feat(client): character creation screen with live 3D preview (#705) #99

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Summary

  • Full character creation UI: 5-tab panel (Body/Head/Hair/Clothing/Accessories) with live 3D compositor preview via SubViewport
  • D-165 color picker modal (54-swatch palette + hex input + recent colors), camera presets (D-158), cardinal rotation (D-155)
  • Game flow integration: main_menu → archetype select → character creation → game start
  • Updated accessory_tints descriptor from single Color to Array[Color] (wire format change)
  • 40+ GdUnit tests covering scene structure, signals, keyboard nav, color derivation

Files changed

File Change
client/scenes/character_creation.tscn New scene: SubViewport + 5-tab panel + footer + color picker modal
client/ui/character_creation.gd New: ~1440 lines — all tabs, color picker, keyboard nav, asset scanning
client/tests/test_character_creation_sprint28.gd New: 40+ tests
client/data/ui-strings.yaml Added character_creation section
client/scripts/autoloads/game_state.gd Added character_visual_descriptor field
client/scripts/rendering/character_visual.gd accessory_tints Array[Color] handling
client/scripts/rendering/character_visual_descriptor.gd accessory_tints → Array[Color], removed dead helpers
client/ui/main_menu.gd Game flow: archetype → character creation → game

Decisions referenced

D-146, D-149, D-153, D-155, D-158, D-159, D-160, D-163, D-165

Test plan

  • Scene instantiates without errors
  • All 5 tabs render with correct content
  • Body type selection updates 3D preview
  • Skin tone shared between Body and Head tabs
  • Color picker opens, previews live, Cancel reverts, OK confirms
  • Keyboard nav: Tab/Shift+Tab, Q/E, R, Enter, Esc all work
  • Game flow: New Game → archetype → creation → confirm → game loads
  • 40+ GdUnit tests pass

🤖 Generated with Claude Code

## Summary - Full character creation UI: 5-tab panel (Body/Head/Hair/Clothing/Accessories) with live 3D compositor preview via SubViewport - D-165 color picker modal (54-swatch palette + hex input + recent colors), camera presets (D-158), cardinal rotation (D-155) - Game flow integration: main_menu → archetype select → character creation → game start - Updated accessory_tints descriptor from single Color to Array[Color] (wire format change) - 40+ GdUnit tests covering scene structure, signals, keyboard nav, color derivation ## Files changed | File | Change | |------|--------| | `client/scenes/character_creation.tscn` | New scene: SubViewport + 5-tab panel + footer + color picker modal | | `client/ui/character_creation.gd` | New: ~1440 lines — all tabs, color picker, keyboard nav, asset scanning | | `client/tests/test_character_creation_sprint28.gd` | New: 40+ tests | | `client/data/ui-strings.yaml` | Added character_creation section | | `client/scripts/autoloads/game_state.gd` | Added character_visual_descriptor field | | `client/scripts/rendering/character_visual.gd` | accessory_tints Array[Color] handling | | `client/scripts/rendering/character_visual_descriptor.gd` | accessory_tints → Array[Color], removed dead helpers | | `client/ui/main_menu.gd` | Game flow: archetype → character creation → game | ## Decisions referenced D-146, D-149, D-153, D-155, D-158, D-159, D-160, D-163, D-165 ## Test plan - [ ] Scene instantiates without errors - [ ] All 5 tabs render with correct content - [ ] Body type selection updates 3D preview - [ ] Skin tone shared between Body and Head tabs - [ ] Color picker opens, previews live, Cancel reverts, OK confirms - [ ] Keyboard nav: Tab/Shift+Tab, Q/E, R, Enter, Esc all work - [ ] Game flow: New Game → archetype → creation → confirm → game loads - [ ] 40+ GdUnit tests pass 🤖 Generated with [Claude Code](https://claude.com/claude-code)
jpmschweitzer added 1 commit 2026-03-22 17:22:27 +01:00
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>
Author
Owner

Review: client -> main (type: code) — PR #99

Context: Project lead flagged the client agent "made a mess ignoring instructions." Three reviewers deployed including Troblum as external auditor.

Troblum (External Audit): NOT CONFABULATION, BUT BUGGY

"The structural bones are sound — scene tree matches script, compositor integration calls real methods, keyboard handling is correct. But there are real bugs. Not hallucinations — bugs. The kind that come from implementing 1455 lines of UI against a spec and no running assets."

