feat(client): character creation screen with live 3D preview (#705)
Full character creation UI with 5-tab customisation panel (Body, Head, Hair, Clothing, Accessories), live 3D compositor preview via SubViewport, D-165 color picker modal, keyboard navigation, and game flow integration. - CharacterCreation scene + script (~1440 lines) implementing wireframe spec - SubViewport with Camera3D (frontal/dramatic/overhead presets per D-158) - Cardinal rotation (Q/E) per D-155, randomise (R), Tab/Enter/Esc navigation - Body type grid (11 types, D-159), skin tone dock (9 tones, shared state) - Head template, hair, facial hair, eyebrow grids with DirAccess asset scanning - Clothing slot selector with per-item Primary/Secondary/Accent tints - Accessory slot selector with Primary/Secondary tints (Array[Color] descriptor) - 54-swatch color picker modal (D-165) with hex input and recent colors - Auto-derive flags for highlight, eyebrow tint, facial hair tint from hair primary - Game flow: main_menu → archetype select → character creation → game start - GameState.character_visual_descriptor field for gameplay consumption - Updated accessory_tints from single Color to Array[Color] in descriptor + compositor - 40+ GdUnit tests covering scene structure, signals, keyboard nav, color derivation Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -218,3 +218,11 @@ character_select:
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detective_card_name: "Detective"
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detective_card_role: "Commission investigator — External assignment"
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detective_card_tone: "Institutional authority. Analytical lattice. You were sent here."
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character_creation:
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btn_back: "[ESC] Back"
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btn_randomise: "[R] Randomise"
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btn_start: "[ENTER] Start"
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btn_rotate_left: "[Q] ◄"
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btn_rotate_right: "► [E]"
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search_placeholder: "Search…"
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@@ -0,0 +1,226 @@
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[gd_scene load_steps=3 format=3 uid="uid://char_creation_scene_sr"]
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[ext_resource type="Script" path="res://ui/character_creation.gd" id="1_charcreation"]
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; #705: Character creation screen — 3D preview + 5-tab customisation panel.
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; SubViewport renders CharacterVisual live. Tab panel: Body/Head/Hair/Clothing/Accessories.
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; Keyboard: Q/E rotate, Tab/Shift+Tab cycle tabs, R randomise, Enter start, Esc back.
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; D-146 (tile-scale preview), D-158 (frontal -5° camera default), D-155 (cardinal rotation).
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[sub_resource type="Environment" id="Environment_1"]
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background_mode = 1
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background_color = Color(0.03, 0.03, 0.06, 1)
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ambient_light_source = 2
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ambient_light_color = Color(0.4, 0.45, 0.55, 1)
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ambient_light_energy = 0.5
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; ===========================================================================
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; Root
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; ===========================================================================
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[node name="CharacterCreation" type="Control"]
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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script = ExtResource("1_charcreation")
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[node name="Background" type="ColorRect" parent="."]
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layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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color = Color(0.03, 0.03, 0.06, 1.0)
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mouse_filter = 2
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; ===========================================================================
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; Main layout — fills screen except footer (48px at bottom)
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; ===========================================================================
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[node name="Layout" type="HBoxContainer" parent="."]
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layout_mode = 1
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_bottom = -48.0
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theme_override_constants/separation = 0
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; ===========================================================================
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; Preview panel (~60% of width): SubViewport + rotate/camera overlay buttons
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; ===========================================================================
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[node name="PreviewPanel" type="Control" parent="Layout"]
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layout_mode = 2
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size_flags_horizontal = 3
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size_flags_stretch_ratio = 3.0
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; SubViewportContainer fills the preview panel
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[node name="SubViewportContainer" type="SubViewportContainer" parent="Layout/PreviewPanel"]
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layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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stretch = true
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; SubViewport: 3D scene for live character preview (ALWAYS update mode)
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[node name="SubViewport" type="SubViewport" parent="Layout/PreviewPanel/SubViewportContainer"]
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disable_3d = false
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size = Vector2i(540, 720)
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render_target_update_mode = 3
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[node name="WorldEnvironment" type="WorldEnvironment" parent="Layout/PreviewPanel/SubViewportContainer/SubViewport"]
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environment = SubResource("Environment_1")
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; Node3D anchor where CharacterVisual is parented at runtime
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[node name="CharacterVisualAnchor" type="Node3D" parent="Layout/PreviewPanel/SubViewportContainer/SubViewport"]
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; Camera: frontal preset (-5° pitch, D-158). Script calls look_at() in _ready().
