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code_of_conquest_dnd/client/scripts/ui/shell/shell_state.gd

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GDScript

class_name ShellState
extends RefCounted
## The HUD state the Main Window shell owns (§2: state). Seed values mirror mock
## 2a; later systems (combat vitals, inventory consumables) become the writers.
## No Luck/LCK value lives here — it is never surfaced (§7).
var vitals: Dictionary = {"hp": 0, "hp_max": 0, "mp": 0, "mp_max": 0, "gold": 0}
var turn_order: Array[TurnEntry] = []
var consumables: Array = []
var round_label: String = ""
var location_label: String = ""
var dock_open: bool = true
func toggle_dock() -> bool:
dock_open = not dock_open
return dock_open
static func seed() -> ShellState:
var s := ShellState.new()
s.vitals = {"hp": 42, "hp_max": 60, "mp": 18, "mp_max": 30, "gold": 1240}
s.turn_order = [
TurnEntry.new("EL", 17, &"you", true, false),
TurnEntry.new("DW", 12, &"ally"),
TurnEntry.new("HU", 9, &"ally"),
TurnEntry.new("GK", 0, &"enemy", false, true),
]
var labels := ["Salve", "Draught", "Bomb", "Antidote", "Ration", "Torch", "", ""]
s.consumables = []
for i in range(labels.size()):
s.consumables.append({"hotkey": i + 1, "label": labels[i]})
s.round_label = "ROUND 4"
s.location_label = "THE LOWER WARD"
s.dock_open = true
return s