TDD, one test cycle per task, green suite at every boundary. Task 4 carries the content swap and the generated-tree check (the Duncarrow lesson). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
32 KiB
Copper-Based Currency Implementation Plan
For agentic workers: REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (
- [ ]) syntax for tracking.
Goal: Replace the flat coin item with copper-based money — a single purse_copper integer on GameState, three denominations that exist only as bounded-move tokens, and formatting at the display edge.
Architecture: All money is stored as one integer, in copper. Currency (a static value type, shaped exactly like the existing Luck) holds the ratios and the formatter. Three content items — copper/silver/gold — are never inventory rows; they exist so a §6 bounded move can name a unit (give_item(gold) = +10,000c). GameState.grant() / take() are the single routing point: currency ids go to the purse, everything else to the inventory dict. Because currency never enters inventory, it cannot appear in an inventory grid — exclusion is structural, not a filter.
Tech Stack: Godot 4.7, GDScript, GUT (headless via client/run_tests.sh). Content is hand-written JSON under content/, checked by content_build.
Spec: docs/superpowers/specs/2026-07-12-currency-copper-design.md — read it before starting. Everything below implements it.
Global Constraints
- Charter §2 — code owns state. The AI never picks a money amount. The denominations are a closed vocabulary; a quantity argument on a move was explicitly rejected.
- Charter §6 — the eight moves do not grow.
give_item/accept_itemkeep their existing single-id signature.MoveValidatoris not modified. - Ratios live in code, prices live in content.
Currency.SILVER = 100,Currency.GOLD = 10000. The item JSONs carry novalue_copperfield — that would be a second source of truth. - The price table is out of scope. It is M8 content. Do not invent prices.
- Charter §18 — git. This is code, so it lands on
feat/currencyoffdev. Never commit tomaster. Do not merge todevuntil the human confirms. - The full client suite must be green at the end of every task. Run from
client/:./run_tests.sh - The content build must stay green. Run from the repo root:
PYTHONPATH=tools python3 -m content_build --check - Generated
content/world/**andcontent/server/**stay byte-identical except for the intentionalcontent/world/items/change (Task 4).content/world/**has a client consumer (content_db.gd) — this is the Duncarrow lesson. - Editor-first (ADR 0001).
MainWindowShell.tscnholds the authored node tree and its placeholder text. Edit the.tscn; never build nodes in_ready().
File Structure
| File | Responsibility |
|---|---|
client/scripts/state/currency.gd |
new. The value type: ratios, is_currency, value, format. Pure — no state, no I/O. |
client/scripts/state/game_state.gd |
Owns purse_copper. grant() / take() are the sole routing point between purse and inventory. |
client/scripts/npc/move_applier.gd |
Routes the two money moves through grant/take; marks gifts_given for real items only. |
client/scripts/npc/npc_content.gd |
Offers accept_item(<denom>) only when the purse can pay; exempts currency from the one-shot gift gate. |
client/scripts/newgame/new_game.gd |
inventory_grants route through state.grant(). |
client/scripts/ui/shell/shell_state.gd |
Seed placeholder becomes purse_copper. |
client/scripts/ui/shell/main_window_shell.gd |
The display edge — the only place Currency.format() is called. |
client/scenes/shell/MainWindowShell.tscn |
The authored purse label (node name + placeholder text). |
content/world/items/{copper,silver,gold}.json |
new. Denomination tokens. coin.json is deleted. |
content/origins/deserter.json |
Grants 47c instead of 3 coin. |
Existing tests use "coin" as a generic stand-in item id (in test_game_state, test_move_applier, test_npc_content). Those are not money tests — they just needed an item. As each is touched, the stand-in becomes "worn_shortsword" (a real, non-currency item), so no test is left asserting on an id that no longer exists.