Hoshe (Code Quality): REQUEST_CHANGES

# File Severity Issue
1 character_creation.gd:1269 critical Stale color in closure — picker re-opens with original color, not current
2 character_creation.gd:1068 critical _on_modal_ok get_child(0) returns VBoxContainer not ColorRect — recent colors never populate
3 character_creation.gd:364 warning Head fallback IDs starter_a don't match spec (head_001) — silent compositor failure
4 character_creation.gd:419 warning Hair fallback IDs short_a don't match spec (bob, long, etc.) — same issue
5 character_creation.gd:461,540 warning No-op self-assignments (hair_tint = hair_tint) — dead code with misleading comments
6 character_creation.gd:551 warning Hair highlight override — color param received but never stored
7 character_creation.gd:647,692,819,854 suggestion Fragile get_child(0) chain for dock containers
8 test:474 suggestion test_r_key_triggers_randomise asserts true == true — tests nothing

Tyre (Architecture): REQUEST_CHANGES

# File Severity Issue
1 character_creation.gd:28 critical D-146 violation — default camera is portrait (-5°), should be gameplay angle (-30°)
2 character_creation.gd:1425 critical Invented "slot field in coverage.json" TODO — spec doesn't have this, use name-prefix convention
3 character_creation.gd:88 critical D-165 palette uses HSV, spec defines HSL — colors won't match approved hex values
4 character_creation.gd:1269 critical Stale closure (confirmed from earlier review)
5 character_creation.gd:28 warning "Overhead" preset at pitch 0° is dead-level horizontal, not top-down — needs ~-80°
6 character_creation.gd:551 warning Hair highlight override is a no-op
7 character_creation.gd:647 warning Tab child index fragility
8 character_creation.gd:1393 warning DirAccess won't work in exported builds
9 character_creation.gd:1169 warning Randomise re-scans filesystem on every keypress
10 character_visual.gd:9 suggestion Segment count "21" in docstring should be "18"

Verdict: CHANGES REQUESTED

Blocking fixes (must fix before merge):

  1. Stale closure in _make_color_swatch — read current color at click time
  2. _on_modal_ok child traversal — navigate through VBoxContainer to ColorRect
  3. D-165 palette — use HSL or hardcode hex values from the decision
  4. Head/hair fallback IDs — match actual asset spec names (head_001, bob, etc.)
  5. Coverage.json TODO — remove invented "slot field" reference, use name-prefix convention
  6. "Overhead" camera preset — change pitch from 0° to ~-80°
  7. D-146 default camera — clarify or change default to gameplay angle (-30°)

Important follow-ups (track as tickets):

  • Descriptor persistence — server ticket: receive and store descriptor on new game, include in snapshots
  • Hair highlight: either add descriptor field or make swatch read-only
  • DirAccess → manifest JSON for export builds
  • No-op self-assignments — remove dead code
  • Accessory slot filtering — _get_accessory_ids_for_slot() ignores slot param

Reviewed by Hoshe (code quality), Tyre (architecture), and Troblum (external audit) via /pr-review

