Files
Phillip Tarrant 63cbc8c16e fix(creation-screen): the white text, the badge on top of the roll, and a window too big for the laptop
The human's first F6 run found four defects headless GUT could not see, all
now fixed and break-proven.

1. Fifteen Labels shipped invisible. _fonts() sets a default font and size but
   never a default font_color for the base Label type, so a Label with no
   type-variation inherited Godot's built-in default — WHITE — and rendered
   white-on-parchment: the four race names, four race blurbs, and seven calling
   names, every unreadable string on the sheet. New CardTitle / CardBody roles
   (mock #3a2f1c / #6a5a3a) fix it. NOT a global default Label colour: the Title
   screen has 12 bare Labels on a dark background that rely on white.

2. The PRIMARY badge covered the rolled value. The ability card is a
   PanelContainer, and a Container force-fits its children, so the badge's
   authored anchors were dead letters — it stretched to the card's full width
   and centred over the value. Nesting it under a plain Control (not a
   Container) restores absolute positioning. The badges also carried _flat()'s
   12/6 card padding; a new tight pill stylebox matches the mock's 2px 9px.

3. Race cards overflowed their own border (108px card, 114px of content). Bumped
   to 140. The CHOSEN badge on the calling card moved from centre to the mock's
   top-right, and the ability card got its own AbilityCard variation with 16px
   top headroom for the badge (ParchmentCard is shared with the shell).

4. The default window (1600x900) was larger than a 1600x900 laptop's usable
   area, so the WM clamped it to 1589x752 and the run came up pillarboxed.
   Default is now 1280x720, resizable; the 1920x1080 design canvas is unchanged
   (canvas_items + keep scales it, so no layout number moved).

Also closes M4-b's two open copy items: the cutpurse origin fragment (it
contradicted its own blurb) and the Hint label (it omitted the roll's floor of
8, now pinned to NewGame.roll_attributes).

Guards for 1-4 are new and each was re-broken and watched go red. The overflow
guard in 3 was FIRST WRITTEN AS A TAUTOLOGY — Godot clamps Control.size up to
its combined minimum, so `min <= size` is `x <= x` — and passed against the bug,
29/29, until it was rewritten to measure against the card that clips. That is
traps.md #17 and the thirteenth cannot-fail assertion this branch has caught.

319 client tests green, content build green, theme drift guard satisfied.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 19:56:09 -05:00

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# Traps
Bugs this project has **already** shipped into a branch, what let them through, and the
guard that now catches them. Read before writing tests; each entry is a class of mistake,
not a one-off.
The pattern in almost all of them: **the test passed, and the test was wrong.** A green
suite is evidence only if the test can fail.
---
## 1. A regression test that cannot fail against the bug is not a regression test
**M4-a.** `LogPlayer.new()` changed from `(name, class_id, luck_descriptor)` to
`(name, race_id, calling_id, luck_descriptor)`. Three callers kept the old 3-argument
shape. The fix added a test — which constructed its *own* correct `LogPlayer` and asserted
the constructor worked. You could revert the broken call site and the suite stayed green.
**The guard:** a regression test must assert on **the thing that was broken**, not on a
fresh correct instance of the same type. Here, that meant asserting on the seed log the
*call site* builds (`test_main_window_shell.gd`), not on a `LogPlayer` the test made.
**Prove it.** Before accepting a fix, re-break the code, run the suite, and *watch the new
test fail*. If it doesn't, the test is decoration. This is now the standard for any fix
that claims to guard a regression.
---
## 2. GDScript default parameters turn an arity change into a silent miscompile
**M4-a.** Every parameter of `LogPlayer._init` has a default, so
`LogPlayer.new("Vexcca", "sellsword", "Fortune spits on you")` — the *old* 3-arg call —
compiled without a warning against the *new* 4-arg signature. `"sellsword"` bound to
`race_id` (rejected → `""`), the Luck descriptor bound to `calling_id` (rejected → `""`),
and `luck_descriptor` defaulted to `""`. The live shell and both proving scenes emitted a
player block of four empty strings — which fails the very JSON Schema that migration had
just tightened. Two `push_error`s fired into a log nobody was reading.
