# Sprint 18 — Room Chests & Item Spawning 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:** Add tappable `RoomChest` nodes to all 12 rooms that spawn `HoldableItem`/`OutfitItem` instances with a fly-out tween. Items persist in the world until dragged back to their chest. **Architecture:** `ChestItemData` (Resource) holds item config per slot. `RoomChestConfig` (static class) maps chest IDs to item arrays — keeps .tscn files simple (only `chest_id` + `position` exported). `RoomChest` (Node2D) reads config in `_ready()`, spawns on demand, receives items on return. `HoldableItem` gains `home_chest` property and `_try_return_to_chest()` — highest priority check in `_on_drag_released`. `OutfitItem` also calls `_try_return_to_chest()` before outfit apply. `GameState` extended to v3 with `_chest_states` Dictionary. **Tech Stack:** GDScript (statisch typisiert), GUT v9.6.0, Godot 4.6.2 **Test runner:** ``` "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 ``` **Branch:** `sprint/18-room-chests` (worktree at `.worktrees/sprint-18-room-chests`) --- ## File Map | Action | File | Responsibility | |---|---|---| | Create | `scripts/objects/chest_item_data.gd` | Resource with item_id, item_type, outfit_layer, spawn_offset | | Create | `scripts/objects/room_chest_config.gd` | Static config: chest_id → Array[ChestItemData] for all 14 chests | | Create | `scripts/objects/room_chest.gd` | Node2D: spawn items, receive returns, persist via GameState | | Modify | `scripts/objects/holdable_item.gd` | Add home_chest, CHEST_RETURN_RADIUS, _try_return_to_chest() | | Modify | `scripts/objects/outfit_item.gd` | Call _try_return_to_chest() before character check | | Modify | `scripts/autoload/GameState.gd` | v3: _chest_states, get/set/clear_chest_state | | Create | `test/unit/test_room_chest.gd` | 10 tests for ChestItemData, RoomChestConfig, RoomChest logic | | Modify | `test/unit/test_holdable_item.gd` | Append 3 chest-return tests | | Modify | `test/unit/test_game_state.gd` | Append 6 v3 chest state tests | | Modify | `scenes/rooms/floor0/Reception.tscn` | Add ReceptionDesk RoomChest | | Modify | `scenes/rooms/floor0/GiftShop.tscn` | Add GiftShopShelf RoomChest | | Modify | `scenes/rooms/floor0/Restaurant.tscn` | Add RestaurantCounter RoomChest | | Modify | `scenes/rooms/floor0/EmergencyRoom.tscn` | Add EmergencyCabinet RoomChest | | Modify | `scenes/rooms/floor1/XRay.tscn` | Add XRayCabinet RoomChest | | Modify | `scenes/rooms/floor1/Pharmacy.tscn` | Add PharmacyMedicine + PharmacyTools RoomChest | | Modify | `scenes/rooms/floor1/Lab.tscn` | Add LabBench RoomChest | | Modify | `scenes/rooms/floor1/PatientRoom.tscn` | Add PatientCabinet RoomChest | | Modify | `scenes/rooms/floor2/Ultrasound.tscn` | Add UltrasoundCart RoomChest | | Modify | `scenes/rooms/floor2/DeliveryRoom.tscn` | Add DeliveryCabinet RoomChest | | Modify | `scenes/rooms/floor2/Nursery.tscn` | Add NurseryShelf RoomChest | | Modify | `scenes/rooms/home/GardenParty.tscn` | Add GardenTable + GardenStorage RoomChest | | Create | `test/unit/test_room_chests_floor0.gd` | 8 scene tests (presence + item count per chest) | | Create | `test/unit/test_room_chests_floor1.gd` | 10 scene tests | | Create | `test/unit/test_room_chests_floor2_home.gd` | 10 scene tests | --- ## Task 1: ChestItemData + RoomChestConfig **Files:** - Create: `scripts/objects/chest_item_data.gd` - Create: `scripts/objects/room_chest_config.gd` - Create: `test/unit/test_room_chest.gd` (first 4 tests only) - [ ] **Step 1: Failing tests schreiben** ```gdscript ## Tests for ChestItemData resource and RoomChestConfig static config. extends GutTest func test_chest_item_data_default_item_type_is_holdable() -> void: var d: ChestItemData = ChestItemData.new() assert_eq(d.item_type, "holdable") func test_chest_item_data_default_outfit_layer_is_one() -> void: var d: ChestItemData = ChestItemData.new() assert_eq(d.outfit_layer, 1) func test_room_chest_config_reception_desk_has_three_items() -> void: var items: Array[ChestItemData] = RoomChestConfig.get_items("reception_desk") assert_eq(items.size(), 