Task 0: Branch
- Step 1: Cut the branch off
dev
git checkout dev
git status --porcelain # expect: clean
git checkout -b feat/currency
Task 1: The Currency value type
Files:
- Create:
client/scripts/state/currency.gd - Test:
client/tests/unit/test_currency.gd
Interfaces:
-
Consumes: nothing.
-
Produces: global class
Currencywithconst COPPER := 1,const SILVER := 100,const GOLD := 10000,const VALUES := {"copper": COPPER, "silver": SILVER, "gold": GOLD}, and three statics —is_currency(item_id: String) -> bool,value(item_id: String) -> int(returns0for a non-currency id),format(copper: int) -> String. Every later task depends on these exact names. -
Step 1: Write the failing test
Create client/tests/unit/test_currency.gd. Currency is referenced by global class_name (the convention in test_shell_state.gd, which uses ShellState/TurnEntry bare); run_tests.sh runs godot --headless --import first so a brand-new class_name resolves.
extends "res://addons/gut/test.gd"
func test_format_zero_is_copper():
assert_eq(Currency.format(0), "0c")
func test_format_sub_silver():
assert_eq(Currency.format(8), "8c")
assert_eq(Currency.format(47), "47c")
func test_format_exact_denominations():
assert_eq(Currency.format(100), "1s")
assert_eq(Currency.format(10000), "1g")
func test_format_full_ladder():
assert_eq(Currency.format(143), "1s 43c")
assert_eq(Currency.format(347), "3s 47c")
assert_eq(Currency.format(124008), "12g 40s 8c")
func test_format_skips_empty_middle_and_tail():
assert_eq(Currency.format(10008), "1g 8c", "an empty silver place is skipped, not zero-padded")
assert_eq(Currency.format(124000), "12g 40s", "an empty copper place is skipped")
func test_value_of_each_denomination():
assert_eq(Currency.value("copper"), 1)
assert_eq(Currency.value("silver"), 100)
assert_eq(Currency.value("gold"), 10000)
func test_non_currency_id_is_not_money():
assert_false(Currency.is_currency("worn_shortsword"))
assert_eq(Currency.value("worn_shortsword"), 0)
func test_currency_ids_are_currency():
for id in ["copper", "silver", "gold"]:
assert_true(Currency.is_currency(id), "%s is money" % id)
- Step 2: Run the test to verify it fails
Run from client/:
./run_tests.sh -gtest=res://tests/unit/test_currency.gd
Expected: FAIL — the parser cannot resolve the identifier Currency (it does not exist yet).
- Step 3: Write the implementation
Create client/scripts/state/currency.gd. Follow the Luck precedent in the same directory: class_name, extends RefCounted, all-static, tunable constants at the top, no autoload (the project has none).
class_name Currency
extends RefCounted
## Money. Everything is stored in COPPER — one integer, on GameState.purse_copper.
## The denominations exist so a bounded §6 move can name a unit (give_item(gold)
## is +10,000c); they are NOT stored buckets, so change-making never arises.
##
## The ratios are rules and live here in code. PRICES are content and live in
## /content (roadmap: "the economy is two systems"). Formatting happens only at
## the display edge — this is the one place that knows what "12g 40s 8c" means.
const COPPER := 1
const SILVER := 100
const GOLD := 10000
const VALUES := {"copper": COPPER, "silver": SILVER, "gold": GOLD}
static func is_currency(item_id: String) -> bool:
return VALUES.has(item_id)
static func value(item_id: String) -> int:
return int(VALUES.get(item_id, 0))
static func format(copper: int) -> String:
# Empty denominations are suppressed and at least one unit always shows:
# "0c", "47c", "1g 8c", "12g 40s". "0g 0s 8c" reads as a spreadsheet, not a
# purse — and being broke should read as poverty (§3).
if copper <= 0:
return "0c"
var parts: Array[String] = []
var left := copper
var gold := left / GOLD # int division
if gold > 0:
parts.append("%dg" % gold)
left -= gold * GOLD
var silver := left / SILVER
if silver > 0:
parts.append("%ds" % silver)
left -= silver * SILVER
if left > 0:
parts.append("%dc" % left)
return " ".join(parts)
- Step 4: Run the test to verify it passes
./run_tests.sh -gtest=res://tests/unit/test_currency.gd
Expected: PASS, 8 tests.