**Why it survived review:** the migration was verified with
`grep -rn "class_id" client api docs content`, which came back clean. **Grep cannot see
positional arguments.** The field name was gone; the *call sites* were not.
**The guard:** when changing a function's arity or parameter order, grep for the
**callers** (`grep -rn "LogPlayer.new("`), never for the field name. And if the type is
constructed in a scene or harness that no unit test touches, that is exactly where the
bug will live — write the test that loads it.
---
## 3. A determinism test that compares two runs tests nothing
**M4-a.** Character creation is seeded: the same seed must always produce the same
character (charter §10). The test built the character twice and asserted the two were
equal. Both runs change *together* — so reordering `Attributes.IDS` from
`str,dex,con,fth,mag` to anything else would have silently rewritten **every seeded
character in every future save**, with the suite fully green.
**The guard:** pin the **stream**, not the symmetry. `test_golden_vector_pins_the_rng_stream`
hardcodes the exact five attribute values *and the exact hidden Luck* for a fixed seed. It
was proven to fail against a reordered `Attributes.IDS`.
Any RNG-order contract (creation now; combat seeding at M5; saves at M9) needs a golden
vector. Two-runs-agree is not a determinism test.
---
## 4. A closed vocabulary is not bounded if the model can repeat a tag
**Currency.** Charter §6 gives NPCs eight moves and *no quantity argument*, deliberately:
the model picks from a closed vocabulary and never invents a number (§2). But
`TagExtractor` returns **every** occurrence of a tag, `MoveValidator` is a pure membership
test, and `MoveApplier` looped and applied each one. So a model emitting
`[MOVE: accept_item(copper)]` forty-seven times drained a 47-copper purse, and ten
`[MOVE: give_item(gold)]` tags minted 100,000c.
**The model chose the amount, in unary.** Rejecting a quantity argument bought nothing;
repetition smuggled the integer back in.
**The guard:** a move applies **at most once per reply**, keyed on `name(id)`. And
`adjust_disposition`'s `MAX_DELTA` now caps the reply's **net** swing — it used to clamp
per *tag*, so three `+15`s moved standing by 45, the exact "wholesale swing" its own
comment forbids.
**The general lesson:** when the defence is "the model can only pick from a list," ask what
happens if it picks the *same item N times*. Validation that is a membership test is not a
rate limit.
---
## 5. One fact, two homes — and only one of them is guarded
**M4-a.** The calling roster (`sellsword`, `reaver`, …) needs to be known by the client
(`Callings.IDS`), the JSON Schema the API validates against, the *origin* schema, and the
content blurb files. A parity test guarded code ↔ canon-log schema. It did **not** guard:
- `docs/canon-log.md`*the* cross-boundary contract doc, still documenting `class_id`.
- `.claude/skills/world-building/references/schema.md` — a **shipped authoring tool** whose
job is to emit content in the exact format the build consumes. It still told authors to
write `allowed_classes`. Any origin authored with it would have been rejected by the
schema, and at runtime `NewGame` would have read `allowed_callings``[]` → **every
calling forbidden.**
**The guard:** when a roster or enum exists in more than one place, enumerate **every**
copy — including prose docs and tooling — and add a parity test per machine-readable copy.
Ask specifically: *is there a doc, a skill, or a template that also writes this down?*
---
## 6. Generated content has a client consumer
**Duncarrow purge.** `content/world/**` is emitted by `content_build`, but it is also
**read by the client** (`content_db.gd` via the harnesses, plus `test_content_db.gd`).
Deleting generated content is therefore a *client* change, not a content change, and will
break client tests.
**The guard:** after any content change, run `PYTHONPATH=tools python3 -m content_build
--check`, then `git diff --stat dev...HEAD -- content/world content/server` and confirm
nothing changed that you did not intend.
---
## 7. An assertion can pass because one string happens to sit inside another
**M4-b.** `assert_string_contains(line, Callings.armor(id))` checked that a calling's
detail line mentioned its armour — using the **raw** table value (`"light"`, `"none"`),
not the word the card actually prints (`"light armour"`, `"no armour"`). For
light/medium/heavy this passed **by accident**: `"light"` is a substring of `"light
armour"`. It broke only on the Hedge-Mage, the one calling with `armor: "none"`, because
`"none"` is not a substring of `"no armour"`. Delete the Hedge-Mage and the bug goes
dormant and silent — nothing else in the roster would ever expose it.
