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code_of_conquest_dnd/client/docs/README.md
2026-07-10 10:12:21 -05:00

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# /client/docs
Client-specific documentation. Scoped to the Godot project.
Put here:
- Scene tree / autoload structure
- Input model — menu vs free-text boundary, which must be visible (§15)
- Combat wiring — deterministic damage, per-encounter seeding (§10)
- Canon log data structure and fact-harvesting (§11)
- HTTP client + fallback-degradation handling (§13)
Cross-cutting design (anything touching both client and api) goes in the root [`/docs`](../../docs), not here.
## Narrate live smoke (M2 client HTTP loop)
The `narrate_harness` scene is a throwaway proof of the client → `/dm/narrate`
loop. It is not the game UI.
**Prereqs:** the proxy running and Ollama reachable.
1. Start the proxy: from `api/`, `uvicorn app.main:app --port 8000` (with the
`.env` from `.env.example`; Ollama up at `OLLAMA_BASE_URL`).
2. In the Godot editor, open `res://scenes/narrate_harness.tscn` and run it (F6).
3. Click **Narrate this scene**. Expect grounded prose in the Narrator's voice
(referencing Greywater / Brannoc / the washed-out bridge), tags stripped, and
`facts harvested: N` with N ≥ 0.
4. **Degraded path:** stop the proxy and click again. Expect the authored
fallback line and `(degraded)` in the status — never an error.
Override the proxy URL with the `coc_rpg/proxy_base_url` project setting.