interfaces:** - Consumes: `ShellState` (Task 1) — reads/flips `dock_open`. - Produces: - `class_name SystemDock extends Control` — scene `res://scenes/shell/SystemDock.tscn`. - `signal screen_requested(id: StringName)` — emitted when a dock button is pressed (inert this milestone; the routing seam). - `const SCREENS := [[&"inventory","Inventory","I"], [&"character","Character","C"], [&"quest_log","Quest Log","J"], [&"spellbook","Spellbook","K"], [&"world_map","World Map","M"], [&"party","Party","P"]]` - `var _screen_buttons: Dictionary` — `id: StringName -> Button`, populated in `_ready()`. - `func setup(state: ShellState) -> void` — binds state, applies initial open. - `func _on_handle_pressed() -> void` — flips `state.dock_open`, animates. - [ ] **Step 1: Write the failing test** Create `client/tests/unit/test_system_dock.gd`: ```gdscript extends "res://addons/gut/test.gd" const SCENE := "res://scenes/shell/SystemDock.tscn" func _dock() -> SystemDock: var d = load(SCENE).instantiate() add_child_autofree(d) # _ready() builds the buttons return d func test_builds_all_six_screen_buttons(): var d := _dock() assert_eq(d._screen_buttons.size(), 6) assert_true(d._screen_buttons.has(&"spellbook"), "spellbook kept for mock fidelity") assert_true(d._screen_buttons.has(&"party")) func test_pressing_a_button_emits_its_id(): var d := _dock() watch_signals(d) d._screen_buttons[&"inventory"].emit_signal("pressed") assert_signal_emitted_with_parameters(d, "screen_requested", [&"inventory"]) func test_handle_toggles_state(): var d := _dock() var state := ShellState.seed() d.setup(state) assert_true(state.dock_open) d._on_handle_pressed() assert_false(state.dock_open, "handle flips the shared state") ``` - [ ] **Step 2: Run test to verify it fails** Run: `cd client && ./run_tests.sh -gselect=test_system_dock.gd` Expected: FAIL — cannot load `SystemDock.tscn` / `SystemDock` unknown. - [ ] **Step 3: Write minimal implementation** Create `client/scripts/ui/shell/system_dock.gd`: ```gdscript class_name SystemDock extends Control ## The slide-in system dock (mock 2a): a gold handle toggles a column of screen ## buttons in/out. §2: state (owns the open toggle via ShellState). The buttons ## are the routing seam — they emit screen_requested; the screens they open land ## in later milestones, so the signal is currently a no-op for the shell. signal screen_requested(id: StringName) const SCREENS := [ [&"inventory", "Inventory", "I"], [&"character", "Character", "C"], [&"quest_log", "Quest Log", "J"], [&"spellbook", "Spellbook", "K"], [&"world_map", "World Map", "M"], [&"party", "Party", "P"], ] const SLIDE_SECONDS := 0.32 const HIDDEN_SHIFT := 230.0 var _screen_buttons: Dictionary = {} var _state: ShellState var _menu: VBoxContainer var _handle: Button func _ready() -> void: _menu = VBoxContainer.new() _menu.add_theme_constant_override("separation", 10) add_child(_menu) for entry in SCREENS: var id: StringName = entry[0] var button := Button.new() button.text = "%s %s" % [entry[2], entry[1]] button.theme_type_variation = ThemeKeys.DARK_PANEL button.pressed.connect(func(): screen_requested.emit(id)) _menu.add_child(button) _screen_buttons[id] = button _handle = Button.new() _handle.text = "›" _handle.theme_type_variation = ThemeKeys.TAB_ACTIVE _handle.pressed.connect(_on_handle_pressed) add_child(_handle) func setup(state: ShellState) -> void: _state = state _apply_open(_state.dock_open) func _on_handle_pressed() -> void: if _state == null: return _apply_open(_state.toggle_dock()) func _apply_open(open: bool) -> void: _handle.text = "›" if open else "‹" var target := Vector2.ZERO if