# Sprint 20 — Navigation Integration 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:** Wire RoomNavigator → GameState → AudioManager so floor music switches automatically when the player navigates rooms. Fix the AudioManager.DEFAULT_MUSIC_VOLUME crash. Restore camera to saved room on game load. **Architecture:** `GameState.set_current_room()` emits `state_changed`, which AudioManager already observes. `RoomNavigator` calls `set_current_room()` after every navigation. `main.gd` calls `RoomNavigator.go_to_room_by_name()` on start to restore camera. `AudioManager` gets the missing `DEFAULT_MUSIC_VOLUME` constant. **Tech Stack:** GDScript 4 (static types), GUT v9.6.0. --- ### Task 1: GameState.set_current_room + AudioManager constant + tests **Files:** - Modify: `scripts/autoload/GameState.gd` - Modify: `scripts/autoload/AudioManager.gd` - Modify: `test/unit/test_game_state.gd` (append 2 tests) - Modify: `test/unit/test_audio_manager.gd` (append 1 test) - [ ] **Step 1: Write failing tests** Append to `test/unit/test_game_state.gd`: ```gdscript func test_set_current_room_updates_value() -> void: GameState.set_current_room("xray") assert_eq(GameState.current_room, "xray") GameState.set_current_room("reception") func test_set_current_room_emits_state_changed() -> void: var signal_count: int = 0 GameState.state_changed.connect(func() -> void: signal_count += 1, CONNECT_ONE_SHOT) GameState.set_current_room("pharmacy") assert_eq(signal_count, 1) GameState.set_current_room("reception") ``` Append to `test/unit/test_audio_manager.gd`: ```gdscript func test_default_music_volume_constant_is_0_6() -> void: assert_eq(AudioManager.DEFAULT_MUSIC_VOLUME, 0.6) ``` - [ ] **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-20-navigation-integration" ``` Expected: 3 new tests fail — `set_current_room` not defined, `DEFAULT_MUSIC_VOLUME` not defined. - [ ] **Step 3: Add set_current_room to GameState.gd** Add after `clear_chest_state`: ```gdscript func set_current_room(room: String) -> void: current_room = room state_changed.emit() ``` - [ ] **Step 4: Add DEFAULT_MUSIC_VOLUME to AudioManager.gd** Add after the `CROSSFADE_DURATION` constant: ```gdscript const DEFAULT_MUSIC_VOLUME: float = 0.6 ``` - [ ] **Step 5: Run → verify 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-20-navigation-integration" ``` Expected: all previous tests plus 3 new tests pass. Total ≥ 212. - [ ] **Step 6: Commit** ```bash git add scripts/autoload/GameState.gd scripts/autoload/AudioManager.gd test/unit/test_game_state.gd test/unit/test_audio_manager.gd git commit -m "feat(nav): add GameState.set_current_room and AudioManager.DEFAULT_MUSIC_VOLUME" ``` --- ### Task 2: RoomNavigator room names + navigation wiring + tests **Files:** - Modify: `scripts/systems/room_navigator.gd` - Create: `test/unit/test_room_navigator.gd` - [ ] **Step 1: Write failing tests** Create `test/unit/test_room_navigator.gd`: ```gdscript ## Tests for RoomNavigator room name lookup and go_to_room_by_name. extends GutTest func test_room_names_dict_has_eleven_entries() -> void: assert_eq(RoomNavigator._ROOM_NAMES.size(), 11) func test_get_room_name_floor0_room0_is_reception() -> void: assert_eq(RoomNavigator.get_room_name(0, 0), "reception") func test_get_room_name_floor0_room3_is_emergency() -> void: assert_eq(RoomNavigator.get_room_name(0, 3), "emergency") func test_get_room_name_floor1_room2_is_lab() -> void: assert_eq(RoomNavigator.get_room_name(1, 2), "lab") func test_get_room_name_floor2_room1_is_delivery_room() -> void: assert_eq(RoomNavigator.get_room_name(2, 1), "delivery_room") func test_get_room_name_unknown_returns_empty_string() -> void: assert_eq(RoomNavigator.get_room_name(99, 0), "") assert_eq(RoomNavigator.get_room_name(0, 99), "") func test_go_to_room_by_name_garden_party_sets_is_at_home() -> void: RoomNavigator.go_to_room_by_name("garden_party") assert_true(RoomNavigator.is_at_home()) RoomNavigator._is_at_home = false func test_go_to_room_by_name_unknown_is_noop() -> void: var floor_before: int = RoomNavigator.get_current_floor() RoomNavigator.go_to_room_by_name("nonexistent_room_xyz") assert_eq(RoomNavigator.get_current_floor(), floor_before) ``` - [ ] **Step 2: Run → verify FAIL** ```bash "F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless --import --path "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-20-navigation-integration" "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-20-navigation-integration" ``` Expected: 8 new tests fail — `_ROOM_NAMES`, `get_room_name`, `go_to_room_by_name` not defined. - [ ] **Step 3: Update room_navigator.gd** Full replacement: ```gdscript ## RoomNavigator — autoload that moves the Camera2D smoothly between hospital floors, rooms, and the home/garden area. extends Node signal room_changed(floor_index: int, room_index: int) signal home_entered() signal hospital_entered() const FLOOR_HEIGHT: float = 720.0 const ROOM_WIDTH: float = 1280.0 const HOME_CAMERA_X: float = 640.0 const HOME_CAMERA_Y: float = 1080.0 const CAMERA_TWEEN_DURATION: float = 0.6 const HOME_ROOM_NAME: String = "garden_party" const _ROOM_NAMES: Dictionary = { Vector2i(0, 0): "reception", Vector2i(0, 1): "giftshop", Vector2i(0, 2): "restaurant", Vector2i(0, 3): "emergency", Vector2i(1, 0): "xray", Vector2i(1, 1): "pharmacy", Vector2i(1, 2): "lab", Vector2i(1, 3): "patient_rooms", Vector2i(2, 0): "ultrasound", Vector2i(2, 1): "delivery_room", Vector2i(2, 2): "nursery", } var _current_floor: int = 0 var _current_room: int = 0 var _is_at_home: bool = false var _camera: Camera2D var _active_tween: Tween func initialize(camera: Camera2D) -> void: _camera = camera func go_to_floor(floor_index: int) -> void: go_to_room(floor_index, 0) func go_to_room(floor_index: int, room_index: int) -> void: if _camera == null: return if not _is_at_home and floor_index == _current_floor and room_index == _current_room: return _is_at_home = false _current_floor = floor_index _current_room = room_index var room_name: String = _ROOM_NAMES.get(Vector2i(floor_index, room_index), "") if not room_name.is_empty(): GameState.set_current_room(room_name) var target_x: float = room_index * ROOM_WIDTH + ROOM_WIDTH * 0.5 var target_y: float = floor_index * -FLOOR_HEIGHT + FLOOR_HEIGHT * 0.5 if _active_tween != null: _active_tween.kill() _active_tween = create_tween() _active_tween.set_ease(Tween.EASE_IN_OUT) _active_tween.set_trans(Tween.TRANS_SINE) _active_tween.tween_property(_camera, "position", Vector2(target_x, target_y), CAMERA_TWEEN_DURATION) _active_tween.finished.connect(func() -> void: room_changed.emit(floor_index, room_index)) func go_to_home() -> void: if _camera == null: return if _is_at_home: return _is_at_home = true GameState.set_current_room(HOME_ROOM_NAME) if _active_tween != null: _active_tween.kill() _active_tween = create_tween() _active_tween.set_ease(Tween.EASE_IN_OUT) _active_tween.set_trans(Tween.TRANS_SINE) _active_tween.tween_property(_camera, "position", Vector2(HOME_CAMERA_X, HOME_CAMERA_Y), CAMERA_TWEEN_DURATION) _active_tween.finished.connect(func() -> void: home_entered.emit()) func go_to_hospital() -> void: if _camera == null: return if not _is_at_home: return _is_at_home = false var room_name: String = _ROOM_NAMES.get(Vector2i(_current_floor, _current_room), "") if not room_name.is_empty(): GameState.set_current_room(room_name) var target_x: float = _current_room * ROOM_WIDTH + ROOM_WIDTH * 0.5 var target_y: float = _current_floor * -FLOOR_HEIGHT + FLOOR_HEIGHT * 0.5 if _active_tween != null: _active_tween.kill() _active_tween = create_tween() _active_tween.set_ease(Tween.EASE_IN_OUT) _active_tween.set_trans(Tween.TRANS_SINE) _active_tween.tween_property(_camera, "position", Vector2(target_x, target_y), CAMERA_TWEEN_DURATION) _active_tween.finished.connect(func() -> void: hospital_entered.emit()) func go_to_room_by_name(room_name: String) -> void: if room_name == HOME_ROOM_NAME: go_to_home() return for key: Vector2i in _ROOM_NAMES: if _ROOM_NAMES[key] == room_name: go_to_room(key.x, key.y) return func get_room_name(floor_index: int, room_index: int) -> String: return _ROOM_NAMES.get(Vector2i(floor_index, room_index), "") func get_current_floor() -> int: return _current_floor func get_current_room() -> int: return _current_room func is_at_home() -> bool: return _is_at_home ``` - [ ] **Step 4: Run → verify 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-20-navigation-integration" ``` Expected: all tests pass including 8 new RoomNavigator tests. Total ≥ 220. - [ ] **Step 5: Commit** ```bash git add scripts/systems/room_navigator.gd test/unit/test_room_navigator.gd git commit -m "feat(nav): wire RoomNavigator to GameState.set_current_room and add room name lookup" ``` --- ### Task 3: main.gd camera restore on load **Files:** - Modify: `scripts/main/main.gd` No new tests — camera tween is untestable (visual). Verified manually. - [ ] **Step 1: Update main.gd** Replace the existing file: ```gdscript ## Main — scene root: wires up RoomNavigator and restores saved character positions. extends Node2D func _ready() -> void: RoomNavigator.initialize($Camera2D) SaveManager.load_game() AudioManager.set_music_volume(GameState.music_volume) AudioManager.set_sfx_volume(GameState.sfx_volume) _apply_saved_state() RoomNavigator.go_to_room_by_name(GameState.current_room) func _apply_saved_state() -> void: for character in $Characters.get_children(): if character is Character and character.data != null: if GameState.has_character_position(character.data.id): character.global_position = GameState.get_character_position(character.data.id) ``` The only change: `RoomNavigator.go_to_room_by_name(GameState.current_room)` added at the end of `_ready()`. On a fresh game, `GameState.current_room = "reception"` so the camera starts at Floor 0, Reception — the correct default. On subsequent loads, it restores to wherever the player was. - [ ] **Step 2: Run full test suite** ```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-20-navigation-integration" ``` Expected: all tests pass. No regressions. - [ ] **Step 3: Commit** ```bash git add scripts/main/main.gd git commit -m "feat(nav): restore camera to saved room on game load" ```