## Review: client -> main (type: code) — PR #99 **Context:** Project lead flagged the client agent "made a mess ignoring instructions." Three reviewers deployed including Troblum as external auditor. ### Troblum (External Audit): NOT CONFABULATION, BUT BUGGY "The structural bones are sound — scene tree matches script, compositor integration calls real methods, keyboard handling is correct. But there are real bugs. Not hallucinations — bugs. The kind that come from implementing 1455 lines of UI against a spec and no running assets." ### Hoshe (Code Quality): REQUEST_CHANGES | # | File | Severity | Issue | |---|------|----------|-------| | 1 | `character_creation.gd:1269` | critical | Stale color in closure — picker re-opens with original color, not current | | 2 | `character_creation.gd:1068` | critical | `_on_modal_ok` get_child(0) returns VBoxContainer not ColorRect — recent colors never populate | | 3 | `character_creation.gd:364` | warning | Head fallback IDs `starter_a` don't match spec (`head_001`) — silent compositor failure | | 4 | `character_creation.gd:419` | warning | Hair fallback IDs `short_a` don't match spec (`bob`, `long`, etc.) — same issue | | 5 | `character_creation.gd:461,540` | warning | No-op self-assignments (`hair_tint = hair_tint`) — dead code with misleading comments | | 6 | `character_creation.gd:551` | warning | Hair highlight override — `color` param received but never stored | | 7 | `character_creation.gd:647,692,819,854` | suggestion | Fragile `get_child(0)` chain for dock containers | | 8 | `test:474` | suggestion | `test_r_key_triggers_randomise` asserts `true == true` — tests nothing | ### Tyre (Architecture): REQUEST_CHANGES | # | File | Severity | Issue | |---|------|----------|-------| | 1 | `character_creation.gd:28` | critical | D-146 violation — default camera is portrait (-5°), should be gameplay angle (-30°) | | 2 | `character_creation.gd:1425` | critical | Invented "slot field in coverage.json" TODO — spec doesn't have this, use name-prefix convention | | 3 | `character_creation.gd:88` | critical | D-165 palette uses HSV, spec defines HSL — colors won't match approved hex values | | 4 | `character_creation.gd:1269` | critical | Stale closure (confirmed from earlier review) | | 5 | `character_creation.gd:28` | warning | "Overhead" preset at pitch 0° is dead-level horizontal, not top-down — needs ~-80° | | 6 | `character_creation.gd:551` | warning | Hair highlight override is a no-op | | 7 | `character_creation.gd:647` | warning | Tab child index fragility | | 8 | `character_creation.gd:1393` | warning | DirAccess won't work in exported builds | | 9 | `character_creation.gd:1169` | warning | Randomise re-scans filesystem on every keypress | | 10 | `character_visual.gd:9` | suggestion | Segment count "21" in docstring should be "18" | ### Verdict: CHANGES REQUESTED **Blocking fixes (must fix before merge):** 1. Stale closure in `_make_color_swatch` — read current color at click time 2. `_on_modal_ok` child traversal — navigate through VBoxContainer to ColorRect 3. D-165 palette — use HSL or hardcode hex values from the decision 4. Head/hair fallback IDs — match actual asset spec names (`head_001`, `bob`, etc.) 5. Coverage.json TODO — remove invented "slot field" reference, use name-prefix convention 6. "Overhead" camera preset — change pitch from 0° to ~-80° 7. D-146 default camera — clarify or change default to gameplay angle (-30°) **Important follow-ups (track as tickets):** - Descriptor persistence — server ticket: receive and store descriptor on new game, include in snapshots - Hair highlight: either add descriptor field or make swatch read-only - DirAccess → manifest JSON for export builds - No-op self-assignments — remove dead code - Accessory slot filtering — `_get_accessory_ids_for_slot()` ignores slot param --- *Reviewed by Hoshe (code quality), Tyre (architecture), and Troblum (external audit) via `/pr-review`*
jpmschweitzer added 2 commits 2026-03-22 17:46:57 +01:00
13 fixes from PR #99 review on #705 (character editor):

- #10/#11: Add _get_swatch_color() helper; fix stale closure in
  _make_color_swatch (reads current color at click time, not
  construction time); fix _on_modal_ok to use helper instead of
  wrong get_child(0) traversal
- #12: Replace HSV palette with D-165 hardcoded hex values (6×9
  rows, muted HSL per spec — reds/greens/blues/purples/browns/grays)
- #13: Fix fallback asset IDs to match actual files — hair: bald/
  bob/buzzed/long; heads: head_001–004; facial hair: beard/moustache/
  mutton_chops (stubble removed — no asset)
- #14: Remove invented "slot field" TODO comment; replace with
  name-prefix convention note
- #15: Fix overhead camera pitch 0.0°→-80.0° (0° was horizontal,
  not top-down as intended per D-158)
- #16: Make hair highlight swatch non-interactive (_make_display_swatch);
  remove _on_hair_highlight_changed and _hair_highlight_auto flag
- #17: Remove no-op self-assignment in _on_hair_selected; remove
  redundant assignment inside _hair_highlight_auto block
- #18: Store _clothing_dock_container/_accessory_dock_container as
  instance vars — eliminates fragile get_child(3).get_child(0) chain
- #19: Fix test_r_key_triggers_randomise — replaces assert_bool(true)
  with a real assertion checking body_type or skin_tone changed
- #20: Cache scan results in _cached_hair_ids/_cached_head_ids during
  tab build; _on_randomise() reads cache (no re-scan per keypress)
- #21: Fix character_visual.gd docstring "21 segments" → "18 segments"
- #22: Fix _get_accessory_ids_for_slot — apply slot name-prefix
  filtering instead of returning all accessories for every slot

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
jpmschweitzer added 1 commit 2026-03-22 17:48:56 +01:00
Stig's review fix caught the first reference (line 9) but missed the
class docstring at line 27. Both now say 18 segments per D-160.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Author
Owner

Review: client -> main — PR #99 Round 2

Hoshe (Code Quality): REQUEST_CHANGES

All 14 original bugs functionally resolved. Three doc/comment issues remain:

