The purge plan assumed content/world/** was pure build output. The client reads it: content_db.gd loads content/world/topics/ (now absent, since every topic was Duncarrow-generated) and its tests asserted on deleted ids. - content_db: a missing content dir is an empty dir, not an error (§13) - test_content_db: repoint at cosmology canon; drop deleted npc.mera-fenn - test_content_db: assert the no-body-on-client invariant structurally, so it cannot pass vacuously when the topic set is empty - schema.md: finish repointing the worked example onto specimen.md's ids - restore a local real-bible --check smoke test (was only in CI) - roadmap: record that generated content has client consumers Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
/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
/apiover 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.