# Sprint 14 — Garden Party Implementation Plan

> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.

**Goal:** Complete the GardenParty scene with GiftBox auto-reset, Balloon pop/respawn, Cake cut/reset, and chair snap points for characters.

**Architecture:** Three independent state-machine objects (`gift_box.gd` extended, `balloon.gd` new, `cake.gd` new) following the existing project pattern — each with a `State` enum, tween-driven animations, and `_on_X_complete()` callbacks testable without tweens. `GardenParty.tscn` is updated to wire balloon scripts and add the Cake and chair nodes. No new autoloads or base classes.

**Tech Stack:** GDScript 4 (static types), GUT v9.6.0, Godot 4.6.2.

---

### Task 1: GiftBox RESETTING state

**Files:**
- Modify: `scripts/objects/gift_box.gd`
- Modify: `test/unit/test_gift_box.gd`

The `OPEN` state is removed. `RESETTING` replaces it: gift fades in, waits 3 s, then the lid closes and the box resets.

- [ ] **Step 1: Update test file**

Replace the full contents of `test/unit/test_gift_box.gd` with:

```gdscript
## Tests for GiftBox — CLOSED/OPENING/RESETTING state machine transitions.
extends GutTest

var _box: GiftBox


func before_each() -> void:
	_box = preload("res://scenes/objects/GiftBox.tscn").instantiate() as GiftBox
	add_child_autofree(_box)


func test_initial_state_is_closed() -> void:
	assert_eq(_box._state, GiftBox.State.CLOSED)


func test_ready_hides_gift_node() -> void:
	var gift: Node2D = _box.get_node("Gift") as Node2D
	assert_eq(gift.modulate.a, 0.0)


func test_start_opening_transitions_to_opening() -> void:
	_box._start_opening()
	assert_eq(_box._state, GiftBox.State.OPENING)


func test_on_lid_opened_transitions_to_resetting() -> void:
	_box._start_opening()
	_box._on_lid_opened()
	assert_eq(_box._state, GiftBox.State.RESETTING)


func test_input_ignored_when_state_is_opening() -> void:
	_box._state = GiftBox.State.OPENING
	var event: InputEventScreenTouch = InputEventScreenTouch.new()
	event.pressed = true
	event.position = _box.global_position
	_box._input(event)
	assert_eq(_box._state, GiftBox.State.OPENING)


func test_input_ignored_when_state_is_resetting() -> void:
	_box._state = GiftBox.State.RESETTING
	var event: InputEventScreenTouch = InputEventScreenTouch.new()
	event.pressed = true
	event.position = _box.global_position
	_box._input(event)
	assert_eq(_box._state, GiftBox.State.RESETTING)


func test_tap_outside_hitbox_does_not_open() -> void:
	var event: InputEventScreenTouch = InputEventScreenTouch.new()
	event.pressed = true
	event.position = _box.global_position + Vector2(200.0, 200.0)
	_box._input(event)
	assert_eq(_box._state, GiftBox.State.CLOSED)


func test_release_event_does_not_open() -> void:
	var event: InputEventScreenTouch = InputEventScreenTouch.new()
	event.pressed = false
	event.position = _box.global_position
	_box._input(event)
	assert_eq(_box._state, GiftBox.State.CLOSED)


func test_on_reset_complete_transitions_to_closed() -> void:
	_box._state = GiftBox.State.RESETTING
	_box._on_reset_complete()
	assert_eq(_box._state, GiftBox.State.CLOSED)
```

- [ ] **Step 2: Run → verify failures**

```bash
"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit --path "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party"
```

Expected: `test_on_lid_opened_transitions_to_resetting` FAIL (State.RESETTING not in enum), `test_input_ignored_when_state_is_resetting` FAIL, `test_on_reset_complete_transitions_to_closed` FAIL.