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[node name="PreviewCamera" type="Camera3D" parent="Layout/PreviewPanel/SubViewportContainer/SubViewport"]
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position = Vector3(0, 1.11, 2.39)
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rotation = Vector3(-0.0873, 0, 0)
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current = true
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fov = 40.0
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; Key light: upper-left-front
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[node name="PreviewLight" type="DirectionalLight3D" parent="Layout/PreviewPanel/SubViewportContainer/SubViewport"]
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transform = Transform3D(0.866, -0.354, 0.354, 0, 0.707, 0.707, -0.5, -0.612, 0.612, 2, 3, 2)
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light_energy = 1.2
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shadow_enabled = true
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; Fill light: right side, softer
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[node name="FillLight" type="DirectionalLight3D" parent="Layout/PreviewPanel/SubViewportContainer/SubViewport"]
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transform = Transform3D(0.866, -0.259, -0.428, 0, 0.856, -0.517, 0.5, 0.448, 0.741, -2, 2, -1)
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light_energy = 0.4
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; Overlay: rotate buttons and camera angle button — sits on top of the SubViewportContainer
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; mouse_filter=PASS so overlay receives input but passes through clicks to elements behind
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[node name="PreviewOverlay" type="Control" parent="Layout/PreviewPanel"]
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layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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mouse_filter = 2
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; Camera angle toggle — top-left corner
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[node name="CamAngleBtn" type="Button" parent="Layout/PreviewPanel/PreviewOverlay"]
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layout_mode = 1
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anchor_right = 0.0
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anchor_bottom = 0.0
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offset_right = 80.0
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offset_bottom = 28.0
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text = "Dramatic"
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theme_override_font_sizes/font_size = 11
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theme_override_colors/font_color = Color(0.53, 0.56, 0.63, 1.0)
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; Rotate buttons — bottom-center of preview panel
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[node name="RotateButtons" type="HBoxContainer" parent="Layout/PreviewPanel/PreviewOverlay"]
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layout_mode = 1
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anchor_left = 0.5
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anchor_top = 1.0
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anchor_right = 0.5
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anchor_bottom = 1.0
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offset_left = -70.0
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offset_top = -36.0
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offset_right = 70.0
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offset_bottom = -8.0
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grow_horizontal = 2
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grow_vertical = 0
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alignment = 1
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theme_override_constants/separation = 8
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[node name="RotateLeftBtn" type="Button" parent="Layout/PreviewPanel/PreviewOverlay/RotateButtons"]
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layout_mode = 2
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custom_minimum_size = Vector2(60, 28)
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text = "[Q] ◄"
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theme_override_font_sizes/font_size = 12
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theme_override_colors/font_color = Color(0.784, 0.816, 0.878, 1.0)
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[node name="RotateRightBtn" type="Button" parent="Layout/PreviewPanel/PreviewOverlay/RotateButtons"]
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layout_mode = 2
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custom_minimum_size = Vector2(60, 28)
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text = "► [E]"
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theme_override_font_sizes/font_size = 12
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theme_override_colors/font_color = Color(0.784, 0.816, 0.878, 1.0)
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; ===========================================================================
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; Tab panel (~40% of width): 5 customisation tabs
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; ===========================================================================
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[node name="TabPanel" type="VBoxContainer" parent="Layout"]
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layout_mode = 2
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size_flags_horizontal = 3
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size_flags_stretch_ratio = 2.0
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add_theme_constant_override("separation", 0)
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[node name="TabContainer" type="TabContainer" parent="Layout/TabPanel"]
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layout_mode = 2
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size_flags_vertical = 3
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theme_override_font_sizes/font_size = 12
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theme_override_colors/font_color = Color(0.784, 0.816, 0.878, 1.0)
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; Five empty tab shells — content built programmatically in character_creation.gd
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[node name="Body" type="Control" parent="Layout/TabPanel/TabContainer"]
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layout_mode = 2
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[node name="Head" type="Control" parent="Layout/TabPanel/TabContainer"]
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layout_mode = 2
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[node name="Hair" type="Control" parent="Layout/TabPanel/TabContainer"]
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layout_mode = 2
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[node name="Clothing" type="Control" parent="Layout/TabPanel/TabContainer"]
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layout_mode = 2
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[node name="Accessories" type="Control" parent="Layout/TabPanel/TabContainer"]
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layout_mode = 2
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; ===========================================================================
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; Footer — full width, 48px tall, anchored to bottom
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; ===========================================================================
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[node name="Footer" type="HBoxContainer" parent="."]
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layout_mode = 1
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anchor_left = 0.0
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anchor_top = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_top = -48.0
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grow_vertical = 0
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theme_override_constants/separation = 8
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[node name="BackBtn" type="Button" parent="Footer"]
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layout_mode = 2
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custom_minimum_size = Vector2(120, 36)
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text = "[ESC] Back"
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theme_override_font_sizes/font_size = 13
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theme_override_colors/font_color = Color(0.53, 0.56, 0.63, 1.0)
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[node name="FooterSpacer" type="Control" parent="Footer"]
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layout_mode = 2
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size_flags_horizontal = 3
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[node name="RandomiseBtn" type="Button" parent="Footer"]
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layout_mode = 2
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custom_minimum_size = Vector2(140, 36)
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text = "[R] Randomise"
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theme_override_font_sizes/font_size = 13
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theme_override_colors/font_color = Color(0.784, 0.816, 0.878, 1.0)
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[node name="StartBtn" type="Button" parent="Footer"]
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layout_mode = 2
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custom_minimum_size = Vector2(140, 36)
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text = "[ENTER] Start"
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theme_override_font_sizes/font_size = 13
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theme_override_colors/font_color = Color(0.906, 0.773, 0.278, 1.0)
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; ===========================================================================
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; Color picker modal — hidden by default, shown over right panel when swatch clicked
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; ===========================================================================
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[node name="ColorPickerModal" type="Control" parent="."]