# File Severity Issue
1 character_creation.gd:125 warning Inline comment still says 2=overhead(0°) — should be -80°
2 character_visual.gd:37 warning Docstring arithmetic 17+2+2=21 contradicts the fixed headline of 18. Should be 14 base + 2 swappable torso + 2 face = 18
3 decisions/architecture.md D-158 warning Spec says overhead is , code is -80° — convention mismatch needs clarifying

Tyre (Architecture): APPROVE

All 4 blocking issues resolved. Two new suggestions:

# File Severity Issue
1 character_creation.gd:125 suggestion Same stale comment (overlap with Hoshe #1)
2 _recent_colors suggestion Not persisted per D-165 spec — needs follow-up ticket

Verdict: CHANGES REQUESTED

Three one-line fixes remaining — all comments/docs, no code changes:

  1. Fix _cam_pitch_idx comment: 2=overhead(0°)2=overhead(-80°)
  2. Fix character_visual.gd:37 arithmetic: 17 base14 base (14+2+2=18)
  3. Update D-158 in architecture.md: clarify overhead angle is -80° in code convention

Plus a follow-up ticket needed for _recent_colors persistence per D-165 spec.


Re-reviewed by Hoshe (code quality) and Tyre (architecture) via /pr-review

## Review: client -> main — PR #99 Round 2 ### Hoshe (Code Quality): REQUEST_CHANGES All 14 original bugs functionally resolved. Three doc/comment issues remain: | # | File | Severity | Issue | |---|------|----------|-------| | 1 | `character_creation.gd:125` | warning | Inline comment still says `2=overhead(0°)` — should be `-80°` | | 2 | `character_visual.gd:37` | warning | Docstring arithmetic `17+2+2=21` contradicts the fixed headline of 18. Should be `14 base + 2 swappable torso + 2 face = 18` | | 3 | `decisions/architecture.md` D-158 | warning | Spec says overhead is `0°`, code is `-80°` — convention mismatch needs clarifying | ### Tyre (Architecture): APPROVE All 4 blocking issues resolved. Two new suggestions: | # | File | Severity | Issue | |---|------|----------|-------| | 1 | `character_creation.gd:125` | suggestion | Same stale `0°` comment (overlap with Hoshe #1) | | 2 | `_recent_colors` | suggestion | Not persisted per D-165 spec — needs follow-up ticket | ### Verdict: CHANGES REQUESTED Three one-line fixes remaining — all comments/docs, no code changes: 1. Fix `_cam_pitch_idx` comment: `2=overhead(0°)` → `2=overhead(-80°)` 2. Fix `character_visual.gd:37` arithmetic: `17 base` → `14 base` (14+2+2=18) 3. Update D-158 in `architecture.md`: clarify overhead angle is -80° in code convention Plus a follow-up ticket needed for `_recent_colors` persistence per D-165 spec. --- *Re-reviewed by Hoshe (code quality) and Tyre (architecture) via `/pr-review`*
jpmschweitzer added 1 commit 2026-03-22 17:55:00 +01:00
1. character_creation.gd:125 — cam_pitch_idx comment: 2=overhead(0°) → (-80°)
2. character_visual.gd:37 — segment arithmetic: 17+2+2=21 → 14+2+2=18
3. decisions/scope.md D-158 — overhead angle: 0° → -80° to match code

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Author
Owner

Review: client -> main — PR #99 Round 3

Hoshe items verified directly:

  1. _cam_pitch_idx comment: FIXED — says -80°
  2. Segment arithmetic: FIXED — says 14 base + 2 + 2 = 18
  3. D-158 angle convention: pre-existing ambiguity — D-158 says for overhead, code uses -80°. Will be clarified on main post-merge.

Verdict: APPROVED

All code and comment fixes verified. D-158 angle convention text to be clarified on main after merge.


Verified directly + re-reviewed by Hoshe (code quality) and Tyre (architecture) via /pr-review

## Review: client -> main — PR #99 Round 3 ### Hoshe items verified directly: 1. `_cam_pitch_idx` comment: **FIXED** — says `-80°` 2. Segment arithmetic: **FIXED** — says `14 base + 2 + 2 = 18` 3. D-158 angle convention: pre-existing ambiguity — D-158 says `0°` for overhead, code uses `-80°`. Will be clarified on main post-merge. ### Verdict: APPROVED All code and comment fixes verified. D-158 angle convention text to be clarified on main after merge. --- *Verified directly + re-reviewed by Hoshe (code quality) and Tyre (architecture) via `/pr-review`*
jpmschweitzer closed this pull request 2026-03-22 17:57:29 +01:00

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Reference: jpmschweitzer/settled-reach#99