3) func test_room_chest_config_unknown_id_returns_empty() -> void: var items: Array[ChestItemData] = RoomChestConfig.get_items("does_not_exist") assert_eq(items.size(), 0) ``` - [ ] **Step 2: Test ausführen — muss FAIL sein** Expected: `ChestItemData: Identifier not found` oder ähnlich. - [ ] **Step 3: `chest_item_data.gd` implementieren** ```gdscript ## ChestItemData — configuration for a single item slot inside a RoomChest. class_name ChestItemData extends Resource @export var item_id: String = "" @export var item_type: String = "holdable" @export var outfit_layer: int = 1 @export var spawn_offset: Vector2 = Vector2.ZERO ``` - [ ] **Step 4: `room_chest_config.gd` implementieren** ```gdscript ## RoomChestConfig — static item configuration for all room chests. ## Maps chest_id strings to ChestItemData arrays. No assets needed: item_id strings only. class_name RoomChestConfig static func get_items(chest_id: String) -> Array[ChestItemData]: match chest_id: "reception_desk": return _make([ ["clipboard", "holdable", 1, Vector2(-70.0, -60.0)], ["pen", "holdable", 1, Vector2(0.0, -80.0)], ["bandage", "holdable", 1, Vector2(70.0, -60.0)], ]) "giftshop_shelf": return _make([ ["gift_box", "holdable", 1, Vector2(-70.0, -60.0)], ["ribbon", "holdable", 1, Vector2(0.0, -80.0)], ["balloon", "holdable", 1, Vector2(70.0, -60.0)], ]) "restaurant_counter": return _make([ ["teacup", "holdable", 1, Vector2(-70.0, -60.0)], ["plate", "holdable", 1, Vector2(0.0, -80.0)], ["spoon", "holdable", 1, Vector2(70.0, -60.0)], ]) "emergency_cabinet": return _make([ ["bandage_roll", "holdable", 1, Vector2(-70.0, -60.0)], ["syringe", "holdable", 1, Vector2(0.0, -80.0)], ["ice_pack", "holdable", 1, Vector2(70.0, -60.0)], ]) "xray_cabinet": return _make([ ["xray_sheet", "holdable", 1, Vector2(-70.0, -60.0)], ["lead_apron", "outfit", 1, Vector2(0.0, -80.0)], ["marker", "holdable", 1, Vector2(70.0, -60.0)], ]) "pharmacy_medicine": return _make([ ["pill_bottle", "holdable", 1, Vector2(-50.0, -60.0)], ["syrup", "holdable", 1, Vector2(50.0, -60.0)], ]) "pharmacy_tools": return _make([ ["mortar", "holdable", 1, Vector2(-50.0, -60.0)], ["spatula", "holdable", 1, Vector2(50.0, -60.0)], ]) "lab_bench": return _make([ ["test_tube", "holdable", 1, Vector2(-70.0, -60.0)], ["pipette", "holdable", 1, Vector2(0.0, -80.0)], ["microscope_slide", "holdable", 1, Vector2(70.0, -60.0)], ]) "patient_cabinet": return _make([ ["thermometer", "holdable", 1, Vector2(-70.0, -60.0)], ["stethoscope", "outfit", 2, Vector2(0.0, -80.0)], ["pillow", "holdable", 1, Vector2(70.0, -60.0)], ]) "ultrasound_cart": return _make([ ["gel_tube", "holdable", 1, Vector2(-70.0, -60.0)], ["probe", "holdable", 1, Vector2(0.0, -80.0)], ["towel", "holdable", 1, Vector2(70.0, -60.0)], ]) "delivery_cabinet": return _make([ ["swaddle", "outfit", 1, Vector2(-70.0, -60.0)], ["scissors", "holdable", 1, Vector2(0.0, -80.0)], ["cord_clamp", "holdable", 1, Vector2(70.0, -60.0)], ]) "nursery_shelf": return _make([ ["bottle", "holdable", 1, Vector2(-70.0, -60.0)], ["rattle", "holdable", 1, Vector2(0.0, -80.0)], ["blanket", "outfit", 1, Vector2(70.0, -60.0)], ]) "garden_table": return _make([ ["teapot", "holdable", 1, Vector2(-50.0, -60.0)], ["cake", "holdable", 1, Vector2(50.0, -60.0)], ]) "garden_storage": return _make([ ["confetti", "holdable", 1, Vector2(-50.0, -60.0)], ["party_hat", "outfit", 1, Vector2(50.0, -60.0)], ]) return [] static func _make(data: Array) -> Array[ChestItemData]: var result: Array[ChestItemData] = [] for entry: Array in data: var d: ChestItemData = ChestItemData.new() d.item_id = entry[0] d.item_type = entry[1] d.outfit_layer = entry[2] d.spawn_offset = entry[3] result.append(d) return result ``` - [ ] **Step 5: Tests ausführen — müssen PASS sein** Expected: `4/4 passed` - [ ] **Step 6: Committen** ``` git add scripts/objects/chest_item_data.gd scripts/objects/room_chest_config.gd test/unit/test_room_chest.gd git commit -m "feat(items): add ChestItemData resource and RoomChestConfig