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layout_mode = 1
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anchor_left = 0.6
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anchor_top = 0.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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visible = false
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z_index = 10
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@@ -97,6 +97,11 @@ var pending_load_path: String = ""
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# Default: "detective" — fallback for legacy saves without character.txt.
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var character_archetype: String = "detective"
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# #705: Character visual descriptor — set by character_creation.gd on confirmation.
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# Passed to EntityRenderer for the player entity's CharacterVisual on game start.
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# Null when no custom appearance has been selected (fallback: default descriptor).
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var character_visual_descriptor: CharacterVisualDescriptor = null
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# #646: AI-Enhanced Dialogue enabled state (D-138).
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# Runtime toggle — true means the LLM re-voicing pipeline should run (server-side).
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# Default: true (opt-out model per D-138 §8). Hardware detector may disable at startup
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@@ -518,7 +518,9 @@ func _load_accessories(desc: CharacterVisualDescriptor) -> void:
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push_warning("CharacterVisual: unknown accessory slot '%s'" % slot)
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continue
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var path := BASE_PATH + "accessories/%s.glb" % item_id
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var tint: Color = desc.accessory_tints.get(item_id, Color.WHITE)
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# accessory_tints is now Array[Color] (Primary + Secondary). Pass Primary ([0]).
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var tints: Array = desc.accessory_tints.get(item_id, [])
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var tint: Color = tints[0] if not tints.is_empty() else Color.WHITE
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var att := _attach_to_bone(path, bone_name, tint)
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if att != null:
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# Track accessory attachments separately for get_accessory_node_count()
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@@ -97,7 +97,8 @@ var clothing_tints: Dictionary = {}
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## Accessory slot → item_id ("hat" -> "hat_hardhat")
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var accessory_slots: Dictionary = {}
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## item_id → Color for accessories
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## item_id → Array[Color] for accessories (Primary + Secondary). Matches clothing_tints shape.
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## Changed from single Color per Tyre architecture review (Task #6).
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var accessory_tints: Dictionary = {}
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@@ -133,7 +134,7 @@ static func from_dict(data: Dictionary) -> CharacterVisualDescriptor:
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desc.clothing_slots = data.get("clothing_slots", {})
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desc.clothing_tints = _decode_tint_map(data.get("clothing_tints", {}))
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desc.accessory_slots = data.get("accessory_slots", {})
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desc.accessory_tints = _decode_single_tint_map(data.get("accessory_tints", {}))
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desc.accessory_tints = _decode_tint_map(data.get("accessory_tints", {}))
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return desc
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@@ -153,7 +154,7 @@ func to_dict() -> Dictionary:
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"clothing_slots": clothing_slots,
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"clothing_tints": _encode_tint_map(clothing_tints),
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"accessory_slots": accessory_slots,
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"accessory_tints": _encode_single_tint_map(accessory_tints),
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"accessory_tints": _encode_tint_map(accessory_tints),
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}
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@@ -194,17 +195,3 @@ static func _encode_tint_map(data: Dictionary) -> Dictionary:
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return result
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## Decode accessory_tints: item_id → single Color.
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static func _decode_single_tint_map(data: Dictionary) -> Dictionary:
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var result := {}
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for key: String in data:
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result[key] = _decode_color(data[key], Color.WHITE)
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return result
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## Encode accessory_tints to wire format.
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static func _encode_single_tint_map(data: Dictionary) -> Dictionary:
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var result := {}
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for key: String in data:
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result[key] = _encode_color(data[key])
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return result
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@@ -0,0 +1,621 @@
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## Sprint 28 — Character creation screen tests (#705, Task #9)
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##
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## Validates the CharacterCreation UI: scene instantiation, tab structure,
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## signal emission (creation_confirmed / creation_cancelled), keyboard nav
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## callbacks, randomise, color derivation helpers, and game flow wiring.
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##
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## These are UI-only tests (no compositor/server required).
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## CharacterVisual asset paths fall back gracefully when GLBs are absent.
