Files
Phillip Tarrant d553213563 refactor(m4c): rename GameFlow coordinator to Main, move to scenes/Main.tscn
The entry-point coordinator read as an internal name ("GameFlow" buried in
scenes/flow/), so it wasn't obvious THIS is the scene that boots first — the
title screen looked like the entry point. Renamed to the Godot-conventional
Main (scenes/Main.tscn + scripts/main.gd) so the boot scene is self-evident.
TitleScreen is unchanged and still shown BY Main as its first screen.

Also drops the hand-written gd_scene uid (now matches sibling scenes) —
closes the Minor review finding. Full suite 327/327 green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 05:16:55 -05:00
..
2026-07-09 11:17:54 -05:00

/client — Godot 4.7 game client

GDScript. Holds ALL game state and ALL game rules (charter §2, §4). The AI never mutates state; the client validates and applies everything.

Open: Godot 4.7, import this folder as the project (project.godot).

Responsibilities

  • All state: stats, HP/MP, inventory, quest flags, Luck, disposition/approval (§8, §9)
  • All rules: deterministic combat, Luck branch-selection, move validation (§6, §7, §10)
  • The canon log — compact structured fact list, code-maintained, injected into every call (§11)
  • Talks to /api over HTTP. No API key, ever. Knows one base URL + role endpoints (§4)
  • Degrades to authored fallback text (from /content/fallback) when the API is down (§13)

Key rule — never do this (charter §2)

If an AI response directly sets a variable that persists, stop. Parse → validate → apply or discard.

See docs/ for scene structure, input model, and combat wiring.