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code_of_conquest_dnd/client/scripts/state/game_state.gd
2026-07-10 12:34:33 -05:00

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class_name GameState
extends RefCounted
## Luck-centric game state (spec decision 5). The SOLE home of numeric Luck,
## stats, world-NPC dispositions, and inventory — none of which enter the canon
## log (charter §7/§2). The log reads only luck_descriptor() from here.
var luck: int = 0
var luck_base: int = 0
var stats: Dictionary = {} # {str, dex, con, fth, mag}
var npc_dispositions: Dictionary = {} # world-npc id -> int (100..100)
var inventory: Dictionary = {} # item_id -> qty
var revealed_topics: Dictionary = {} # topic_id -> true
var gifts_given: Dictionary = {} # item_id -> true (idempotency for give_item)
func set_luck(v: int) -> void:
luck = clampi(v, Luck.MIN, Luck.MAX)
func drift_luck(delta: int) -> void:
luck = Luck.drift(luck, luck_base, delta)
func luck_descriptor() -> String:
return Luck.descriptor(luck)
func set_npc_disposition(id: String, v: int) -> void:
npc_dispositions[id] = clampi(v, -100, 100)
func add_item(item_id: String, qty: int) -> void:
inventory[item_id] = int(inventory.get(item_id, 0)) + qty
func remove_item(item_id: String, qty: int) -> void:
var left := int(inventory.get(item_id, 0)) - qty
if left > 0:
inventory[item_id] = left
else:
inventory.erase(item_id)
func mark_revealed(topic_id: String) -> void:
revealed_topics[topic_id] = true
func is_revealed(topic_id: String) -> bool:
return revealed_topics.has(topic_id)
func mark_gift_given(item_id: String) -> void:
gifts_given[item_id] = true
func is_gift_given(item_id: String) -> bool:
return gifts_given.has(item_id)