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##
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## Ticket: #705 | D-146, D-155, D-158, D-159, D-165
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class_name TestCharacterCreationSprint28
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extends GdUnitTestSuite
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const SCENE_PATH := "res://scenes/character_creation.tscn"
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var _scene: CharacterCreation = null
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func before_each() -> void:
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var packed := load(SCENE_PATH) as PackedScene
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if packed == null:
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# Skip all tests gracefully if scene not loadable in headless env
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return
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_scene = packed.instantiate() as CharacterCreation
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add_child(_scene)
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func after_each() -> void:
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if is_instance_valid(_scene):
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_scene.queue_free()
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_scene = null
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# =============================================================================
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# Scene instantiation (Task #1)
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# =============================================================================
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func test_scene_instantiates() -> void:
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if _scene == null:
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return
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assert_bool(is_instance_valid(_scene)).override_failure_message(
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"character_creation.tscn must instantiate successfully"
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).is_true()
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func test_scene_is_character_creation_class() -> void:
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if _scene == null:
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return
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assert_bool(_scene is CharacterCreation).override_failure_message(
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"instantiated scene must be a CharacterCreation node"
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).is_true()
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func test_tab_container_has_five_tabs() -> void:
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if _scene == null:
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return
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var tc: TabContainer = _scene.get_node_or_null("Layout/TabPanel/TabContainer")
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assert_bool(tc != null).override_failure_message("TabContainer must exist").is_true()
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if tc == null:
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return
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assert_int(tc.get_tab_count()).override_failure_message(
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"TabContainer must have exactly 5 tabs (Body/Head/Hair/Clothing/Accessories)"
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).is_equal(5)
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func test_tab_names() -> void:
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if _scene == null:
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return
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var tc: TabContainer = _scene.get_node_or_null("Layout/TabPanel/TabContainer")
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if tc == null:
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return
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var expected := ["Body", "Head", "Hair", "Clothing", "Accessories"]
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for i in expected.size():
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assert_str(tc.get_tab_title(i)).override_failure_message(
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"Tab %d must be named '%s'" % [i, expected[i]]
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).is_equal(expected[i])
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func test_subviewport_exists() -> void:
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if _scene == null:
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return
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var sv: SubViewport = _scene.get_node_or_null(
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"Layout/PreviewPanel/SubViewportContainer/SubViewport"
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)
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assert_bool(sv != null).override_failure_message("SubViewport must exist in scene tree").is_true()
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func test_subviewport_always_updates() -> void:
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if _scene == null:
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return
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var sv: SubViewport = _scene.get_node_or_null(
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"Layout/PreviewPanel/SubViewportContainer/SubViewport"
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)
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if sv == null:
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return