- [ ] **Step 3: Replace `scripts/objects/gift_box.gd`**

```gdscript
## GiftBox — tap while closed to open: lid rises and fades out, gift inside fades in.
## Auto-resets after RESET_DELAY seconds.
class_name GiftBox extends Node2D

enum State { CLOSED, OPENING, RESETTING }

const LID_OPEN_Y: float = -120.0
const CLOSED_LID_Y: float = -60.0
const OPEN_DURATION: float = 0.5
const GIFT_FADE_DURATION: float = 0.4
const RESET_DELAY: float = 3.0
const BUTTON_HALF_WIDTH: float = 40.0
const BUTTON_HALF_HEIGHT: float = 50.0

var _state: State = State.CLOSED


func _ready() -> void:
	var gift: Node2D = get_node_or_null("Gift") as Node2D
	if gift != null:
		gift.modulate.a = 0.0


func _input(event: InputEvent) -> void:
	if _state != State.CLOSED:
		return
	if not event is InputEventScreenTouch:
		return
	var touch: InputEventScreenTouch = event as InputEventScreenTouch
	if not touch.pressed:
		return
	var local: Vector2 = to_local(touch.position)
	if abs(local.x) > BUTTON_HALF_WIDTH or abs(local.y) > BUTTON_HALF_HEIGHT:
		return
	_start_opening()


func _start_opening() -> void:
	AudioManager.play_sfx("gift_open")
	_state = State.OPENING
	var lid: Node2D = get_node_or_null("Lid") as Node2D
	if lid == null:
		_on_lid_opened()
		return
	var tween: Tween = create_tween()
	tween.set_ease(Tween.EASE_OUT)
	tween.set_trans(Tween.TRANS_BACK)
	tween.tween_property(lid, "position:y", LID_OPEN_Y, OPEN_DURATION)
	tween.parallel().tween_property(lid, "modulate:a", 0.0, OPEN_DURATION)
	tween.finished.connect(_on_lid_opened)


func _on_lid_opened() -> void:
	_state = State.RESETTING
	var gift: Node2D = get_node_or_null("Gift") as Node2D
	var tween: Tween = create_tween()
	if gift != null:
		tween.tween_property(gift, "modulate:a", 1.0, GIFT_FADE_DURATION)
	tween.tween_interval(RESET_DELAY)
	tween.tween_callback(_start_close_lid)


func _start_close_lid() -> void:
	var lid: Node2D = get_node_or_null("Lid") as Node2D
	var gift: Node2D = get_node_or_null("Gift") as Node2D
	var tween: Tween = create_tween().set_parallel(true)
	if lid != null:
		tween.tween_property(lid, "position:y", CLOSED_LID_Y, OPEN_DURATION)
		tween.tween_property(lid, "modulate:a", 1.0, OPEN_DURATION)
	if gift != null:
		tween.tween_property(gift, "modulate:a", 0.0, OPEN_DURATION)
	tween.finished.connect(_on_reset_complete)


func _on_reset_complete() -> void:
	_state = State.CLOSED
```

- [ ] **Step 4: Run → verify all pass**

```bash
"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit --path "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party"
```

Expected: all tests pass, no regressions.

- [ ] **Step 5: Commit**

```bash
git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party" add scripts/objects/gift_box.gd test/unit/test_gift_box.gd
git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party" commit -m "feat(sprint-14): add GiftBox RESETTING auto-reset state"
```

---

### Task 2: Balloon pop/respawn

**Files:**
- Create: `scripts/objects/balloon.gd`
- Create: `test/unit/test_balloon.gd`

`balloon.gd` is a `Node2D` script (not attached to a scene file — attached directly to nodes in `GardenParty.tscn` in Task 4). Tests use `Balloon.new()`.

- [ ] **Step 1: Write failing test**

Create `test/unit/test_balloon.gd`:

```gdscript
## Tests for Balloon — state machine transitions.
extends GutTest

var _balloon: Balloon


func before_each() -> void:
	_balloon = Balloon.new()
	add_child_autofree(_balloon)


func test_initial_state_is_idle() -> void:
	assert_eq(_balloon._state, Balloon.State.IDLE)


func test_start_pop_transitions_to_popping() -> void:
	_balloon._start_pop()
	assert_eq(_balloon._state, Balloon.State.POPPING)


func test_on_pop_complete_transitions_to_popped() -> void:
	_balloon._on_pop_complete()
	assert_eq(_balloon._state, Balloon.State.POPPED)


func test_on_respawn_complete_transitions_to_idle() -> void:
	_balloon._state = Balloon.State.RESPAWNING
	_balloon._on_respawn_complete()
	assert_eq(_balloon._state, Balloon.State.IDLE)
```

- [ ] **Step 2: Run → verify FAIL**

```bash
"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit --path "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party"
```

Expected: all 4 balloon tests FAIL — `Balloon` class not found.