open else Vector2(HIDDEN_SHIFT, 0.0) var alpha := 1.0 if open else 0.0 if not is_inside_tree(): _menu.position = target _menu.modulate.a = alpha return var tween := create_tween().set_parallel(true) tween.tween_property(_menu, "position", target, SLIDE_SECONDS) tween.tween_property(_menu, "modulate:a", alpha, SLIDE_SECONDS) ``` Create `client/scenes/shell/SystemDock.tscn`: ``` [gd_scene load_steps=2 format=3] [ext_resource type="Script" path="res://scripts/ui/shell/system_dock.gd" id="1"] [node name="SystemDock" type="Control"] script = ExtResource("1") ``` - [ ] **Step 4: Run test to verify it passes** Run: `cd client && ./run_tests.sh -gselect=test_system_dock.gd` Expected: PASS — 3 passing tests, 0 failing. - [ ] **Step 5: Commit** ```bash git add client/scripts/ui/shell/system_dock.gd client/scenes/shell/SystemDock.tscn client/tests/unit/test_system_dock.gd client/scripts/ui/shell/system_dock.gd.uid client/scenes/shell/SystemDock.tscn.uid client/tests/unit/test_system_dock.gd.uid git commit -m "feat(shell): SystemDock slide-in with inert screen-routing seam" ``` --- ### Task 3: `NarrationBook` (the live DM panel + refire) **Files:** - Create: `client/scripts/ui/shell/narration_book.gd` - Create: `client/scenes/shell/NarrationBook.tscn` - Test: `client/tests/unit/test_narration_book.gd` **Interfaces:** - Consumes: `DmService` (`narrate(canon_log) -> NarrateResult`), `CanonLog`, `ShellState`, `ConsideringIndicator`, `NarrateResult` (`display_text`, `facts`, `degraded`). - Produces: - `class_name NarrationBook extends Control` — scene `res://scenes/shell/NarrationBook.tscn`. - `func setup(service: DmService, log: CanonLog, state: ShellState) -> void` — injects deps, fills the header. - `func narrate() -> void` — **async**; runs the refire flow (considering-state → await → prose → fact-harvest). - `func show_prose(result: NarrateResult) -> void` — sets the prose text, records `last_degraded`. - `var last_degraded: bool` — set by `show_prose` (test seam + degraded UI). - `var _prose: RichTextLabel` — the narration surface. - [ ] **Step 1: Write the failing test** Create `client/tests/unit/test_narration_book.gd`: ```gdscript extends "res://addons/gut/test.gd" const SCENE := "res://scenes/shell/NarrationBook.tscn" const FakeTransport = preload("res://tests/doubles/fake_transport.gd") const DmResponse = preload("res://scripts/net/dm_response.gd") func _book_with(response) -> NarrationBook: var transport = FakeTransport.new() transport.set_response(response) var service := DmService.new(transport, FallbackLibrary.new()) var book = load(SCENE).instantiate() add_child_autofree(book) # _ready() builds nodes + the considering indicator book.setup(service, CanonLog.new(), ShellState.seed()) return book func test_narrate_shows_prose_and_harvests_facts(): var book := _book_with(DmResponse.ok(200, {"prose": "The rain runs black into the gutter. [FACT: the eastern bridge is out]"})) var log := CanonLog.new() var transport = FakeTransport.new() transport.set_response(DmResponse.ok(200, {"prose": "The rain runs black into the gutter. [FACT: the eastern bridge is out]"})) book.setup(DmService.new(transport, FallbackLibrary.new()), log, ShellState.seed()) await book.narrate() assert_string_contains(book._prose.text, "The rain runs black into the gutter.") assert_false(book._prose.text.contains("[FACT"), "tags are stripped from displayed prose") assert_true("the eastern bridge is out" in log.established_facts, "fact harvested to the log") assert_false(book.last_degraded) func test_degraded_response_shows_fallback_and_sets_flag(): var book := _book_with(DmResponse.failed("proxy