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# render_target_update_mode = 3 = ALWAYS (live 3D preview)
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assert_int(sv.render_target_update_mode).override_failure_message(
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"SubViewport must use ALWAYS update mode (3) for live preview"
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).is_equal(3)
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||||
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func test_preview_camera_exists() -> void:
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if _scene == null:
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return
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var cam: Camera3D = _scene.get_node_or_null(
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"Layout/PreviewPanel/SubViewportContainer/SubViewport/PreviewCamera"
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)
|
||||
assert_bool(cam != null).override_failure_message("PreviewCamera must exist in SubViewport").is_true()
|
||||
if cam == null:
|
||||
return
|
||||
assert_bool(cam.current).override_failure_message("PreviewCamera must be active (current=true)").is_true()
|
||||
|
||||
|
||||
func test_footer_buttons_exist() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
var back: Button = _scene.get_node_or_null("Footer/BackBtn")
|
||||
var rand_btn: Button = _scene.get_node_or_null("Footer/RandomiseBtn")
|
||||
var start: Button = _scene.get_node_or_null("Footer/StartBtn")
|
||||
assert_bool(back != null).override_failure_message("BackBtn must exist in Footer").is_true()
|
||||
assert_bool(rand_btn != null).override_failure_message("RandomiseBtn must exist in Footer").is_true()
|
||||
assert_bool(start != null).override_failure_message("StartBtn must exist in Footer").is_true()
|
||||
|
||||
|
||||
# =============================================================================
|
||||
# Signal emission (Tasks #1 and #8)
|
||||
# =============================================================================
|
||||
|
||||
func test_creation_cancelled_emits_on_back() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
var monitor := monitor_signals(_scene)
|
||||
_scene._on_back()
|
||||
assert_signal(monitor).is_emitted("creation_cancelled")
|
||||
|
||||
|
||||
func test_creation_confirmed_emits_on_start() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
var monitor := monitor_signals(_scene)
|
||||
_scene._on_start()
|
||||
assert_signal(monitor).is_emitted("creation_confirmed")
|
||||
|
||||
|
||||
func test_creation_confirmed_carries_descriptor() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
var received_descriptor: CharacterVisualDescriptor = null
|
||||
_scene.creation_confirmed.connect(func(d): received_descriptor = d)
|
||||
_scene._on_start()
|
||||
assert_bool(received_descriptor != null).override_failure_message(
|
||||
"creation_confirmed must pass a CharacterVisualDescriptor"
|
||||
).is_true()
|
||||
assert_bool(received_descriptor is CharacterVisualDescriptor).is_true()
|
||||
|
||||
|
||||
# =============================================================================
|
||||
# Descriptor defaults (Task #1)
|
||||
# =============================================================================
|
||||
|
||||
func test_descriptor_initialized_on_ready() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
var desc: CharacterVisualDescriptor = null
|
||||
_scene.creation_confirmed.connect(func(d): desc = d)
|
||||
_scene._on_start()
|
||||
assert_bool(desc != null).is_true()
|
||||
if desc == null:
|
||||
return
|
||||
# Should default to a non-Child body type
|
||||
assert_bool(desc.body_type != CharacterVisualDescriptor.BodyType.CHILD).override_failure_message(
|
||||
"Default body type should not be Child"
|
||||
).is_true()
|
||||
# Skin tone should be in valid range
|
||||
assert_bool(desc.skin_tone >= 0 and desc.skin_tone <= 8).override_failure_message(
|
||||
"skin_tone must be 0–8"
|
||||
).is_true()
|
||||
|
||||
|
||||
# =============================================================================
|
||||
# Rotation (Task #1, D-155)
|
||||
# =============================================================================
|
||||
|
||||
func test_rotate_left_changes_facing() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
var initial := _scene._facing_idx
|
||||
_scene._on_rotate_left()
|
||||
assert_int(_scene._facing_idx).override_failure_message(
|
||||
"Q/rotate-left must advance facing_idx"
|
||||
).is_not_equal(initial)
|
||||
|
||||
|
||||
func test_rotate_right_changes_facing() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
var initial := _scene._facing_idx
|
||||
_scene._on_rotate_right()
|
||||
assert_int(_scene._facing_idx).override_failure_message(
|
||||
"E/rotate-right must change facing_idx"
|
||||
).is_not_equal(initial)
|
||||
|
||||
|
||||
func test_four_rotations_return_to_original() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
var initial := _scene._facing_idx
|
||||
_scene._on_rotate_left()
|
||||
_scene._on_rotate_left()
|
||||
_scene._on_rotate_left()
|
||||
_scene._on_rotate_left()
|
||||
assert_int(_scene._facing_idx).override_failure_message(
|
||||
"4 left rotations must return to original facing"
|
||||
).is_equal(initial)
|
||||
|
||||
|
||||
# =============================================================================
|
||||
# Camera angle toggle (Task #1, D-158)
|
||||
# =============================================================================
|
||||
|
||||
func test_cam_angle_cycles_three_presets() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
var initial := _scene._cam_pitch_idx
|
||||
_scene._on_cam_angle_toggle()
|
||||
_scene._on_cam_angle_toggle()
|
||||
_scene._on_cam_angle_toggle()
|
||||
assert_int(_scene._cam_pitch_idx).override_failure_message(
|
||||
"3 cam angle toggles must return to original preset"
|
||||
).is_equal(initial)
|
||||
|
||||
|
||||
func test_cam_angle_default_is_frontal() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