- [ ] **Step 3: Create `scripts/objects/balloon.gd`**

```gdscript
## Balloon — tap to pop, auto-respawns after a delay.
class_name Balloon extends Node2D

enum State { IDLE, POPPING, POPPED, RESPAWNING }

const POP_DURATION: float = 0.15
const RESPAWN_DURATION: float = 0.30
const RESPAWN_DELAY: float = 5.0
const BUTTON_HALF_SIZE: float = 20.0

var _state: State = State.IDLE


func _input(event: InputEvent) -> void:
	if _state != State.IDLE:
		return
	if not event is InputEventScreenTouch:
		return
	var touch: InputEventScreenTouch = event as InputEventScreenTouch
	if not touch.pressed:
		return
	var local: Vector2 = to_local(touch.position)
	if abs(local.x) > BUTTON_HALF_SIZE or abs(local.y) > BUTTON_HALF_SIZE:
		return
	_start_pop()


func _start_pop() -> void:
	AudioManager.play_sfx("object_tap")
	_state = State.POPPING
	var tween: Tween = create_tween()
	tween.set_ease(Tween.EASE_IN)
	tween.set_trans(Tween.TRANS_BACK)
	tween.tween_property(self, "scale", Vector2.ZERO, POP_DURATION)
	tween.tween_callback(_on_pop_complete)


func _on_pop_complete() -> void:
	_state = State.POPPED
	var tween: Tween = create_tween()
	tween.tween_interval(RESPAWN_DELAY)
	tween.tween_callback(_start_respawn)


func _start_respawn() -> void:
	_state = State.RESPAWNING
	var tween: Tween = create_tween()
	tween.set_ease(Tween.EASE_OUT)
	tween.set_trans(Tween.TRANS_BACK)
	tween.tween_property(self, "scale", Vector2.ONE, RESPAWN_DURATION)
	tween.tween_callback(_on_respawn_complete)


func _on_respawn_complete() -> void:
	_state = State.IDLE
```

- [ ] **Step 4: Run → verify all pass**

```bash
"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit --path "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party"
```

Expected: all tests pass including 4 new balloon tests.

- [ ] **Step 5: Commit**

```bash
git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party" add scripts/objects/balloon.gd test/unit/test_balloon.gd
git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party" commit -m "feat(sprint-14): add Balloon pop/respawn state machine"
```

---

### Task 3: Cake cut/reset

**Files:**
- Create: `scripts/objects/cake.gd`
- Create: `test/unit/test_cake.gd`

`cake.gd` is attached directly to a `Node2D` in `GardenParty.tscn` (Task 4). It looks for a `"Slice"` child node.

- [ ] **Step 1: Write failing test**

Create `test/unit/test_cake.gd`:

```gdscript
## Tests for Cake — state machine transitions.
extends GutTest

var _cake: Cake


func before_each() -> void:
	_cake = Cake.new()
	add_child_autofree(_cake)


func test_initial_state_is_whole() -> void:
	assert_eq(_cake._state, Cake.State.WHOLE)


func test_start_cutting_transitions_to_cutting() -> void:
	_cake._start_cutting()
	assert_eq(_cake._state, Cake.State.CUTTING)


func test_on_cut_complete_transitions_to_cut() -> void:
	_cake._on_cut_complete()
	assert_eq(_cake._state, Cake.State.CUT)


func test_on_reset_complete_transitions_to_whole() -> void:
	_cake._state = Cake.State.RESETTING
	_cake._on_reset_complete()
	assert_eq(_cake._state, Cake.State.WHOLE)
```

- [ ] **Step 2: Run → verify FAIL**

```bash
"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit --path "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party"
```

Expected: all 4 cake tests FAIL — `Cake` class not found.

