feat(items): add OutfitItem, tap-to-undress, and outfit refs on Character
- Add OutfitItem (extends HoldableItem): applies outfit on drop within 80px of character body, falls back to hand slot attach if no character in range - Add apply_outfit_item / remove_outfit / _handle_outfit_tap to Character - Track item node refs in _outfit_item_refs for restoring visibility - Fix animation state: reset to idle before tap handling in _on_drag_released - Extract _ITEM_DROP_OFFSET constant (replaces magic Vector2(0,60)) - Add 5 tests in test_outfit_item.gd, 14 new tests in test_character_v2.gd
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@@ -13,7 +13,11 @@ signal state_changed(new_state: CharacterData.State)
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var _is_held: bool = false
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var _is_held: bool = false
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var _current_anim: String = "idle"
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var _current_anim: String = "idle"
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var _drag_start_position: Vector2 = Vector2.ZERO
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var _outfit_item_refs: Array = [null, null, null]
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const _TAP_THRESHOLD: float = 10.0
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const _ITEM_DROP_OFFSET: Vector2 = Vector2(0.0, 60.0)
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const _STATE_COLORS: Dictionary = {
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const _STATE_COLORS: Dictionary = {
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CharacterData.State.HEALTHY: Color(0.6, 0.8, 1.0),
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CharacterData.State.HEALTHY: Color(0.6, 0.8, 1.0),
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CharacterData.State.SICK: Color(0.7, 0.9, 0.7),
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CharacterData.State.SICK: Color(0.7, 0.9, 0.7),
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@@ -149,14 +153,53 @@ func _update_visual_state() -> void:
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ear_right.color = color
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ear_right.color = color
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func _on_drag_picked_up(_pos: Vector2) -> void:
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func apply_outfit_item(layer: int, item_id: String, texture: Texture2D, item_node: Node2D) -> void:
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if layer < 1 or layer > 3:
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return
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var i: int = layer - 1
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var existing: Node2D = _outfit_item_refs[i] as Node2D
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if existing != null:
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existing.global_position = global_position + _ITEM_DROP_OFFSET
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existing.visible = true
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_outfit_item_refs[i] = item_node
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set_outfit(layer, item_id, texture)
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if item_node != null:
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item_node.visible = false
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func remove_outfit(layer: int) -> void:
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if layer < 1 or layer > 3:
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return
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var i: int = layer - 1
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clear_outfit(layer)
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var item_ref: Node2D = _outfit_item_refs[i] as Node2D
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if item_ref != null:
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_outfit_item_refs[i] = null
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item_ref.global_position = global_position + _ITEM_DROP_OFFSET
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item_ref.visible = true
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func _handle_outfit_tap() -> void:
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for layer: int in range(3, 0, -1):
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if not get_outfit(layer).is_empty():
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remove_outfit(layer)
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return
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func _on_drag_picked_up(pos: Vector2) -> void:
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_is_held = true
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_is_held = true
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_drag_start_position = pos
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set_animation_state("held")
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set_animation_state("held")
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character_picked_up.emit(self)
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character_picked_up.emit(self)
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func _on_drag_released(pos: Vector2) -> void:
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func _on_drag_released(pos: Vector2) -> void:
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_is_held = false
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_is_held = false
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var drag_distance: float = pos.distance_to(_drag_start_position)
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if drag_distance < _TAP_THRESHOLD:
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set_animation_state("idle")
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_handle_outfit_tap()
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return
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set_animation_state("idle")
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set_animation_state("idle")
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if data == null or data.id.is_empty():
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if data == null or data.id.is_empty():
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return
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return
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@@ -0,0 +1,31 @@
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## OutfitItem — HoldableItem that applies an outfit layer to a Character when dropped
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## within OUTFIT_APPLY_RADIUS of the character's center. Falls back to hand slot
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## attachment if no character body is in range.
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class_name OutfitItem extends HoldableItem
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const OUTFIT_APPLY_RADIUS: float = 80.0
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@export var outfit_layer: int = 1
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@export var outfit_sprite: Texture2D
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func _on_drag_released(_pos: Vector2) -> void:
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var character: Character = _find_nearest_character()
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if character != null:
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character.apply_outfit_item(outfit_layer, item_id, outfit_sprite, self)
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return
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super._on_drag_released(_pos)
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func _find_nearest_character() -> Character:
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var best_dist: float = OUTFIT_APPLY_RADIUS
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var best: Character = null
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for node: Node in get_tree().get_nodes_in_group("characters"):
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var character: Character = node as Character
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if character == null:
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continue
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var dist: float = global_position.distance_to(character.global_position)
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if dist < best_dist:
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best_dist = dist
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best = character
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return best
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@@ -0,0 +1,63 @@
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## Tests for OutfitItem — applies outfit layer when dropped near a character.
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extends GutTest
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func test_outfit_item_default_layer_is_one() -> void:
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var item: OutfitItem = OutfitItem.new()
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add_child_autofree(item)
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assert_eq(item.outfit_layer, 1)
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func test_outfit_item_applies_to_character_on_release_in_range() -> void:
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var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
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add_child_autofree(character)
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var data: CharacterData = CharacterData.new()
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character.data = data
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var item: OutfitItem = OutfitItem.new()
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add_child_autofree(item)
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item.item_id = "white_coat"
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item.outfit_layer = 1
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item.outfit_sprite = null
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item.global_position = character.global_position
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item._on_drag_released(item.global_position)
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assert_eq(character.get_outfit(1), "white_coat")
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func test_outfit_item_hides_after_applying() -> void:
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var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
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add_child_autofree(character)
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var data: CharacterData = CharacterData.new()
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character.data = data
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var item: OutfitItem = OutfitItem.new()
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add_child_autofree(item)
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item.item_id = "white_coat"
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item.outfit_layer = 1
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item.global_position = character.global_position
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item._on_drag_released(item.global_position)
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assert_false(item.visible)
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func test_outfit_item_stays_visible_if_no_character_in_range() -> void:
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var item: OutfitItem = OutfitItem.new()
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add_child_autofree(item)
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item.item_id = "white_coat"
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item.outfit_layer = 1
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item.global_position = Vector2(9999.0, 9999.0)
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item._on_drag_released(item.global_position)
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assert_true(item.visible)
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assert_false(item.is_in_hand_slot())
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func test_outfit_item_does_not_apply_if_far_from_character() -> void:
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var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
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add_child_autofree(character)
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var data: CharacterData = CharacterData.new()
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character.data = data
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var item: OutfitItem = OutfitItem.new()
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add_child_autofree(item)
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item.item_id = "white_coat"
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item.outfit_layer = 1
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item.global_position = Vector2(9999.0, 9999.0)
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item._on_drag_released(item.global_position)
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assert_eq(character.get_outfit(1), "")
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assert_true(item.visible)
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