6530625f4d3f088d3171070b6de1c1dd9c4b0e84
- build_game_theme.gd: extract build_theme() as a static func returning the fully-built Theme; _init() is now a thin save+quit wrapper. Enables a test to build a fresh Theme in memory without running the SceneTree main loop. - test_theme_resource.gd: add test_committed_tres_matches_builder() — builds a fresh Theme via the preloaded builder and compares bg_color against the committed game_theme.tres for PrimaryCTA/normal, ParchmentCard/panel, and DarkPanel/panel. Catches "palette/builder changed, .tres not regenerated." - build_game_theme.gd: give Tab, TabActive, and Chip explicit hover/pressed/ focus styleboxes (focus is StyleBoxEmpty to suppress the default ring) so they no longer fall back to Godot's default gray button on interaction. Add a disabled stylebox + font_disabled_color to PrimaryCTA for the unaffordable-CTA state the 2a shell will need. - theme_keys.gd: add HEADING/ACCENT/MONO font-role consts (kept out of ALL, which is stylebox-variation-only); build_game_theme.gd and theme_showcase.gd now reference them instead of raw StringName literals. - theme_showcase.gd: add an italic DM-voice RichTextLabel (EB Garamond italic face, spec §6) and two semantic-coloured chips (BLOOD for aggressive actions, GOLD for pay/faith) alongside the existing neutral chip, demonstrating the script-applied colouring from spec §5.3. - dark_bay.gdshader: comment noting the stripe uses FRAGCOORD (screen-space) while the vignette uses UV (node-local) — intended for full-bleed use. - surfaces/*.gd: ## comments documenting the accepted deviation from spec §5.4 (uniforms set at runtime from Palette rather than baked into the .tscn) — no behavior change. - Regenerated game_theme.tres via build_game_theme.gd. Full suite: 125/125 (was 124, +1 drift-guard test). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GFDm1ku9WDUacK2S78m2be
coc-rpg
AI-driven single-player, party-based fantasy RPG. Godot 4 client, FastAPI proxy, AI as Dungeon Master.
Read CLAUDE.md first — project charter and working agreement. It is the source of truth. If code disagrees with it, the charter wins until the charter is changed.
The one rule
Code owns state. AI owns text. (charter §2)
Repo layout
/client Godot 4.7 game client (GDScript) — ALL game state, ALL game rules
/docs Client-specific docs (scenes, input, combat wiring)
/api FastAPI proxy — auth, metering, prompt routing, logging (charter §4)
/docs API-specific docs (endpoints, model routing, deploy)
/prompts Role prompts — source code, versioned, reviewed (charter §5, §16)
/content Authored game data — quests, NPC knowledge lists, fallback text
/quests Story skeletons and quest definitions
/npcs Per-NPC knowledge lists (charter §6 — "the whole design")
/fallback Authored degraded-DM text for every AI surface (charter §13)
/docs Cross-cutting docs — roadmap, ADRs, planning affecting both sides
/adr Architecture Decision Records
The three processes (charter §4)
client (GDScript) ──HTTP──▶ api (FastAPI) ──▶ Replicate / Ollama
The client holds no API key, ever. It knows one base URL and a set of role endpoints. It sends game state, receives text.
Description
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