The same species, same milestone: `assert_string_contains(line, str(Callings.skill_count(id)))`
could not fail for the Reaver — its skill count is 2, and `"2"` is already sitting inside
`"d12"` (its hit die). Hardcoding the wrong skill count in the card would still pass, satisfied
by a digit in an unrelated number.
**The guard:** anchor the assertion to the **full derived phrase** the code actually
produces (`CreationCopy.armor_word(id)`, `"picks %d skills" % Callings.skill_count(id)`),
never to a bare fragment that might coincidentally be present for the wrong reason. If an
assertion would still pass with the code deleted and a different, unrelated number
substituted, it is checking overlap, not correctness.
---
## 8. A wrapper can hide the void it was supposed to catch
**M4-b.** A §7 sweep asserted every race×calling combination's DM-panel prose was
non-empty — the guard meant to catch a blank `ContentDB` leaking onto the one screen that
must never show a raw error. But the binder wraps prose in BBCode (`"[i]%s[/i]"`) and the
origin panel always emits its own literal connective (`" Now you carry a %s's work — "`)
even when every authored fragment and blurb is blank. `"[i][/i]".strip_edges().is_empty()`
reads `false` regardless of what content actually rendered. The 28-combination sweep was
proving the *wrapper* is non-empty, not that the guard against a blank `ContentDB` held.
**The guard:** when a value is always wrapped in a fixed template before display, assert
that the render **contains the payload's own string** (and that the payload's own string
is itself non-blank) — never just that the wrapped result is non-empty. A non-empty
assertion downstream of a non-empty literal proves nothing.
---
## 9. A test that asserts the script's own loop bound, not the artifact
**M4-b.** `test_five_ability_cards_never_six` asserted `_ability_cards.size() == 5` — but
that array is filled by the binder's own `for i in range(5)`, so it is exactly 5 **by
construction**, independent of what the scene actually contains. An `Ab5` node could be
added to the `.tscn` and this test stayed green while a sixth ability card — the exact
regression §7 exists to prevent — rendered on screen.
**The guard:** interrogate the artifact, not the code that reads it.
`get_node_or_null("Ab5")` must be null, or `get_child_count()` on the authored container
must equal the expected count. A test whose only source of truth is a literal in the same
file it is meant to be guarding is not a test of that file.
---
## 10. A guard whose only fixture makes it trivially true
**M4-b.** `test_only_the_origin_s_allowed_callings_are_shown` checked that shown calling
cards equal the origin's `allowed_callings`. The only origin in the game (the deserter)
allows all seven callings, and cards default to visible — so the assertion was `7 == 7`
no matter what the hiding logic did. **Deleting the entire hide branch left the test
green.**
**The guard:** a gating rule needs a fixture that actually gates. Inject a restrictive
origin (the injection seam for `origin`/`ContentDB` already existed for exactly this) that
allows a strict subset, and assert the excluded cards are absent. A test with only the
permissive case in play is not testing the restrictive path at all.
---
## 11. An assertion that was already true before the action under test ran
**M4-b.** A re-roll test asserted `"points left: 3"` **after** calling re-roll — but a
freshly-constructed draft already reads 3 points left. Removing `spend = {}` from
`reroll()` entirely left the test green, because the assertion never depended on the
reset actually happening.
The same species bit a displayed-scores test harder: it asserted the ability cards show
`draft.final()` values, but spent zero points before checking — so `final() == rolled()`
and a binder bug that read `rolled` instead of `final` (arguably the single most obvious
possible bug in a point-buy panel) passed clean.
**The guard:** drive the state away from its default before asserting the reset or the
derivation. Spend a point, *then* re-roll and check the pool refilled. Spend a point,
*then* check the card shows the spent value, not the rolled one. If the assertion would
already hold on a brand-new object with no action taken, the test has not exercised
anything.
---
## 12. A "covers everything" claim that covers three things
**M4-b.** `test_committed_tres_matches_builder` is the drift guard between the theme
builder and the committed `.tres` artifact — the thing that stops "changed the palette,
forgot to regenerate" from shipping silently. The plan described it as iterating
`ThemeKeys.ALL`. It did not: it checked a hardcoded list of exactly three
variation/state pairs, so every variation added since — including all five this
milestone added for the creation screen — could drift from its generator with the test
still green.
