The three denominations are move tokens, not stored buckets — there is one integer, so change-making never arises. The deserter is down to 47c: under a silver, so he cannot cover a bed and the player sees it on turn one. A parity test guards the code-side ratios against the content-side ids. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
75 lines
3.1 KiB
GDScript
75 lines
3.1 KiB
GDScript
class_name NewGame
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extends RefCounted
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## New-game construction (spec "New-game construction"). Reads three immutable
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## inputs (origin, world, creation) and writes two products (CanonLog, GameState).
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## Nothing flows back up — charter §2 on the client. Validation is front-loaded:
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## a broken origin or illegal class fails here, loudly, not three scenes later.
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static func construct(origin: Dictionary, world: ContentDB, creation: Dictionary, rng: RandomNumberGenerator) -> Dictionary:
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var errors: Array = []
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# 1. content integrity — every referenced id must resolve in world content.
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for ref in world.unresolved_refs(origin):
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errors.append("unresolved ref: %s" % ref)
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# 2. build constraints — chosen class must be allowed by the origin.
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var bc: Dictionary = origin.get("build_constraints", {})
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var allowed: Array = bc.get("allowed_classes", [])
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var class_id: String = creation.get("class_id", "")
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if class_id not in allowed:
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errors.append("class not allowed by origin: %s" % class_id)
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if creation.get("name", "").strip_edges() == "":
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errors.append("player name is required")
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if not errors.is_empty():
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return {"ok": false, "errors": errors, "log": null, "state": null}
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# 3. roll Luck (numeric -> state only) and 4. the stat block (data only).
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var state := GameState.new()
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state.luck_base = Luck.roll_base(rng, int(bc.get("luck_modifier", 0)))
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state.luck = state.luck_base
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state.stats = {
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"str": _roll_stat(rng), "dex": _roll_stat(rng), "con": _roll_stat(rng),
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"fth": _roll_stat(rng), "mag": _roll_stat(rng),
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}
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# 5. assemble the canon log.
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var log := CanonLog.new()
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log.player = LogPlayer.new(creation.get("name", ""), class_id, state.luck_descriptor())
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var loc: Dictionary = world.location(origin["start_location_id"])
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log.set_location(loc.get("id", ""), loc.get("name", ""))
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var overrides: Dictionary = origin.get("disposition_overrides", {})
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var companion_ids := {}
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for c in world.companions():
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companion_ids[c["id"]] = true
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log.party.append(PartyMember.new(c["id"], c.get("name", ""), int(overrides.get(c["id"], 0))))
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# non-companion overrides go to game state, never the log (spec §5 / charter §6).
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for npc_id in overrides:
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if not companion_ids.has(npc_id):
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state.set_npc_disposition(npc_id, int(overrides[npc_id]))
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for line in origin.get("situation", []):
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log.push_event(line)
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for fact in origin.get("opening_facts", []):
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log.add_fact(fact)
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var quest_id: Variant = origin.get("start_quest_id", null)
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if quest_id != null:
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var qd: Dictionary = world.quest(quest_id)
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log.active_quests.append(Quest.new(qd.get("id", ""), qd.get("name", ""), "active", qd.get("objective", "")))
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# inventory grants -> game state (NOT the log). Charter §2. grant() routes
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# currency to the purse; everything else to the inventory dict.
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for grant in origin.get("inventory_grants", []):
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state.grant(grant.get("item_id", ""), int(grant.get("qty", 0)))
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return {"ok": true, "errors": [], "log": log, "state": state}
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static func _roll_stat(rng: RandomNumberGenerator) -> int:
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# 3d6 placeholder; the stat block is data-only in this plan. TUNABLE.
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return rng.randi_range(1, 6) + rng.randi_range(1, 6) + rng.randi_range(1, 6)
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