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
39 lines
1.5 KiB
GDScript
39 lines
1.5 KiB
GDScript
class_name MoveApplier
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extends RefCounted
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## Writes validated §6 moves to game state. Town-NPC disposition lives in
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## GameState.npc_dispositions (NOT CanonLog.party — that is companions only).
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## Called by the conversation caller after NpcService.speak, so state writes
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## stay explicit (§2). Unknown move names are ignored (they never pass the
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## validator, but this stays defensive).
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const MAX_DELTA := 15 # one line cannot swing standing wholesale (§7 spirit)
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const HOSTILE_FLOOR := -100
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static func apply(moves: Array, game_state, canon_log, content_db, npc_id: String) -> void:
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for move in moves:
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var name: String = move.get("name", "")
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var args: Array = move.get("args", [])
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match name:
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"offer_quest":
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var q: String = str(args[0])
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var qd: Dictionary = content_db.quest(q)
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canon_log.add_quest(q, qd.get("name", ""), qd.get("objective", ""))
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"reveal":
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game_state.mark_revealed(str(args[0]))
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"give_item":
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var i: String = str(args[0])
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game_state.grant(i, 1)
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if not Currency.is_currency(i):
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game_state.mark_gift_given(i) # the one-shot gate is for real items only
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"accept_item":
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game_state.take(str(args[0]), 1)
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"adjust_disposition":
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var delta: int = clampi(int(str(args[0])), -MAX_DELTA, MAX_DELTA)
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var cur: int = int(game_state.npc_dispositions.get(npc_id, 0))
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game_state.set_npc_disposition(npc_id, cur + delta)
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"become_hostile":
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game_state.set_npc_disposition(npc_id, HOSTILE_FLOOR)
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_:
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pass # refuse, end_conversation, and anything unknown: no state
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