- Step 5: Run the full suite
./run_tests.sh
Expected: all green. Nothing else references Currency yet.
- Step 6: Commit
git add client/scripts/state/currency.gd client/tests/unit/test_currency.gd
git commit -m "feat(currency): the Currency value type — copper, ratios, formatting
One integer, stored in copper. The ratios are rules and live in code; prices
are content and land in M8. format() suppresses empty denominations so being
broke reads as '47c', not '0g 0s 47c'."
Task 2: The purse on GameState
Files:
- Modify:
client/scripts/state/game_state.gd - Test:
client/tests/unit/test_game_state.gd
Interfaces:
-
Consumes:
Currency.is_currency(),Currency.value()from Task 1. -
Produces:
GameState.purse_copper: int(defaults to0);GameState.add_copper(amount: int) -> void(clamps at0);GameState.grant(item_id: String, qty: int) -> voidandGameState.take(item_id: String, qty: int) -> void— the sole routing point. Tasks 3 and 4 callgrant/takeand nothing else.add_item/remove_itemremain as the raw inventory primitives and keep their current behaviour. -
Step 1: Write the failing tests
In client/tests/unit/test_game_state.gd, first replace the "coin" stand-in in the two existing tests — it is about to stop being an item, and these tests are not about money. Change test_add_item_accumulates and test_remove_item_decrements_and_floors_at_zero to use "worn_shortsword":
func test_add_item_accumulates():
var s = GameState.new()
s.add_item("worn_shortsword", 3)
s.add_item("worn_shortsword", 2)
assert_eq(s.inventory["worn_shortsword"], 5)
func test_remove_item_decrements_and_floors_at_zero():
var gs = GameState.new()
gs.add_item("worn_shortsword", 3)
gs.remove_item("worn_shortsword", 2)
assert_eq(gs.inventory.get("worn_shortsword", 0), 1)
gs.remove_item("worn_shortsword", 5)
assert_eq(gs.inventory.get("worn_shortsword", 0), 0)
Then append the new purse tests to the same file:
func test_purse_starts_empty():
assert_eq(GameState.new().purse_copper, 0)
func test_grant_currency_lands_in_the_purse_not_the_inventory():
var gs = GameState.new()
gs.grant("silver", 2)
assert_eq(gs.purse_copper, 200)
assert_eq(gs.inventory.size(), 0, "money is never an inventory row")
func test_grant_non_currency_lands_in_the_inventory():
var gs = GameState.new()
gs.grant("worn_shortsword", 1)
assert_eq(gs.inventory.get("worn_shortsword", 0), 1)
assert_eq(gs.purse_copper, 0)
func test_take_currency_spends_from_the_purse():
var gs = GameState.new()
gs.grant("gold", 1)
gs.take("copper", 5)
assert_eq(gs.purse_copper, 9995)
func test_take_currency_clamps_at_zero():
var gs = GameState.new()
gs.grant("copper", 47)
gs.take("gold", 1)
assert_eq(gs.purse_copper, 0, "the purse never goes negative")
func test_take_non_currency_removes_from_the_inventory():
var gs = GameState.new()
gs.grant("worn_shortsword", 2)
gs.take("worn_shortsword", 1)
assert_eq(gs.inventory.get("worn_shortsword", 0), 1)
- Step 2: Run the tests to verify they fail
./run_tests.sh -gtest=res://tests/unit/test_game_state.gd
Expected: FAIL — purse_copper, grant, and take do not exist on GameState.
- Step 3: Write the implementation
In client/scripts/state/game_state.gd, add the field next to inventory:
var inventory: Dictionary = {} # item_id -> qty (NEVER money — see purse_copper)
var purse_copper: int = 0 # ALL money, in copper. One integer (§4.1 of the spec).
