The tag extractor returns every occurrence of a move tag and the validator is
a pure membership test, so MoveApplier applied duplicates. A model repeating a
tag N times therefore picked an amount in unary — the AI choosing a number,
which is the §2 breach the bounded vocabulary exists to prevent.
The currency fix (8e1238c) closed this for denominations only. Generalizing it
to every move that names a thing covers real items too — three give_item(amulet)
tags are one amulet, not three — and lets the currency special case be deleted
rather than kept alongside a second mechanism. ID_MOVES is reused from
MoveValidator instead of restated.
Also caps adjust_disposition on the reply's NET swing. MAX_DELTA was clamped
per tag, so three +15s moved standing by 45 — precisely the wholesale swing its
own comment says it forbids. Applied in emission order, so a later
become_hostile still floors what came before it.
offer_quest and reveal needed no change: add_quest self-guards on has_quest and
mark_revealed is idempotent.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
/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
/apiover 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.