give_item(gold) is +10,000c and does NOT mark gifts_given — that gate is a global one-shot keyed by item id, so marking money would let an NPC pay you exactly once per campaign. accept_item(<denom>) is offered only for the denominations the purse can actually pay. The eight moves do not grow. MoveValidator is untouched. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
41 lines
1.5 KiB
GDScript
41 lines
1.5 KiB
GDScript
class_name NpcContent
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extends RefCounted
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## Computes available_moves — the single home of move legality (§6). Reads the
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## NPC's non-spoiler capability block and filters by live game state so the model
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## is shown exactly what it may legally do this turn. persona/knowledge on the
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## same file are server-only and ignored here.
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const UNIVERSAL := ["adjust_disposition", "refuse", "end_conversation", "become_hostile"]
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static func available_moves(npc_dict: Dictionary, game_state, canon_log) -> Array:
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var moves: Array = []
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var caps: Dictionary = npc_dict.get("capabilities", {})
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for q in caps.get("offerable_quests", []):
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if not canon_log.has_quest(q):
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moves.append("offer_quest(%s)" % q)
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for t in caps.get("revealable_topics", []):
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if not game_state.is_revealed(t):
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moves.append("reveal(%s)" % t)
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for i in caps.get("giveable_items", []):
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# Currency is exempt from the one-shot gift gate — an NPC can pay you twice.
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if Currency.is_currency(i) or not game_state.is_gift_given(i):
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moves.append("give_item(%s)" % i)
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for item_id in game_state.inventory.keys():
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if int(game_state.inventory[item_id]) > 0:
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moves.append("accept_item(%s)" % item_id)
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# Money is not in the inventory dict, so it needs its own offer. Only the
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# denominations the purse can actually pay: an NPC cannot ask a party holding
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# 47c for a gold coin.
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for denom in Currency.VALUES:
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if game_state.purse_copper >= Currency.value(denom):
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moves.append("accept_item(%s)" % denom)
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moves.append_array(UNIVERSAL)
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return moves
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