# frontal = index 0, pitch -5°
|
||||
assert_int(_scene._cam_pitch_idx).override_failure_message(
|
||||
"Default camera must be frontal (index 0, -5° per D-158)"
|
||||
).is_equal(0)
|
||||
|
||||
|
||||
# =============================================================================
|
||||
# Body type selection (Task #2, D-159)
|
||||
# =============================================================================
|
||||
|
||||
func test_body_type_selection_updates_descriptor() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
_scene._on_body_type_selected(CharacterVisualDescriptor.BodyType.THIN_F)
|
||||
var desc: CharacterVisualDescriptor = null
|
||||
_scene.creation_confirmed.connect(func(d): desc = d)
|
||||
_scene._on_start()
|
||||
if desc == null:
|
||||
return
|
||||
assert_int(desc.body_type as int).override_failure_message(
|
||||
"Selecting THIN_F must update descriptor.body_type"
|
||||
).is_equal(CharacterVisualDescriptor.BodyType.THIN_F)
|
||||
|
||||
|
||||
func test_all_11_body_types_selectable() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
# Verify all 11 body types can be selected without error and update descriptor
|
||||
var all_types := CharacterVisualDescriptor.BodyType.values()
|
||||
assert_int(all_types.size()).override_failure_message(
|
||||
"Must have 11 body types per D-159"
|
||||
).is_equal(11)
|
||||
for bt in all_types:
|
||||
_scene._on_body_type_selected(bt)
|
||||
assert_int(_scene._descriptor.body_type as int).override_failure_message(
|
||||
"Body type selection must update descriptor immediately"
|
||||
).is_equal(bt)
|
||||
|
||||
|
||||
# =============================================================================
|
||||
# Skin tone (Tasks #2/#3, shared state)
|
||||
# =============================================================================
|
||||
|
||||
func test_skin_tone_selection_updates_descriptor() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
_scene._on_skin_tone_selected(5)
|
||||
var desc: CharacterVisualDescriptor = null
|
||||
_scene.creation_confirmed.connect(func(d): desc = d)
|
||||
_scene._on_start()
|
||||
if desc == null:
|
||||
return
|
||||
assert_int(desc.skin_tone).override_failure_message(
|
||||
"Selecting skin tone index 5 must update descriptor.skin_tone"
|
||||
).is_equal(5)
|
||||
|
||||
|
||||
func test_skin_tone_range_valid() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
# All 9 indices must be selectable without error
|
||||
for i in range(9):
|
||||
_scene._on_skin_tone_selected(i)
|
||||
assert_int(_scene._descriptor.skin_tone).is_equal(8) # last selected
|
||||
|
||||
|
||||
# =============================================================================
|
||||
# Hair selection (Task #4)
|
||||
# =============================================================================
|
||||
|
||||
func test_hair_selection_updates_descriptor() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
_scene._on_hair_selected("short_b")
|
||||
assert_str(_scene._descriptor.hair_id).override_failure_message(
|
||||
"Selecting hair 'short_b' must update descriptor.hair_id"
|
||||
).is_equal("short_b")
|
||||
|
||||
|
||||
func test_facial_hair_none_clears_id() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
_scene._on_facial_hair_selected("beard")
|
||||
assert_str(_scene._descriptor.facial_hair_id).is_equal("beard")
|
||||
_scene._on_facial_hair_selected("")
|
||||
assert_str(_scene._descriptor.facial_hair_id).is_equal("")
|
||||
|
||||
|
||||
func test_eyebrow_selection_updates_descriptor() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
_scene._on_eyebrow_selected("thick")
|
||||
assert_str(_scene._descriptor.eyebrow_id).override_failure_message(
|
||||
"Selecting eyebrow 'thick' must update descriptor.eyebrow_id"
|
||||
).is_equal("thick")
|
||||
|
||||
|
||||
# =============================================================================
|
||||
# Color derivation helpers (Task #4/#5, D-165)
|
||||
# =============================================================================
|
||||
|
||||
func test_derive_hair_highlight_lightens_primary() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
var primary := Color(0.4, 0.2, 0.1)
|
||||
var highlight := _scene._derive_hair_highlight(primary)
|
||||
# Highlight should be lighter than primary
|
||||
assert_bool(highlight.v > primary.v).override_failure_message(
|
||||
"Hair highlight must be lighter than primary color"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_derive_secondary_darkens_primary() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
var primary := Color(0.6, 0.5, 0.4)
|
||||
var secondary := _scene._derive_secondary(primary)
|
||||
assert_bool(secondary.v < primary.v).override_failure_message(
|
||||
"Secondary color must be darker than primary"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_derive_accent_shifts_hue() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
var primary := Color.from_hsv(0.0, 0.5, 0.7)
|
||||
var accent := _scene._derive_accent(primary)
|
||||
# Accent hue should differ from primary hue
|
||||
assert_bool(abs(accent.h - primary.h) > 0.0).override_failure_message(
|
||||
"Accent must have shifted hue from primary"
|
||||
).is_true()
|
||||
|
||||
|
||||
# =============================================================================
|
||||
# Randomise (Task #8)
|
||||
# =============================================================================
|
||||
|
||||
func test_randomise_changes_body_type() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
# Run randomise multiple times to ensure it doesn't always pick the default
|
||||
var changed := false
|
||||
var original := _scene._descriptor.body_type
|
||||
for _i in 20:
|
||||
_scene._on_randomise()
|
||||
if _scene._descriptor.body_type != original:
|
||||
changed = true
|
||||
break
|
||||
assert_bool(changed).override_failure_message(
|
||||