- [ ] **Step 3: Create `scripts/objects/cake.gd`**

```gdscript
## Cake — tap to cut a slice, slice auto-respawns after a delay.
class_name Cake extends Node2D

enum State { WHOLE, CUTTING, CUT, RESETTING }

const CUT_DURATION: float = 0.3
const RESET_DURATION: float = 0.3
const RESET_DELAY: float = 3.0
const BUTTON_HALF_WIDTH: float = 40.0
const BUTTON_HALF_HEIGHT: float = 20.0

var _state: State = State.WHOLE


func _input(event: InputEvent) -> void:
	if _state != State.WHOLE:
		return
	if not event is InputEventScreenTouch:
		return
	var touch: InputEventScreenTouch = event as InputEventScreenTouch
	if not touch.pressed:
		return
	var local: Vector2 = to_local(touch.position)
	if abs(local.x) > BUTTON_HALF_WIDTH or abs(local.y) > BUTTON_HALF_HEIGHT:
		return
	_start_cutting()


func _start_cutting() -> void:
	AudioManager.play_sfx("object_tap")
	_state = State.CUTTING
	var slice: Node2D = get_node_or_null("Slice") as Node2D
	var tween: Tween = create_tween()
	if slice != null:
		tween.tween_property(slice, "modulate:a", 0.0, CUT_DURATION)
	tween.tween_callback(_on_cut_complete)


func _on_cut_complete() -> void:
	_state = State.CUT
	var tween: Tween = create_tween()
	tween.tween_interval(RESET_DELAY)
	tween.tween_callback(_start_reset)


func _start_reset() -> void:
	_state = State.RESETTING
	var slice: Node2D = get_node_or_null("Slice") as Node2D
	var tween: Tween = create_tween()
	if slice != null:
		tween.tween_property(slice, "modulate:a", 1.0, RESET_DURATION)
	tween.tween_callback(_on_reset_complete)


func _on_reset_complete() -> void:
	_state = State.WHOLE
```

- [ ] **Step 4: Run → verify all pass**

```bash
"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit --path "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party"
```

Expected: all tests pass including 4 new cake tests.

- [ ] **Step 5: Commit**

```bash
git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party" add scripts/objects/cake.gd test/unit/test_cake.gd
git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party" commit -m "feat(sprint-14): add Cake cut/reset state machine"
```

---

### Task 4: GardenParty.tscn scene update

**Files:**
- Modify: `scenes/rooms/home/GardenParty.tscn`

Changes: add `balloon.gd` + `cake.gd` ext_resources, convert Balloon nodes from `ColorRect` to `Node2D` + Body child (required because `balloon.gd extends Node2D`, not `ColorRect`), replace `GiftBox3` with `Cake` node, add `ChairLeft`/`ChairRight` ColorRects as visual seat indicators.

No tests for scene structure — verify visually on device.