**It took three fixes, and that is the actual lesson.**
- **Fix 1** replaced the hardcoded three with `ThemeKeys.ALL`. Still could not fail: `ALL`,
*by its own docstring*, holds stylebox variations only — it deliberately excludes the six
**font roles**. Change a palette colour used only by a font role, skip the regen, ship a
stale theme, green.
- **Fix 2** added `FONT_ROLES` and iterated both. Still could not fail: the builder also
styles some **base types** directly (`RichTextLabel`'s font, italics font, size and
colour), and those are in neither set. `RichTextLabel` is what renders every line of DM
prose on the creation screen.
- **Fix 2 also added a meta-guard** — a test that walks the builder's own output and fails
if it styles anything that no set covers. That guard was written *specifically* to make a
third miss impossible. It contained this:
```gdscript
if fresh.get_type_variation_base(variation) == &"":
continue # a BASE type, not a variation
```
**The meta-guard's one exemption was exactly the gap it existed to catch.**
**The guard:** when a guard is described as covering "every X," check that it enumerates
`X.ALL` (or equivalent) rather than a literal list someone wrote down once — and then check
what `X.ALL` actually *contains*, because a set's name is not its contents. Make the failure
message name the specific variation and property that drifted; a guard that only says "theme
mismatch" does not tell the next person which of forty checks failed.
**And the harder lesson: a guard-of-a-guard with an exemption in it is not a guard.** If you
write a meta-test to prove a set is complete, every `continue` and every `if … : return` in
it is a hole you are cutting on purpose. Assert on the exempted case instead of skipping it,
or you have built the very thing you were trying to prevent, one level up, where nobody will
look for it.
---
## 13. A node-type sweep that misses the types that matter most
**M4-b.** The §7 Luck-invisibility guard swept `find_children("*", "Label", ...)` across
the creation screen looking for the word "luck." `RichTextLabel` does **not** extend
`Label` in Godot's class hierarchy — and the two `RichTextLabel` nodes on the screen were
the only nodes rendering authored prose (the DM origin panel and the calling detail
panel), i.e. the single likeliest place for a stray "luck" to leak onto the screen. The
sweep also missed every `Button` (whose text is a property, not a child Label) and
`LineEdit.placeholder_text`.
**The guard:** a sweep for "does this string appear anywhere on screen" must walk
`Control` and check every text-bearing property that type can hold (`text`, `.text` on
buttons, `placeholder_text`, `bbcode_text`), not one Label subclass. Naming the node type
you filtered on is not the same as covering the node types that carry the content you care
about.
---
## 14. A test that calls the handler instead of pressing the button
**M4-b.** Every interaction test for the creation screen invoked `_on_race_pressed(i)` /
`_on_calling_pressed(i)` / etc. directly. **Commenting out `_wire()` entirely — the method
that connects every button's `pressed` signal to its handler — left the whole suite
green**, because no test ever went through the signal. A mis-bound `bind(i)` (wrong card
wired to the wrong index) would have been equally invisible.
**The guard:** drive the interaction through the actual node —
`button.pressed.emit()` (or, for a real click, `button.pressing`/`gui_input`) — not the
handler function. This covers the wiring *and* the index binding for free, and it is the
only way a test can tell you a button that looks correct in the editor is inert at
runtime.
---
## 15. GUT can skip a test file with a warning, not a failure
**M4-b.** A new `class_name`-declaring script (`CreationDraft`, `CreationCopy`) needs
Godot's `.godot/` import cache rebuilt before GUT can resolve the global class name from a
sibling test file. Until that happens, the test file fails to parse and GUT **silently
skips it with a `WARNING`**, not a failure — and the run still prints `All tests passed!`,
at the **old** test count. A TDD RED phase against a brand-new global class can therefore
be **fake**: you believe you watched the new test fail, but it never ran at all.
**The guard:** check the test **count**, every time, not the green banner text. If a
change was supposed to add N tests and the total didn't move, the suite lied by omission.
