Files
code_of_conquest_dnd/client/scripts/main.gd
Phillip Tarrant d553213563 refactor(m4c): rename GameFlow coordinator to Main, move to scenes/Main.tscn
The entry-point coordinator read as an internal name ("GameFlow" buried in
scenes/flow/), so it wasn't obvious THIS is the scene that boots first — the
title screen looked like the entry point. Renamed to the Godot-conventional
Main (scenes/Main.tscn + scripts/main.gd) so the boot scene is self-evident.
TitleScreen is unchanged and still shown BY Main as its first screen.

Also drops the hand-written gd_scene uid (now matches sibling scenes) —
closes the Minor review finding. Full suite 327/327 green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 05:16:55 -05:00

94 lines
3.2 KiB
GDScript

class_name Main
extends Node
## The single home for the game's screen sequence: Title → Creation → Shell.
## Script-first by design — a pure coordinator with no Control layout, so ADR 0001's
## editor-first rule does not apply (that rule governs layout scenes). It owns one
## ContentDB + one DmService and swaps screens via instantiate → inject → add_child,
## the injection seam change_scene_to_file cannot provide.
##
## §2: the flow carries only plain data; NewGame.construct re-rolls the character
## from the creation seed itself. ⛨ saga: _show_creation and _start_campaign are
## separate, so a fourth entry path is an added arm, not surgery on existing edges.
const HttpTransport = preload("res://scripts/net/http_transport.gd")
const TITLE := preload("res://scenes/title/TitleScreen.tscn")
const CREATION := preload("res://scenes/creation/CharacterCreation.tscn")
const SHELL := preload("res://scenes/shell/MainWindowShell.tscn")
# Injection seams — set BETWEEN instantiate() and add_child(), as the shell/creation
# do for their own deps. _ready builds the real ones when nothing was supplied.
var world: ContentDB = null
var service: DmService = null
var origin: Dictionary = {}
var _current: Node = null
var _http: HTTPRequest
func _ready() -> void:
if world == null:
world = ContentDB.new()
world.load_from(ContentDB.default_content_root())
if origin.is_empty():
origin = ContentDB.load_json(ContentDB.origin_path("deserter"))
if service == null:
_http = HTTPRequest.new()
add_child(_http)
service = DmService.new(HttpTransport.new(_http), FallbackLibrary.new())
_show_title()
func _show(next: PackedScene, inject: Callable) -> void:
## The one swap primitive. inject runs after instantiate() (which does NOT run
## _ready) and before add_child (which does) — the injection window. The outgoing
## screen is queue_free'd (deferred): a signal handler must never free the node
## still executing up its own call stack.
var old := _current
var screen := next.instantiate()
inject.call(screen)
_current = screen
add_child(screen)
if old != null:
old.queue_free()
func _show_title() -> void:
_show(TITLE, func(s): s.menu_activated.connect(_on_menu))
func _show_creation() -> void:
_show(CREATION, func(s):
s.world = world
s.origin = origin
s.creation_confirmed.connect(_start_campaign))
func _show_shell(log: CanonLog, state: GameState) -> void:
_show(SHELL, func(s):
s.service = service
s.injected_log = log
s.injected_state = state)
func _on_menu(id: StringName) -> void:
match id:
&"new_game":
_show_creation()
&"quit":
get_tree().quit()
_:
pass # continue / load land in later milestones (M9); inert for now
func _start_campaign(creation: Dictionary) -> void:
## Takes a plain Dictionary — does NOT assume it came from the creation screen, so
## a saga can synthesize one and call this directly (skipping creation).
var result := NewGame.construct(origin, world, creation)
if not result.get("ok", false):
# Unreachable via the UI (the CTA gates on validate), but §2 forbids trusting
# the caller and §13 forbids surfacing an error. Log and stay put.
push_error("Main: construct rejected a creation: %s" % str(result.get("errors", [])))
return
_show_shell(result["log"], result["state"])