Add these methods below remove_item:
func add_copper(amount: int) -> void:
purse_copper = maxi(0, purse_copper + amount)
func grant(item_id: String, qty: int) -> void:
# The single routing point (with take): currency lands in the purse, every
# other item in the inventory dict. Money is never an inventory row, so it
# can never surface in an inventory grid — exclusion by construction.
if Currency.is_currency(item_id):
add_copper(Currency.value(item_id) * qty)
else:
add_item(item_id, qty)
func take(item_id: String, qty: int) -> void:
if Currency.is_currency(item_id):
add_copper(-Currency.value(item_id) * qty)
else:
remove_item(item_id, qty)
The clamp in add_copper is defence in depth. Affordability is gated upstream by NpcContent (Task 3) — the clamp is not the mechanism.
- Step 4: Run the tests to verify they pass
./run_tests.sh -gtest=res://tests/unit/test_game_state.gd
Expected: PASS.
- Step 5: Run the full suite
./run_tests.sh
Expected: all green.
- Step 6: Commit
git add client/scripts/state/game_state.gd client/tests/unit/test_game_state.gd
git commit -m "feat(currency): purse_copper on GameState, with grant/take routing
One int holds all money. grant/take are the sole routing point — currency ids
go to the purse, everything else to inventory. Money is never an inventory row.
The 'coin' stand-in in the two unrelated inventory tests becomes
worn_shortsword; they were never about money."
Task 3: The two money moves
Files:
- Modify:
client/scripts/npc/move_applier.gd:22-29 - Modify:
client/scripts/npc/npc_content.gd:23-30 - Test:
client/tests/unit/test_move_applier.gd - Test:
client/tests/unit/test_npc_content.gd
Interfaces:
- Consumes:
GameState.grant()/take()/purse_copper(Task 2);Currency.is_currency()/value()/VALUES(Task 1). - Produces: nothing new.
MoveValidatoris not touched —give_item/accept_itemare already in itsID_MOVES, and legality is membership inavailable_moves, whichNpcContentnow computes correctly for money.
This is the task the whole design exists for. Two facts about the current code drive it:
give_item(x)adds exactly 1 and carries no quantity — so a money id must be a denomination, not a unit count.mark_gift_given(i)is a global one-shot keyed by item id, andnpc_content.gd:25only offersgive_item(i)whennot is_gift_given(i)— so currency must be exempt from that gate, or an NPC could hand over money exactly once per campaign.
- Step 1: Write the failing tests
In client/tests/unit/test_move_applier.gd, replace test_accept_item_removes_from_inventory (it uses the "coin" stand-in) and append the money tests:
func test_accept_item_removes_from_inventory():
var gs = GameState.new()
gs.add_item("worn_shortsword", 2)
MoveApplier.apply([_m("accept_item", ["worn_shortsword"])], gs, CanonLog.new(), _content(), "fenn")
assert_eq(gs.inventory.get("worn_shortsword", 0), 1)
func test_give_item_currency_pays_the_purse():
var gs = GameState.new()
MoveApplier.apply([_m("give_item", ["gold"])], gs, CanonLog.new(), _content(), "fenn")
assert_eq(gs.purse_copper, 10000)
assert_eq(gs.inventory.size(), 0, "money is never an inventory row")
func test_give_item_currency_is_not_a_one_shot_gift():
