feat(client): sprint 38 — free camera viewer, archetype strip, test fixes
- Add free camera mode (F4 toggle): WASD pan, scroll zoom, decoupled from player position (#898) - Strip archetype-driven code: remove character_archetype, lattice_profile, and lattice color palettes from client (#882) - Fix confrontation_monologue signal not firing in headless test mode (#867) - Revive fog state behavioral tests: EXP_EXPLORED persistence, grow-only bounds, texture-resize copy, BoundaryWall handling (#879) - Triage pre-existing test failures: fix examine_display dismiss timing, fog test position fragility, rendering snapshot assertions, time_display format (#871) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -55,12 +55,11 @@ func new_game() -> String:
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## Resume an existing game session by setting the active game-id.
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## Restores world_seed and character_archetype from the save directory.
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## Restores world_seed from the save directory.
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func resume_game(game_id: String) -> void:
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GameState.current_game_id = game_id
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var save_path := SAVES_DIR + game_id + "/"
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GameState.world_seed = _read_seed_file(save_path)
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GameState.character_archetype = _read_archetype_file(save_path)
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## List all game directories under user://saves/ sorted by last-modified (most recent first).
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@@ -171,29 +170,6 @@ func _read_seed_file(save_path: String) -> int:
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return file.get_64() & 0x7FFFFFFFFFFFFFFF
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## Write character_archetype to save directory. Called after new_game() creates the dir.
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func save_character_archetype(game_id: String, archetype: String) -> void:
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var save_path := SAVES_DIR + game_id + "/"
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var file := FileAccess.open(save_path + "character.txt", FileAccess.WRITE)
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if file == null:
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push_error(
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(
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"SessionManager: failed to write character.txt: %s"
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% error_string(FileAccess.get_open_error())
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)
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)
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return
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file.store_string(archetype)
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## Read character_archetype from save directory. Returns "detective" if missing (legacy saves).
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func _read_archetype_file(save_path: String) -> String:
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var file := FileAccess.open(save_path + "character.txt", FileAccess.READ)
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if file == null:
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return "detective"
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return file.get_as_text().strip_edges()
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func _find_newest_save(dir_path: String) -> String:
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var dir := DirAccess.open(dir_path)
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if dir == null:
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