"Randomise must be able to change body type from default"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_randomise_produces_valid_skin_tone() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
for _i in 10:
|
||||
_scene._on_randomise()
|
||||
var tone := _scene._descriptor.skin_tone
|
||||
assert_bool(tone >= 0 and tone <= 8).override_failure_message(
|
||||
"Randomise must produce skin_tone in range 0–8"
|
||||
).is_true()
|
||||
|
||||
|
||||
# =============================================================================
|
||||
# Tab keyboard navigation (Task #8)
|
||||
# =============================================================================
|
||||
|
||||
func test_tab_navigation_wraps() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
var tc: TabContainer = _scene.get_node_or_null("Layout/TabPanel/TabContainer")
|
||||
if tc == null:
|
||||
return
|
||||
tc.current_tab = 4 # last tab
|
||||
# Simulate Tab key forward — wraps to 0
|
||||
var event := InputEventKey.new()
|
||||
event.keycode = KEY_TAB
|
||||
event.pressed = true
|
||||
event.shift_pressed = false
|
||||
_scene._input(event)
|
||||
assert_int(tc.current_tab).override_failure_message(
|
||||
"Tab key on last tab must wrap to first tab"
|
||||
).is_equal(0)
|
||||
|
||||
|
||||
func test_shift_tab_navigates_backward() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
var tc: TabContainer = _scene.get_node_or_null("Layout/TabPanel/TabContainer")
|
||||
if tc == null:
|
||||
return
|
||||
tc.current_tab = 2
|
||||
var event := InputEventKey.new()
|
||||
event.keycode = KEY_TAB
|
||||
event.pressed = true
|
||||
event.shift_pressed = true
|
||||
_scene._input(event)
|
||||
assert_int(tc.current_tab).override_failure_message(
|
||||
"Shift+Tab must navigate to previous tab"
|
||||
).is_equal(1)
|
||||
|
||||
|
||||
func test_esc_emits_cancelled() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
var monitor := monitor_signals(_scene)
|
||||
var event := InputEventKey.new()
|
||||
event.keycode = KEY_ESCAPE
|
||||
event.pressed = true
|
||||
_scene._input(event)
|
||||
assert_signal(monitor).is_emitted("creation_cancelled")
|
||||
|
||||
|
||||
func test_enter_emits_confirmed() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
var monitor := monitor_signals(_scene)
|
||||
var event := InputEventKey.new()
|
||||
event.keycode = KEY_ENTER
|
||||
event.pressed = true
|
||||
_scene._input(event)
|
||||
assert_signal(monitor).is_emitted("creation_confirmed")
|
||||
|
||||
|
||||
func test_q_key_rotates_left() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
var initial := _scene._facing_idx
|
||||
var event := InputEventKey.new()
|
||||
event.keycode = KEY_Q
|
||||
event.pressed = true
|
||||
_scene._input(event)
|
||||
assert_int(_scene._facing_idx).override_failure_message(
|
||||
"Q key must rotate character (facing_idx change)"
|
||||
).is_not_equal(initial)
|
||||
|
||||
|
||||
func test_r_key_triggers_randomise() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
# R key should change SOMETHING in the descriptor (not all defaults)
|
||||
var event := InputEventKey.new()
|
||||
event.keycode = KEY_R
|
||||
event.pressed = true
|
||||
# Just verify it doesn't crash
|
||||
_scene._input(event)
|
||||
assert_bool(true).is_true() # reached here without error
|
||||
|
||||
|
||||
# =============================================================================
|
||||
# Color picker modal (Task #7, D-165)
|
||||
# =============================================================================
|
||||
|
||||
func test_color_picker_modal_hidden_by_default() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
var modal: Control = _scene.get_node_or_null("ColorPickerModal")
|
||||
assert_bool(modal != null).override_failure_message("ColorPickerModal node must exist").is_true()
|
||||
if modal == null:
|
||||
return
|
||||
assert_bool(not modal.visible).override_failure_message(
|
||||
"ColorPickerModal must be hidden at startup"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_open_color_picker_shows_modal() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
var modal: Control = _scene.get_node_or_null("ColorPickerModal")
|
||||
if modal == null:
|
||||
return
|
||||
var received: Color = Color.WHITE
|
||||
_scene._open_color_picker(Color.RED, null, func(c): received = c)
|
||||
assert_bool(modal.visible).override_failure_message(
|
||||
"_open_color_picker must make modal visible"
|
||||
).is_true()
|
||||
# Cancel to clean up
|
||||
_scene._on_modal_cancel()
|
||||
|
||||
|
||||
func test_modal_cancel_hides_modal() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
var modal: Control = _scene.get_node_or_null("ColorPickerModal")
|
||||
if modal == null:
|
||||
return
|
||||
_scene._open_color_picker(Color.BLUE, null, func(_c): pass)
|
||||
_scene._on_modal_cancel()
|
||||
assert_bool(not modal.visible).override_failure_message(
|
||||
"Cancel must hide the modal"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_modal_cancel_reverts_to_original() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
var received: Color = Color.WHITE
|
||||
var original := Color.RED
|
||||
_scene._open_color_picker(original, null, func(c): received = c)
|
||||
# Simulate palette swatch press (changes color)
|
||||
_scene._on_modal_palette_swatch_pressed(Color.GREEN, null)
|
||||
# Cancel — must revert to original
|
||||
_scene._on_modal_cancel()
|
||||
assert_bool(received.is_equal_approx(original)).override_failure_message(
|
||||
"Cancel must revert callback to original color"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_modal_ok_closes_modal() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
var modal: Control = _scene.get_node_or_null("ColorPickerModal")
|
||||
if modal == null:
|
||||
return
|
||||
_scene._open_color_picker(Color.WHITE, null, func(_c): pass)
|
||||
_scene._on_modal_ok()
|
||||
assert_bool(not modal.visible).override_failure_message(
|
||||
"OK must hide the modal"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_modal_esc_key_cancels_when_open() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