down")) await book.narrate() assert_true(book.last_degraded, "a failed call degrades") assert_ne(book._prose.text, "", "the fallback line is still shown (§13)") ``` - [ ] **Step 2: Run test to verify it fails** Run: `cd client && ./run_tests.sh -gselect=test_narration_book.gd` Expected: FAIL — cannot load `NarrationBook.tscn` / `NarrationBook` unknown. - [ ] **Step 3: Write minimal implementation** Create `client/scripts/ui/shell/narration_book.gd`: ```gdscript class_name NarrationBook extends Control ## The permanent DM narration book (mock 2a, right panel). §2: text — it consumes ## /dm/narrate prose and never treats it as truth; only harvested [FACT] tags are ## written back to the canon log (§11). Prose-only this milestone: the numbered ## response choices and the "describe your own action" line are faithful but inert ## (no action system yet); one in-world refire affordance re-runs narration. var last_degraded: bool = false var _service: DmService var _log: CanonLog var _state: ShellState var _header: Label var _prose: RichTextLabel var _status: Label var _refire: Button var _degraded_tag: Label var _indicator: ConsideringIndicator func _ready() -> void: var col := VBoxContainer.new() col.set_anchors_preset(Control.PRESET_FULL_RECT) col.add_theme_constant_override("separation", 18) add_child(col) _header = Label.new() _header.theme_type_variation = ThemeKeys.ACCENT col.add_child(_header) _prose = RichTextLabel.new() _prose.bbcode_enabled = true _prose.fit_content = true _prose.size_flags_vertical = Control.SIZE_EXPAND_FILL _prose.custom_minimum_size = Vector2(660, 320) col.add_child(_prose) _degraded_tag = Label.new() _degraded_tag.theme_type_variation = ThemeKeys.MONO _degraded_tag.text = "THE MASTER'S VOICE COMES THIN" # shown only when degraded _degraded_tag.visible = false col.add_child(_degraded_tag) # Faithful-but-inert placeholders (charter: prose-only this milestone). var prompt := Label.new() prompt.theme_type_variation = ThemeKeys.ACCENT prompt.text = "▸ Your turn. What do you do?" col.add_child(prompt) for line in [ "1 · Pay the fence double and keep your hand where he can see it", "2 · Draw your blade — he's closer than his guards", "3 · Lie — tell him the rest is coming with your dwarf"]: var choice := Button.new() choice.theme_type_variation = ThemeKeys.PARCHMENT_CARD choice.text = line choice.disabled = true # inert until combat/dialogue give choices meaning col.add_child(choice) var free_text := Label.new() free_text.theme_type_variation = ThemeKeys.MONO free_text.text = "⌨ …or describe your own action" col.add_child(free_text) # The one live control: refire the narration. _refire = Button.new() _refire.theme_type_variation = ThemeKeys.PARCHMENT_CARD _refire.text = "▸ The Master continues…" _refire.pressed.connect(_on_refire_pressed) col.add_child(_refire) _status = Label.new() _status.theme_type_variation = ThemeKeys.MONO col.add_child(_status) _indicator = ConsideringIndicator.new() add_child(_indicator) func setup(service: DmService, log: CanonLog, state: ShellState) -> void: _service = service _log = log _state = state _header.text = "%s · %s" % [state.round_label, state.location_label] func narrate() -> void: if _service == null or _log == null: return _refire.disabled = true _indicator.start(_status) var result: NarrateResult = await _service.narrate(_log) _indicator.stop() show_prose(result) for f in result.facts: _log.add_fact(f) # §11: code applies the state write, explicitly _refire.disabled = false func show_prose(result: NarrateResult) -> void: _prose.text = result.display_text last_degraded = result.degraded _degraded_tag.visible = result.degraded func _on_refire_pressed() -> void: narrate() ``` Create `client/scenes/shell/NarrationBook.tscn`: ``` [gd_scene load_steps=2 format=3] [ext_resource type="Script" path="res://scripts/ui/shell/narration_book.gd" id="1"] [node name="NarrationBook" type="Control"] script = ExtResource("1") ``` - [ ] **Step 4: Run test to verify it passes** Run: `cd client && ./run_tests.sh -gselect=test_narration_book.gd` Expected: PASS — 2 passing tests, 0 failing. - [ ] **Step 5: Commit** ```bash git add client/scripts/ui/shell/narration_book.gd client/scenes/shell/NarrationBook.tscn client/tests/unit/test_narration_book.gd client/scripts/ui/shell/narration_book.gd.uid client/scenes/shell/NarrationBook.tscn.uid client/tests/unit/test_narration_book.gd.uid git commit -m "feat(shell): NarrationBook wired to /dm/narrate with refire + fact-harvest" ``` --- ### Task 4: `MainWindowShell` (assemble the frame + wire the DM loop) **Files:** - Create: `client/scripts/ui/shell/main_window_shell.gd` - Create: `client/scenes/shell/MainWindowShell.tscn` - Test: `client/tests/unit/test_main_window_shell.gd` **Interfaces:** - Consumes: `ShellState` (Task 1), `SystemDock` (Task 2), `NarrationBook` (Task 3), `DmService`/`HttpTransport`/`FallbackLibrary`, `CanonLog`/`LogPlayer`/`PartyMember`/`Quest`, the `DarkBay` surface scene, `Palette`, `ThemeKeys`. - Produces: - `class_name MainWindowShell extends Control` — scene `res://scenes/shell/MainWindowShell.tscn`; the F6 target. - `var service: DmService = null` — **injection seam**: settable between `instantiate()` and `add_child()`; when null, `_ready()` builds the real `HttpTransport`-backed service. Tests inject a `FakeTransport`-backed service so the initial narrate is hermetic. - `var book: NarrationBook`, `var dock: SystemDock`, `var _state: ShellState`, `var _log: CanonLog`. - [ ] **Step 1: Write the failing test** Create `client/tests/unit/test_main_window_shell.gd`: ```gdscript extends "res://addons/gut/test.gd" const SCENE := "res://scenes/shell/MainWindowShell.tscn" const FakeTransport = preload("res://tests/doubles/fake_transport.gd") const DmResponse = preload("res://scripts/net/dm_response.gd") func _shell() -> MainWindowShell: # Inject a fake service BEFORE _ready (add_child) so the initial narrate does # not touch the network — instantiate() does not run _ready(); add_child does. var node = load(SCENE).instantiate() var transport = FakeTransport.new() transport.set_response(DmResponse.ok(200, {"prose": "Rain on the cobbles."})) node.service = DmService.new(transport, FallbackLibrary.new()) add_child_autofree(node) return node func test_shell_applies_theme_and_fits_viewport(): var packed = load(SCENE) assert_true(packed is PackedScene) var node := _shell() assert_true(node is Control) assert_true(node.theme is Theme, "shell applies game_theme") assert_gt(node.size.x, 0.0, "viewport-fit sized the root (M3-a collapse guard)") func test_shell_mounts_both_panels(): var node := _shell() assert_not_null(node.book, "narration book mounted") assert_not_null(node.dock, "system dock mounted") func test_shell_builds_a_code_owned_seed_log(): var node := _shell() assert_not_null(node._log, "a canon log exists to post (§11)") assert_gt(node._log.established_facts.size(), 0, "seed scene facts are code-owned") ``` - [ ] **Step 2: Run test to verify it fails** Run: `cd client && ./run_tests.sh -gselect=test_main_window_shell.gd` Expected: FAIL — cannot load `MainWindowShell.tscn` / `MainWindowShell` unknown. - [ ] **Step 3: Write minimal implementation** Create `client/scripts/ui/shell/main_window_shell.gd`: ```gdscript class_name