# gifts_given is a GLOBAL one-shot keyed by item id. If money were marked, an
# NPC could hand over coin exactly once, ever, for the whole campaign.
var gs = GameState.new()
MoveApplier.apply([_m("give_item", ["gold"])], gs, CanonLog.new(), _content(), "fenn")
MoveApplier.apply([_m("give_item", ["gold"])], gs, CanonLog.new(), _content(), "fenn")
assert_eq(gs.purse_copper, 20000)
assert_false(gs.is_gift_given("gold"), "currency is exempt from the one-shot gate")
func test_give_item_real_item_still_marks_the_one_shot_gate():
var gs = GameState.new()
MoveApplier.apply([_m("give_item", ["amulet"])], gs, CanonLog.new(), _content(), "fenn")
assert_eq(gs.inventory.get("amulet", 0), 1)
assert_true(gs.is_gift_given("amulet"))
func test_accept_item_currency_spends_the_purse():
var gs = GameState.new()
gs.grant("gold", 1)
MoveApplier.apply([_m("accept_item", ["silver"])], gs, CanonLog.new(), _content(), "fenn")
assert_eq(gs.purse_copper, 9900)
In client/tests/unit/test_npc_content.gd, replace test_accept_item_offered_per_held_item (the "coin" stand-in) and append:
func test_accept_item_offered_per_held_item():
var gs = GameState.new()
gs.add_item("worn_shortsword", 2)
var moves = NpcContent.available_moves(_fenn(), gs, CanonLog.new())
assert_true("accept_item(worn_shortsword)" in moves)
func test_a_broke_party_is_asked_for_nothing():
var moves = NpcContent.available_moves(_fenn(), GameState.new(), CanonLog.new())
for denom in ["copper", "silver", "gold"]:
assert_false("accept_item(%s)" % denom in moves, "an empty purse cannot pay a %s" % denom)
func test_accept_item_denomination_gated_on_affordability():
var gs = GameState.new()
gs.grant("copper", 347)
var moves = NpcContent.available_moves(_fenn(), gs, CanonLog.new())
assert_true("accept_item(copper)" in moves)
assert_true("accept_item(silver)" in moves)
assert_false("accept_item(gold)" in moves, "347c cannot pay a gold coin")
func test_a_gold_coin_is_asked_for_once_affordable():
var gs = GameState.new()
gs.grant("gold", 1)
var moves = NpcContent.available_moves(_fenn(), gs, CanonLog.new())
assert_true("accept_item(gold)" in moves)
func test_currency_gift_is_offered_repeatedly():
var npc := _fenn()
npc["capabilities"]["giveable_items"] = ["copper", "amulet"]
var gs = GameState.new()
gs.mark_gift_given("copper")
gs.mark_gift_given("amulet")
var moves = NpcContent.available_moves(npc, gs, CanonLog.new())
assert_true("give_item(copper)" in moves, "money is not a one-shot gift")
assert_false("give_item(amulet)" in moves, "a real item still is")
- Step 2: Run the tests to verify they fail
./run_tests.sh -gtest=res://tests/unit/test_move_applier.gd
./run_tests.sh -gtest=res://tests/unit/test_npc_content.gd
Expected: FAIL — give_item(gold) currently calls add_item("gold", 1) and marks the gift, and no denomination is ever offered as an accept_item.
- Step 3: Write the implementation
In client/scripts/npc/move_applier.gd, replace the two money branches:
"give_item":
var i: String = str(args[0])
game_state.grant(i, 1)
if not Currency.is_currency(i):
game_state.mark_gift_given(i) # the one-shot gate is for real items only
"accept_item":
game_state.take(str(args[0]), 1)
In client/scripts/npc/npc_content.gd, change the giveable_items loop and add the denomination loop after the inventory loop:
for i in caps.get("giveable_items", []):
# Currency is exempt from the one-shot gift gate — an NPC can pay you twice.
if Currency.is_currency(i) or not game_state.is_gift_given(i):
moves.append("give_item(%s)" % i)
for item_id in game_state.inventory.keys():
if int(game_state.inventory[item_id]) > 0:
moves.append("accept_item(%s)" % item_id)
# Money is not in the inventory dict, so it needs its own offer. Only the
# denominations the purse can actually pay: an NPC cannot ask a party holding
# 47c for a gold coin.
for denom in Currency.VALUES:
if game_state.purse_copper >= Currency.value(denom):
moves.append("accept_item(%s)" % denom)
- Step 4: Run the tests to verify they pass
./run_tests.sh -gtest=res://tests/unit/test_move_applier.gd
./run_tests.sh -gtest=res://tests/unit/test_npc_content.gd
Expected: PASS.
