/client/docs
Client-specific documentation. Scoped to the Godot project.
Put here:
- Scene tree / autoload structure
- Input model — menu vs free-text boundary, which must be visible (§15)
- Combat wiring — deterministic damage, per-encounter seeding (§10)
- Canon log data structure and fact-harvesting (§11)
- HTTP client + fallback-degradation handling (§13)
Cross-cutting design (anything touching both client and api) goes in the root /docs, not here.
Narrate live smoke (M2 client HTTP loop)
The narrate_harness scene is a throwaway proof of the client → /dm/narrate
loop. It is not the game UI.
Prereqs: the proxy running and Ollama reachable.
- Start the proxy: from
api/,uvicorn app.main:app --port 8000(with the.envfrom.env.example; Ollama up atOLLAMA_BASE_URL). - In the Godot editor, open
res://scenes/narrate_harness.tscnand run it (F6). - Click Narrate this scene. Expect grounded prose in the Narrator's voice
(referencing Greywater / Brannoc / the washed-out bridge), tags stripped, and
facts harvested: Nwith N ≥ 0. - Degraded path: stop the proxy and click again. Expect the authored
fallback line and
(degraded)in the status — never an error.
Override the proxy URL with the coc_rpg/proxy_base_url project setting.