- [ ] **Step 1: Replace `scenes/rooms/home/GardenParty.tscn`**

```
[gd_scene load_steps=8 format=3 uid="uid://cozypaw_gardenparty"]

[ext_resource type="PackedScene" path="res://scenes/objects/GiftBox.tscn" id="1_giftbox"]
[ext_resource type="PackedScene" path="res://scenes/objects/TeaPot.tscn" id="2_teapot"]
[ext_resource type="PackedScene" path="res://scenes/objects/HomeButton.tscn" id="3_homebtn"]
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="4_snap"]
[ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="5_chest"]
[ext_resource type="Script" path="res://scripts/objects/balloon.gd" id="6_balloon"]
[ext_resource type="Script" path="res://scripts/objects/cake.gd" id="7_cake"]

[node name="GardenParty" type="Node2D"]

[node name="Sky" type="ColorRect" parent="."]
offset_left = 0.0
offset_top = 0.0
offset_right = 1280.0
offset_bottom = 400.0
color = Color(0.53, 0.81, 0.98, 1)

[node name="Grass" type="ColorRect" parent="."]
offset_left = 0.0
offset_top = 400.0
offset_right = 1280.0
offset_bottom = 720.0
color = Color(0.55, 0.76, 0.46, 1)

[node name="GroundEdge" type="ColorRect" parent="."]
offset_left = 0.0
offset_top = 392.0
offset_right = 1280.0
offset_bottom = 404.0
color = Color(0.38, 0.62, 0.32, 1)

[node name="TableTop" type="ColorRect" parent="."]
offset_left = 440.0
offset_top = 464.0
offset_right = 840.0
offset_bottom = 480.0
color = Color(0.82, 0.66, 0.46, 1)

[node name="TableLeg1" type="ColorRect" parent="."]
offset_left = 456.0
offset_top = 480.0
offset_right = 472.0
offset_bottom = 580.0
color = Color(0.70, 0.52, 0.34, 1)

[node name="TableLeg2" type="ColorRect" parent="."]
offset_left = 808.0
offset_top = 480.0
offset_right = 824.0
offset_bottom = 580.0
color = Color(0.70, 0.52, 0.34, 1)

[node name="TeaPot" parent="." instance=ExtResource("2_teapot")]
position = Vector2(510, 464)

[node name="GiftBox1" parent="." instance=ExtResource("1_giftbox")]
position = Vector2(640, 464)

[node name="GiftBox2" parent="." instance=ExtResource("1_giftbox")]
position = Vector2(730, 464)

[node name="Cake" type="Node2D" parent="."]
position = Vector2(820, 464)
script = ExtResource("7_cake")

[node name="Base" type="ColorRect" parent="Cake"]
offset_left = -40.0
offset_top = -20.0
offset_right = 40.0
offset_bottom = 20.0
color = Color(0.72, 0.52, 0.32, 1)

[node name="Slice" type="ColorRect" parent="Cake"]
offset_left = 5.0
offset_top = -22.0
offset_right = 33.0
offset_bottom = 18.0
color = Color(0.88, 0.74, 0.58, 1)
rotation = 0.15

[node name="TeaCup" type="ColorRect" parent="."]
offset_left = 558.0
offset_top = 440.0
offset_right = 590.0
offset_bottom = 464.0
color = Color(0.96, 0.92, 0.84, 1)

[node name="Balloon1" type="Node2D" parent="."]
position = Vector2(200, 150)
script = ExtResource("6_balloon")

[node name="Body" type="ColorRect" parent="Balloon1"]
offset_left = -20.0
offset_top = -30.0
offset_right = 20.0
offset_bottom = 30.0
color = Color(0.96, 0.44, 0.44, 1)

[node name="Balloon2" type="Node2D" parent="."]
position = Vector2(1040, 130)
script = ExtResource("6_balloon")

[node name="Body" type="ColorRect" parent="Balloon2"]
offset_left = -20.0
offset_top = -30.0
offset_right = 20.0
offset_bottom = 30.0
color = Color(0.56, 0.76, 0.96, 1)

[node name="HomeButtonReturn" parent="." instance=ExtResource("3_homebtn")]
position = Vector2(100, 620)
go_to_garden = false

[node name="ChairLeft" type="ColorRect" parent="."]
offset_left = 500.0
offset_top = 476.0
offset_right = 560.0
offset_bottom = 496.0
color = Color(0.60, 0.42, 0.26, 1)

[node name="SnapTableLeft" type="Node2D" parent="."]
position = Vector2(530, 455)
script = ExtResource("4_snap")

[node name="ChairRight" type="ColorRect" parent="."]
offset_left = 720.0
offset_top = 476.0
offset_right = 780.0
offset_bottom = 496.0
color = Color(0.60, 0.42, 0.26, 1)

[node name="SnapTableRight" type="Node2D" parent="."]
position = Vector2(750, 455)
script = ExtResource("4_snap")

[node name="GardenTable" type="Node2D" parent="."]
position = Vector2(200.0, 400.0)
script = ExtResource("5_chest")
chest_id = "garden_table"

[node name="GardenStorage" type="Node2D" parent="."]
position = Vector2(900.0, 400.0)
script = ExtResource("5_chest")
chest_id = "garden_storage"
```

- [ ] **Step 2: Run full test suite → verify no regressions**

```bash
"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit --path "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party"
```

Expected: all tests pass.

- [ ] **Step 3: Commit**

```bash
git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party" add scenes/rooms/home/GardenParty.tscn
git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party" commit -m "feat(sprint-14): update GardenParty scene with cake, balloons, and chair snap points"
```