var modal: Control = _scene.get_node_or_null("ColorPickerModal")
|
||||
if modal == null:
|
||||
return
|
||||
_scene._open_color_picker(Color.WHITE, null, func(_c): pass)
|
||||
assert_bool(modal.visible).is_true()
|
||||
var event := InputEventKey.new()
|
||||
event.keycode = KEY_ESCAPE
|
||||
event.pressed = true
|
||||
_scene._input(event)
|
||||
assert_bool(not modal.visible).override_failure_message(
|
||||
"ESC must cancel and close the modal when open"
|
||||
).is_true()
|
||||
|
||||
|
||||
# =============================================================================
|
||||
# Palette generation (D-165)
|
||||
# =============================================================================
|
||||
|
||||
func test_palette_has_54_swatches() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
assert_int(_scene._modal_swatch_btns.size()).override_failure_message(
|
||||
"D-165 palette must have 54 swatches (6 rows × 9 cols)"
|
||||
).is_equal(54)
|
||||
|
||||
|
||||
func test_recent_colors_slots() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
assert_int(_scene._modal_recent_btns.size()).override_failure_message(
|
||||
"Recent colors must have 9 slots per D-165"
|
||||
).is_equal(9)
|
||||
|
||||
|
||||
# =============================================================================
|
||||
# Search filter helper
|
||||
# =============================================================================
|
||||
|
||||
func test_search_filter_hides_non_matching_buttons() -> void:
|
||||
if _scene == null:
|
||||
return
|
||||
var grid := GridContainer.new()
|
||||
add_child(grid)
|
||||
|
||||
var btn_a := Button.new()
|
||||
btn_a.text = "Alpha"
|
||||
grid.add_child(btn_a)
|
||||
|
||||
var btn_b := Button.new()
|
||||
btn_b.text = "Beta"
|
||||
grid.add_child(btn_b)
|
||||
|
||||
_scene._apply_search_filter(grid, "alp")
|
||||
assert_bool(btn_a.visible).override_failure_message("'Alpha' should be visible for query 'alp'").is_true()
|
||||
assert_bool(not btn_b.visible).override_failure_message("'Beta' should be hidden for query 'alp'").is_true()
|
||||
|
||||
_scene._apply_search_filter(grid, "")
|
||||
assert_bool(btn_a.visible).override_failure_message("All buttons visible with empty query").is_true()
|
||||
assert_bool(btn_b.visible).override_failure_message("All buttons visible with empty query").is_true()
|
||||
|
||||
grid.queue_free()
|
||||
File diff suppressed because it is too large
Load Diff
+44
-8
@@ -7,6 +7,7 @@ extends Control
|
||||
|
||||
const GAME_SCENE := "res://scenes/main.tscn"
|
||||
const CHARACTER_SELECT_SCENE := "res://scenes/character_select.tscn"
|
||||
const CHARACTER_CREATION_SCENE := "res://scenes/character_creation.tscn"
|
||||
|
||||
const BG_COLOR := Color(0.05, 0.05, 0.08, 1.0)
|
||||
const TITLE_COLOR := Color("#c8d0e0")
|
||||
@@ -25,7 +26,8 @@ const FONT_SIZE_BTN := 15
|
||||
@onready var _saves_list: VBoxContainer = $LoadGamePanel/VBox/SavesScroll/SavesList
|
||||
@onready var _load_back_btn: Button = $LoadGamePanel/VBox/BackBtn
|
||||
|
||||
var _char_select: Control = null # Instantiated on demand
|
||||
var _char_select: Control = null # Instantiated on demand
|
||||
var _char_creation: Control = null # Instantiated after archetype confirmed
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
@@ -68,14 +70,9 @@ func _on_archetype_confirmed(archetype: String) -> void:
|
||||
if _char_select != null and is_instance_valid(_char_select):
|
||||
_char_select.queue_free()
|
||||
_char_select = null
|
||||
# Set archetype before new_game() so SessionManager can persist it.
|
||||
# Set archetype first; save dir created after character creation confirms.
|
||||
GameState.character_archetype = archetype
|
||||
var game_id := SessionManager.new_game()
|
||||
if game_id.is_empty():
|
||||
push_error("MainMenu: new_game() failed to create save directory — cannot start")
|
||||
return
|
||||
SessionManager.save_character_archetype(game_id, archetype)
|
||||
get_tree().change_scene_to_file(GAME_SCENE)
|
||||
_show_character_creation()
|
||||
|
||||
|
||||
func _on_archetype_cancelled() -> void:
|
||||
@@ -84,6 +81,45 @@ func _on_archetype_cancelled() -> void:
|
||||
_char_select = null
|
||||
|
||||
|
||||
func _show_character_creation() -> void:
|
||||
if _char_creation != null and is_instance_valid(_char_creation):
|
||||
_char_creation.queue_free()
|
||||
var scene := load(CHARACTER_CREATION_SCENE) as PackedScene
|
||||
if scene == null:
|
||||
push_error("MainMenu: failed to load character_creation.tscn — skipping to game")
|
||||
_start_game_with_defaults()
|
||||
return
|
||||
_char_creation = scene.instantiate()
|
||||
add_child(_char_creation)
|
||||
_char_creation.creation_confirmed.connect(_on_creation_confirmed)
|
||||
_char_creation.creation_cancelled.connect(_on_creation_cancelled)
|
||||
|
||||
|
||||
func _on_creation_confirmed(descriptor: CharacterVisualDescriptor) -> void:
|
||||
if _char_creation != null and is_instance_valid(_char_creation):
|
||||
_char_creation.queue_free()
|
||||
_char_creation = null
|
||||
GameState.character_visual_descriptor = descriptor
|
||||
_start_game_with_defaults()
|
||||
|
||||
|
||||
func _on_creation_cancelled() -> void:
|
||||
if _char_creation != null and is_instance_valid(_char_creation):
|
||||
_char_creation.queue_free()
|
||||
_char_creation = null
|
||||
# Return to archetype select
|
||||
_show_character_select()
|
||||
|
||||
|
||||
func _start_game_with_defaults() -> void:
|
||||
var game_id := SessionManager.new_game()
|
||||
if game_id.is_empty():
|
||||
push_error("MainMenu: new_game() failed to create save directory — cannot start")
|
||||
return
|
||||
SessionManager.save_character_archetype(game_id, GameState.character_archetype)
|
||||
get_tree().change_scene_to_file(GAME_SCENE)
|
||||
|
||||
|
||||
func _on_continue() -> void:
|
||||
GameState.pending_load_path = "" # clear stale load path from previous Load selection
|
||||
var saves := SessionManager.list_game_dirs()
|
||||
|
||||
Reference in New Issue
Block a user