Files
code_of_conquest_dnd/client
Phillip Tarrant 6ef71aaa31 fix(shell): readable ink prose + uniform consumable tiles
The narration RichTextLabel had no theme styling, so it rendered near-white
and was unreadable on parchment. Add a base RichTextLabel style to the theme
(dark INK_BODY serif at 20px, italic face wired) — systemic and previews in
the editor; every parchment prose surface now reads as dark ink. Also clip
the consumable slot labels so a long name ("Antidote") can't stretch its tile
wider than the empty ones — all 8 stay a uniform 62px.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-11 09:47:21 -05:00
..
2026-07-09 11:17:54 -05:00

/client — Godot 4.7 game client

GDScript. Holds ALL game state and ALL game rules (charter §2, §4). The AI never mutates state; the client validates and applies everything.

Open: Godot 4.7, import this folder as the project (project.godot).

Responsibilities

  • All state: stats, HP/MP, inventory, quest flags, Luck, disposition/approval (§8, §9)
  • All rules: deterministic combat, Luck branch-selection, move validation (§6, §7, §10)
  • The canon log — compact structured fact list, code-maintained, injected into every call (§11)
  • Talks to /api over HTTP. No API key, ever. Knows one base URL + role endpoints (§4)
  • Degrades to authored fallback text (from /content/fallback) when the API is down (§13)

Key rule — never do this (charter §2)

If an AI response directly sets a variable that persists, stop. Parse → validate → apply or discard.

See docs/ for scene structure, input model, and combat wiring.