Files
code_of_conquest_dnd/client
Phillip Tarrant 0082765ee7 fix(theme): showcase renders every §6 element (3rd surface, 3 variations, all fonts, labelled swatches)
- _surfaces(): add VignetteOverlay.tscn alongside ParchmentPanel/DarkBay,
  backed by a Palette.STEEL ColorRect so the dim is visibly rendering.
- _variations(): add ItemTileEmpty (next to filled ItemTile), ParchmentInset,
  and DarkPanel stylebox nodes.
- _fonts(): new section rendering default serif body, Accent
  (Architects Daughter), and Mono (JetBrains Mono) labels at real sizes.
- _swatches(): wrap each ColorRect in a VBoxContainer with a Mono caption
  Label naming its Palette const, per spec's "labelled swatches."

No raw hex / Color(...) literals introduced; all colour via Palette.*, all
styleboxes via ThemeKeys.* variation names.
2026-07-10 20:46:25 -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.