- Step 5: Run the full suite
./run_tests.sh
Expected: all green.
- Step 6: Commit
git add client/scripts/npc/move_applier.gd client/scripts/npc/npc_content.gd \
client/tests/unit/test_move_applier.gd client/tests/unit/test_npc_content.gd
git commit -m "feat(currency): money moves through the bounded vocabulary (§6)
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."
Task 4: Content — the denominations replace coin
Files:
- Delete:
content/world/items/coin.json - Create:
content/world/items/copper.json,content/world/items/silver.json,content/world/items/gold.json - Modify:
content/origins/deserter.json:18 - Modify:
client/scripts/newgame/new_game.gd:65 - Test:
client/tests/unit/test_content_db.gd - Test:
client/tests/unit/test_new_game.gd
Interfaces:
- Consumes:
GameState.grant()(Task 2),Currency.VALUES(Task 1). - Produces: item ids
copper/silver/goldinContentDB.items, each withslot: "currency".content_db.unresolved_refs()needs no change — the denominations are real items, sohas_item()resolves the deserter's grant.
inventory_grants keeps its schema. docs/schemas/origin.schema.json is additionalProperties: false, so a new money field would have been a contract amendment — routing the existing item_id + qty through grant() avoids it entirely. Do not touch the origin schema.
- Step 1: Write the failing tests
In client/tests/unit/test_content_db.gd, update test_loads_world_ids and append the parity guard:
func test_loads_world_ids():
assert_true(db.has_location("greywater_docks"))
assert_true(db.has_quest("find_the_ledger"))
assert_true(db.has_item("worn_shortsword"))
assert_true(db.has_item("copper"))
assert_true(db.has_item("silver"))
assert_true(db.has_item("gold"))
assert_false(db.has_item("coin"), "the undifferentiated coin is gone")
func test_currency_items_agree_with_the_code():
# The denomination ids exist twice — in code (Currency.VALUES, because the
# ratios are rules) and in content (slot: "currency"). Guard the two against
# drifting apart, since nothing at runtime reconciles them.
var content_ids: Array = []
for id in db.items:
if db.items[id].get("slot", "") == "currency":
content_ids.append(id)
content_ids.sort()
var code_ids: Array = Currency.VALUES.keys()
code_ids.sort()
assert_eq(content_ids, code_ids)
In client/tests/unit/test_new_game.gd, replace test_inventory_and_dispo_land_in_state_not_log:
func test_inventory_and_dispo_land_in_state_not_log():
var res := _build({"name": "Aldric", "class_id": "sellsword"})
assert_eq(res["state"].inventory.get("worn_shortsword", 0), 1)
assert_eq(res["state"].purse_copper, 47, "the deserter is down to his last coin")
assert_false("copper" in res["state"].inventory, "money is never an inventory row")
assert_false("inventory" in res["log"].to_dict())
- Step 2: Run the tests to verify they fail
./run_tests.sh -gtest=res://tests/unit/test_content_db.gd
./run_tests.sh -gtest=res://tests/unit/test_new_game.gd
Expected: FAIL — has_item("copper") is false, and the deserter's grant still lands 3 coin in the inventory.
- Step 3: Swap the content
git rm content/world/items/coin.json
Create content/world/items/copper.json:
{ "id": "copper", "name": "copper coin", "slot": "currency" }
Create content/world/items/silver.json:
{ "id": "silver", "name": "silver coin", "slot": "currency" }
Create content/world/items/gold.json:
{ "id": "gold", "name": "gold coin", "slot": "currency" }
No value_copper field. The ratios are in Currency — a second copy here would be a second source of truth.
