Files
code_of_conquest_dnd/client/docs

/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, 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.