`rm -rf .godot && ./run_tests.sh` forces the cache rebuild if a new file seems to be
missing.
---
## 16. A test can hang instead of fail
**M4-b.** The natural way to write "drain the point-buy pool" in a test is
`while draft.points_left() > 0: plus.pressed.emit()`. Run that against a broken `_wire()`
(trap 14) and `points_left()` never changes — the loop **never terminates**, and the test
runner hangs instead of reporting a failure.
**The guard:** bounded `for` loops only, with an explicit iteration cap well above the
expected count, and an assertion after the loop that the expected end-state was actually
reached. A test that can hang is worse than a test that can silently pass — it costs a
human a wall-clock timeout to even learn something is wrong.
---
## 17. Asserting against a value the engine derives from the thing under test
**M4-b, the F6 pass.** The race cards were authored 108px tall, and their text — the
trait line — visibly rendered *below the card's bottom border* in the running game. The
guard written for it read:
```gdscript
var needed := box.get_combined_minimum_size().y # 114
assert_lte(needed, box.size.y) # box.size.y is ALSO 114
```
It passed. Not against the fix — **against the bug.** The card was put back to its
overflowing 108px and the suite stayed green, 29/29.
The reason is a Godot rule that is easy to forget: **`Control.size` is clamped UP to
`get_combined_minimum_size()`.** The `Box` is anchored inside the card, so a 108px card
leaves it 82px of room — but the Box does not *become* 82px tall. It reports 114, its own
minimum, and quietly overflows the card's border. So the assertion compared 114 against
114: `needed <= box.size.y` is not a size check at all, it is `x <= x`. It could never
have failed, for any card, at any height.
**The guard:** assert against the container that actually *clips* — the card — not
against the child, whose size the engine has already reconciled with the very number you
are testing:
```gdscript
var available: float = card.size.y - box.offset_top + box.offset_bottom # 82
assert_lte(needed, available) # 114 <= 82 -> RED
```
The general shape: **if the engine derives B from A, then `assert(A <= B)` is a
tautology, not a test.** Layout, min-size, and any auto-fitted value are all A-and-B.
Reach for a number the engine computed from a *different* source — the parent, the
authored constant, the viewport — or the assertion is checking that arithmetic works.
Related: this is trap 11's family (an assertion already true before the action ran), but
it is worse — this one is true *by construction*, so no amount of driving state can
redeem it.
**Corollary, same fix:** geometry assertions are meaningless before the container tree has
sorted. On the frame `add_child()` runs, a race card reports **102px** wide and its
autowrapped blurb reports a **2508px** minimum height. `await get_tree().process_frame`
twice, or the guard fails for a reason that has nothing to do with the bug.
---
## The checklist this all reduces to
- Can the new test **fail**? Re-break the code and watch it. If it can't fail, it isn't a test.
- Changed an **arity or parameter order**? Grep the *callers*, not the field name.
- Anything **seeded**? Pin the stream with a golden vector.
- Anything the **model can emit**? Ask what happens if it emits it *twice*.
- Any fact written down **twice**? Guard every copy — including docs and tooling.
- Touched **content**? Check the generated tree and the build.
- Does an assertion string appear **only as a fragment** of another string? Anchor to the
full derived phrase.
- Is the value under test **always wrapped** in a fixed template first? Assert on the
payload, not the wrapper.
- Could the assertion be reading a bound the **test's own setup** guarantees, rather than
the artifact under test?
- Does the fixture make the guard's condition **trivially true** regardless of the logic
it claims to check?
- Would the assertion **already hold before the action under test runs**? Drive state away
from its default first.
- Does "covers everything" actually **iterate the full set**, or a hardcoded sample of it?
- Does a node-type sweep account for **every type** that can carry the content, not just
the common one?
- Does the test **press the node** (emit the real signal), or call the handler directly?
- Did the test **count** move by the expected amount — not just the green banner?
- Can the test **hang** on a broken precondition? Bound every loop.
- Is the assertion's right-hand side **derived by the engine from its left-hand side**
(`Control.size` vs `get_combined_minimum_size()`)? Then it is `x <= x`. Measure against
the parent that clips, not the child that reports.
- Is it a **geometry** assertion? Let the container tree sort first, or it measures an
unlaid-out node.