In content/origins/deserter.json, change the grant (line 18). His situation line already reads "Down to your last coin and owed a favour you can't repay" — 47 is under a silver, so he cannot cover a bed and the player sees that on turn one:
"inventory_grants": [
{ "item_id": "worn_shortsword", "qty": 1 },
{ "item_id": "copper", "qty": 47 }
],
- Step 4: Route the grants
In client/scripts/newgame/new_game.gd, the inventory_grants loop (currently state.add_item(...)) routes through grant:
# inventory grants -> game state (NOT the log). Charter §2. grant() routes
# currency to the purse; everything else to the inventory dict.
for grant in origin.get("inventory_grants", []):
state.grant(grant.get("item_id", ""), int(grant.get("qty", 0)))
- Step 5: Run the tests to verify they pass
./run_tests.sh -gtest=res://tests/unit/test_content_db.gd
./run_tests.sh -gtest=res://tests/unit/test_new_game.gd
./run_tests.sh
Expected: all green.
- Step 6: Verify the content build and the generated tree
From the repo root:
PYTHONPATH=tools python3 -m content_build --check
git status --porcelain content/
Expected: the build check passes. git status shows only the four content/world/items/ changes and content/origins/deserter.json — no other file under content/world/ or content/server/ may appear. If one does, stop: the generated tree has drifted and that is a client-visible change (the Duncarrow lesson).
- Step 7: Commit
git add content/world/items/ content/origins/deserter.json \
client/scripts/newgame/new_game.gd \
client/tests/unit/test_content_db.gd client/tests/unit/test_new_game.gd
git commit -m "feat(currency): copper/silver/gold replace the coin
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."
Task 5: The display edge
Files:
- Modify:
client/scripts/ui/shell/shell_state.gd:7,22 - Modify:
client/scripts/ui/shell/main_window_shell.gd:28,96 - Modify:
client/scenes/shell/MainWindowShell.tscn:157-160 - Test:
client/tests/unit/test_shell_state.gd:19
Interfaces:
- Consumes:
Currency.format()(Task 1). - Produces:
ShellState.vitals["purse_copper"]replacesvitals["gold"]. This is the only call site ofCurrency.format()in the codebase.
vitals["gold"] is a hardcoded seed placeholder, not real state — the shell has no GameState. A literal port would be absurd: 1,240 gold = 12.4 million copper, i.e. 1,240 plot points sitting in the command bar. It reseeds to 347 → ◈ 3s 47c: a party carrying silver and no gold.
- Step 1: Write the failing test
In client/tests/unit/test_shell_state.gd, change the last assertion of test_seed_vitals:
func test_seed_vitals():
var s := ShellState.seed()
assert_eq(s.vitals["hp"], 42)
assert_eq(s.vitals["hp_max"], 60)
assert_eq(s.vitals["mp"], 18)
assert_eq(s.vitals["mp_max"], 30)
assert_eq(s.vitals["purse_copper"], 347)
assert_false("gold" in s.vitals, "the flat gold placeholder is gone")
func test_seed_purse_renders_as_denominations():
var s := ShellState.seed()
assert_eq(Currency.format(s.vitals["purse_copper"]), "3s 47c")
- Step 2: Run the test to verify it fails
./run_tests.sh -gtest=res://tests/unit/test_shell_state.gd
Expected: FAIL — vitals has no purse_copper key.