MainWindowShell extends Control ## The exploration HUD — the frame every screen lives in (mock 2a). Two-panel ## tabletop split: a dark isometric world slot (turn rail, minimap, system dock, ## command bar) + the permanent DM narration book. §2: the shell owns HUD state ## (ShellState) and consumes DM text (never owns narrative truth). It reuses the ## proven Theme (M3-a) and DM loop (M2) — nothing here is reinvented. const GAME_THEME := "res://assets/theme/game_theme.tres" const DARK_BAY := "res://scenes/theme/surfaces/DarkBay.tscn" const SYSTEM_DOCK := "res://scenes/shell/SystemDock.tscn" const NARRATION_BOOK := "res://scenes/shell/NarrationBook.tscn" const WORLD_WIDTH := 1180.0 const BOOK_WIDTH := 740.0 var service: DmService = null # injection seam; real HttpTransport built if null var book: NarrationBook var dock: SystemDock var _state: ShellState var _log: CanonLog var _http: HTTPRequest func _ready() -> void: theme = load(GAME_THEME) # Root Control is not sized by full-rect anchors under F6 — size explicitly, # and no anchors_preset on the .tscn root (M3-a collapse bug). _fit_to_viewport() get_viewport().size_changed.connect(_fit_to_viewport) _state = ShellState.seed() _log = _build_seed_log() _build_layout() if service == null: _http = HTTPRequest.new() add_child(_http) service = DmService.new(HttpTransport.new(_http), FallbackLibrary.new()) book.setup(service, _log, _state) dock.setup(_state) dock.screen_requested.connect(_on_screen_requested) book.narrate() # initial narration; async, fire-and-forget func _fit_to_viewport() -> void: size = get_viewport_rect().size func _build_layout() -> void: var split := HBoxContainer.new() split.set_anchors_preset(Control.PRESET_FULL_RECT) split.add_theme_constant_override("separation", 0) add_child(split) var world := _build_world() world.size_flags_horizontal = Control.SIZE_EXPAND_FILL split.add_child(world) book = load(NARRATION_BOOK).instantiate() book.custom_minimum_size = Vector2(BOOK_WIDTH, 0) var book_panel := PanelContainer.new() book_panel.theme_type_variation = ThemeKeys.PARCHMENT_CARD book_panel.custom_minimum_size = Vector2(BOOK_WIDTH, 0) book_panel.add_child(book) split.add_child(book_panel) func _build_world() -> Control: var world := Control.new() world.custom_minimum_size = Vector2(WORLD_WIDTH, 0) world.clip_contents = true var bay = load(DARK_BAY).instantiate() bay.set_anchors_preset(Control.PRESET_FULL_RECT) world.add_child(bay) var caption := Label.new() caption.theme_type_variation = ThemeKeys.MONO caption.text = "ISOMETRIC WORLD VIEW" caption.set_anchors_preset(Control.PRESET_CENTER) world.add_child(caption) var rail := _build_turn_rail() rail.position = Vector2(28, 28) world.add_child(rail) var minimap := PanelContainer.new() minimap.theme_type_variation = ThemeKeys.DARK_PANEL minimap.custom_minimum_size = Vector2(200, 200) minimap.set_anchors_preset(Control.PRESET_TOP_RIGHT) minimap.position = Vector2(-228, 28) var minimap_label := Label.new() minimap_label.theme_type_variation = ThemeKeys.MONO minimap_label.text = "MINIMAP" minimap.add_child(minimap_label) world.add_child(minimap) dock = load(SYSTEM_DOCK).instantiate() dock.set_anchors_preset(Control.PRESET_CENTER_RIGHT) dock.position = Vector2(-260, 0) world.add_child(dock) var command_bar := _build_command_bar() command_bar.set_anchors_preset(Control.PRESET_BOTTOM_WIDE) command_bar.position = Vector2(0, -150) world.add_child(command_bar) return world func _build_turn_rail() -> Control: var panel := PanelContainer.new() panel.theme_type_variation = ThemeKeys.DARK_PANEL var col := VBoxContainer.new() col.add_theme_constant_override("separation", 