- Step 3: Reseed the state
In client/scripts/ui/shell/shell_state.gd, line 7:
var vitals: Dictionary = {"hp": 0, "hp_max": 0, "mp": 0, "mp_max": 0, "purse_copper": 0}
and in seed(), line 22:
s.vitals = {"hp": 42, "hp_max": 60, "mp": 18, "mp_max": 30, "purse_copper": 347}
- Step 4: Format at the edge
In client/scripts/ui/shell/main_window_shell.gd, rename the node ref (line 28) — the label is a purse now, not a gold counter:
@onready var _purse: Label = $Split/World/CommandBar/Vitals/Purse
and in _bind_vitals() (line 96):
_purse.text = "◈ %s" % Currency.format(_state.vitals["purse_copper"])
_purse.add_theme_color_override("font_color", Palette.GOLD_BRIGHT)
In client/scenes/shell/MainWindowShell.tscn, rename the node and update its authored placeholder text (ADR 0001 — the authored text lives in the scene, not in _ready()):
[node name="Purse" type="Label" parent="Split/World/CommandBar/Vitals"]
layout_mode = 2
theme_type_variation = &"Mono"
text = "◈ 3s 47c"
Gold is referenced nowhere else — main_window_shell.gd:28 is the only path to that node.
- Step 5: Run the tests to verify they pass
./run_tests.sh -gtest=res://tests/unit/test_shell_state.gd
./run_tests.sh
Expected: all green.
- Step 6: Verify the scene actually renders
Open the shell and confirm the command bar reads ◈ 3s 47c — an editor-authored scene that only passes unit tests is not verified.
cd client && godot scenes/shell/MainWindowShell.tscn
Expected: the command bar shows ◈ 3s 47c in gold. No parser errors in the output about a missing Gold node.
- Step 7: Commit
git add client/scripts/ui/shell/shell_state.gd client/scripts/ui/shell/main_window_shell.gd \
client/scenes/shell/MainWindowShell.tscn client/tests/unit/test_shell_state.gd
git commit -m "feat(currency): the command-bar purse reads in denominations
The seed placeholder was a flat 1240 gold — 12.4 million copper under the real
model, which is 1,240 plot points in the command bar. It reseeds to 347c, a
party carrying silver and no gold: '◈ 3s 47c'.
This is the only call site of Currency.format() — the display edge."
Task 6: Final verification
Files: none — this task only runs things.
- Step 1: The full client suite
cd client && ./run_tests.sh
Expected: green, with zero failures. Paste the summary line into the final report — do not claim green without it.
- Step 2: The content build
PYTHONPATH=tools python3 -m content_build --check
Expected: passes.
- Step 3: The generated tree is byte-identical
git diff --stat dev...HEAD -- content/world content/server
Expected: only content/world/items/ — coin.json deleted, copper.json / silver.json / gold.json added. Any other path under content/world/ or content/server/ means the generated tree drifted and must be explained before merging.
- Step 4: Confirm
coinis gone
grep -rn '"coin"\|item_id": "coin"\|accept_item(coin)\|has_item("coin")' client content --include=*.gd --include=*.json
Expected: no matches. (content/lore/*.md and content/world/canon/blood-price.json use the word "coin" in prose — those are lore, not ids, and are untouched.)
- Step 5: Report, and stop
Report the results to the human. Do not merge. §18: feat/currency merges into dev with --no-ff only after the human confirms, and master is never touched.
Self-Review
Spec coverage:
| Spec section | Task |
|---|---|
| §4.1 the purse is one integer | 2 |
| §4.2 denominations as move tokens | 3, 4 |
| §4.3 excluded from the grid by construction | 2 (routing) + 3 (accept_item no longer sourced from inventory) |
§4.4 the Currency value type |
1 |
| §4.5 the display rule | 1 (format), 5 (the call site) |
| §4.6 routing in one place | 2 (grant/take), 3 (MoveApplier, NpcContent), 4 (new_game) |
| §4.7 parity guard | 4 |
| §5 content changes | 4 |
| §6 client changes | 2, 3, 4, 5 |
| §7 tests | every task, written first |
| §8 verification | 6 |
| §9 out of scope (prices, shop, canon-log purse, encumbrance) | not built — stated in Global Constraints |
Type consistency: purse_copper, add_copper, grant, take, is_currency, value, format, VALUES are spelled identically in every task that defines or consumes them. MoveValidator is untouched in all tasks, as the spec requires.