8) panel.add_child(col) var title := Label.new() title.theme_type_variation = ThemeKeys.MONO title.text = "TURN ORDER" col.add_child(title) var row := HBoxContainer.new() row.add_theme_constant_override("separation", 12) col.add_child(row) for e in _state.turn_order: var token := Label.new() token.theme_type_variation = ThemeKeys.ACCENT token.text = "✕" if e.is_downed else e.initials token.add_theme_color_override("font_color", _side_color(e)) row.add_child(token) return panel func _side_color(e: TurnEntry) -> Color: if e.is_downed: return Palette.BLOOD if e.is_active: return Palette.GOLD match e.side: &"enemy": return Palette.BLOOD_BRIGHT &"ally": return Palette.STEEL _: return Palette.CREAM func _build_command_bar() -> Control: var bar := HBoxContainer.new() bar.add_theme_constant_override("separation", 24) bar.custom_minimum_size = Vector2(0, 150) var vitals := VBoxContainer.new() var hp := Label.new() hp.theme_type_variation = ThemeKeys.MONO hp.text = "HP %d / %d" % [_state.vitals["hp"], _state.vitals["hp_max"]] var mp := Label.new() mp.theme_type_variation = ThemeKeys.MONO mp.text = "MP %d / %d" % [_state.vitals["mp"], _state.vitals["mp_max"]] var gold := Label.new() gold.theme_type_variation = ThemeKeys.MONO gold.add_theme_color_override("font_color", Palette.GOLD_BRIGHT) gold.text = "◈ %d gp" % _state.vitals["gold"] for l in [hp, mp, gold]: vitals.add_child(l) bar.add_child(vitals) var slots := HBoxContainer.new() slots.size_flags_horizontal = Control.SIZE_EXPAND_FILL slots.add_theme_constant_override("separation", 9) for c in _state.consumables: var slot := PanelContainer.new() slot.theme_type_variation = ThemeKeys.ITEM_TILE if c["label"] != "" else ThemeKeys.ITEM_TILE_EMPTY slot.custom_minimum_size = Vector2(62, 62) var name_label := Label.new() name_label.theme_type_variation = ThemeKeys.MONO name_label.text = c["label"] slot.add_child(name_label) slots.add_child(slot) bar.add_child(slots) var end_turn := Button.new() end_turn.theme_type_variation = ThemeKeys.PRIMARY_CTA end_turn.text = "END TURN" bar.add_child(end_turn) return bar func _on_screen_requested(_id: StringName) -> void: pass # routing seam — the dock's screens land in later milestones (§17) func _build_seed_log() -> CanonLog: # Code owns the canon log (§11). Hand-built until character creation (M4) and # save/load (M9) construct the real one — mirrors narrate_harness. No Luck # number is rendered anywhere (§7); the descriptor is prose-only. var log := CanonLog.new() log.player = LogPlayer.new("Vexcca", "sellsword", "Fortune spits on you") log.set_location("lower_ward", "the Lower Ward") log.party.append(PartyMember.new("brannoc_thane", "Brannoc Thane", 40)) log.party.append(PartyMember.new("cadwyn_vell", "Cadwyn Vell", 15)) log.push_event("Followed the beastfolk fence into the Lower Ward after dark") log.push_event("The sewer bite on Vexcca's left arm has begun to turn") log.add_fact("the fence deals out of the Lower Ward") log.add_fact("Vexcca carries an infected bite on the left arm") log.active_quests.append(Quest.new("the_fences_price", "The Fence's Price", "active", "Settle with the beastfolk fence")) log.add_humiliation("h_0001", "haggled badly and got a wrist crushed for it", 6, 4) return log ``` Create `client/scenes/shell/MainWindowShell.tscn` (note: **no `anchors_preset` on the root** — the viewport-fit gotcha): ``` [gd_scene load_steps=2 format=3] [ext_resource type="Script" path="res://scripts/ui/shell/main_window_shell.gd" id="1"] [node name="MainWindowShell" type="Control"] script = ExtResource("1") ``` - [ ] **Step 4: Run test to verify it passes** Run: `cd client && ./run_tests.sh -gselect=test_main_window_shell.gd` Expected: PASS — 3 passing tests, 0 failing. - [ ] **Step 5: Run the full suite (no regressions)** Run: `cd client && ./run_tests.sh` Expected: PASS — all prior tests (110+) plus the new shell tests, 0 failing. - [ ] **Step 6: Commit** ```bash git add client/scripts/ui/shell/main_window_shell.gd client/scenes/shell/MainWindowShell.tscn client/tests/unit/test_main_window_shell.gd client/scripts/ui/shell/main_window_shell.gd.uid client/scenes/shell/MainWindowShell.tscn.uid client/tests/unit/test_main_window_shell.gd.uid git commit -m "feat(shell): MainWindowShell assembles the frame and wires the DM loop" ``` --- ### Task 5: Visual gate — human F6 run **This task is not automatable.** Headless GUT cannot prove rendering (the M3-a lesson: a root Control collapsed to 0×0 and every test still passed). A human must eyeball the scene. - [ ] **Step 1: Open the scene in the Godot editor and run it** Open `client/scenes/shell/MainWindowShell.tscn`, press **F6**. For the live DM prose, have the proxy + Ollama up (see `client/docs/README.md` live-smoke steps); without them the book must degrade to the authored fallback line (§13), not error. - [ ] **Step 2: Confirm the checklist by eye** - The two-panel split fills 1920×1080 — world on the left (dark stripe + vignette), parchment book on the right. **Not** collapsed / blank. - Turn-order rail (top-left), minimap slot (top-right), command bar (bottom: HP/MP/gold, 8 consumable slots, END TURN). - The gold dock handle slides the dock in/out when clicked; the arrow flips ‹ / ›. - The book shows the header (`ROUND 4 · THE LOWER WARD`), then either live DM prose or the fallback line; the considering line rotates while a call is in flight. - Pressing **▸ The Master continues…** refires narration (or degrades cleanly if the proxy is down). - [ ] **Step 3: Report the outcome** If anything is collapsed, mis-coloured (hardcoded hex would show here), or errors, fix and re-run before the branch is considered done. When it looks right, the milestone is eyeball-confirmed and ready to merge to `dev`. --- ## Self-Review **Spec coverage:** - Iso world slot (art slot) → Task 4 `_build_world` (DarkBay + caption). ✓ - DM narration book wired to `/dm/narrate` + considering-state → Task 3. ✓ - Turn-order rail → Task 4 `_build_turn_rail` from `ShellState.turn_order`. ✓ - Minimap slot → Task 4 (placeholder Panel). ✓ - Slide-in system dock (6 toggles incl. Spellbook, inert) → Task 2. ✓ - Command bar (HP/MP/gold, consumables, End Turn) → Task 4 `_build_command_bar`. ✓ - Thin tested `ShellState` → Task 1. ✓ - Refire control, prose-only, inert choices/free-text → Task 3. ✓ - Degrade on non-200 (§13) → reused `DmService`, asserted in Task 3. ✓ - Fact-harvest (§11) → Task 3 `narrate()`, asserted. ✓ - Viewport-fit gotcha → Task 4, asserted in test + Task 5 eyeball. ✓ - Visual gate → Task 5. ✓ **Placeholder scan:** No "TBD"/"handle edge cases"/"similar to". Every code step shows full code. ✓ **Type consistency:** `ShellState.seed()`, `TurnEntry.new(...)`, `SystemDock.setup`/`_on_handle_pressed`/`_screen_buttons`/`screen_requested`, `NarrationBook.setup`/`narrate`/`show_prose`/`last_degraded`/`_prose`, `MainWindowShell.service`/`book`/`dock`/`_log` — names match across the tasks that reference them. `NarrateResult.display_text`/`facts`/`degraded`, `DmResponse.ok`/`failed`, `FakeTransport.set_response`, `CanonLog.add_fact`/`established_facts`/`set_location`/`push_event`/`active_quests`/`add_humiliation`, `LogPlayer.new`/`PartyMember.new`/`Quest.new` — all match the existing code read during planning. ✓