static config" ``` --- ## Task 2: RoomChest Node2D — Spawn + Receive **Files:** - Create: `scripts/objects/room_chest.gd` - Modify: `test/unit/test_room_chest.gd` (append 6 tests) - [ ] **Step 1: Failing tests anhängen** Append to `test/unit/test_room_chest.gd`: ```gdscript func test_are_items_spawned_false_initially() -> void: var chest: RoomChest = RoomChest.new() chest.chest_id = "reception_desk" add_child_autofree(chest) assert_false(chest.are_items_spawned()) func test_get_spawned_count_zero_initially() -> void: var chest: RoomChest = RoomChest.new() chest.chest_id = "reception_desk" add_child_autofree(chest) assert_eq(chest.get_spawned_count(), 0) func test_get_item_config_count_matches_config() -> void: var chest: RoomChest = RoomChest.new() chest.chest_id = "reception_desk" add_child_autofree(chest) assert_eq(chest.get_item_config_count(), 3) func test_spawn_items_creates_correct_count() -> void: var chest: RoomChest = RoomChest.new() chest.chest_id = "reception_desk" add_child_autofree(chest) chest.spawn_items() assert_eq(chest.get_spawned_count(), 3) func test_double_spawn_is_noop() -> void: var chest: RoomChest = RoomChest.new() chest.chest_id = "reception_desk" add_child_autofree(chest) chest.spawn_items() chest.spawn_items() assert_eq(chest.get_spawned_count(), 3) func test_receive_item_decrements_spawned_count() -> void: var chest: RoomChest = RoomChest.new() chest.chest_id = "reception_desk" add_child_autofree(chest) chest.spawn_items() var item: HoldableItem = chest._spawned_items[0] as HoldableItem chest.receive_item(item) assert_eq(chest.get_spawned_count(), 2) ``` - [ ] **Step 2: Test ausführen — müssen FAIL sein** Expected: `RoomChest: Identifier not found` - [ ] **Step 3: `room_chest.gd` implementieren** ```gdscript ## RoomChest — tappable storage node. Spawns HoldableItem/OutfitItem instances on demand. ## Items fly out with a tween. Receives items back via receive_item(). class_name RoomChest extends Node2D signal items_spawned(chest: RoomChest) signal item_received(chest: RoomChest, item_id: String) const SPAWN_TWEEN_DURATION: float = 0.3 @export var chest_id: String = "" var _spawned_items: Array = [] var _item_configs: Array[ChestItemData] = [] func _ready() -> void: add_to_group("room_chests") _item_configs = RoomChestConfig.get_items(chest_id) if not chest_id.is_empty() and not GameState.get_chest_state(chest_id).is_empty(): spawn_items() func spawn_items() -> void: if not _spawned_items.is_empty(): return var parent: Node = get_parent() for config: ChestItemData in _item_configs: var item: HoldableItem = _create_item(config) item.home_chest = self if parent != null: parent.add_child(item) else: add_child(item) item.global_position = global_position _spawned_items.append(item) _tween_item_out(item, config.spawn_offset) GameState.set_chest_state(chest_id, _get_spawned_ids()) items_spawned.emit(self) func receive_item(item: HoldableItem) -> void: _spawned_items.erase(item) if _spawned_items.is_empty(): GameState.clear_chest_state(chest_id) else: GameState.set_chest_state(chest_id, _get_spawned_ids()) item_received.emit(self, item.item_id) _tween_item_in(item) func are_items_spawned() -> bool: return not _spawned_items.is_empty() func get_spawned_count() -> int: return _spawned_items.size() func get_item_config_count() -> int: return _item_configs.size() func _create_item(config: ChestItemData) -> HoldableItem: var item: HoldableItem if config.item_type == "outfit": var outfit: OutfitItem = OutfitItem.new() outfit.outfit_layer = config.outfit_layer item = outfit else: item = HoldableItem.new() item.item_id = config.item_id return item func _get_spawned_ids() -> Array: var ids: Array = [] for item: HoldableItem in _spawned_items: ids.append(item.item_id) return ids func _tween_item_out(item: HoldableItem, offset: Vector2) -> void: var tween: Tween = create_tween() tween.tween_property(item, "global_position", global_position + offset, SPAWN_TWEEN_DURATION) func _tween_item_in(item: HoldableItem) -> void: var tween: Tween = create_tween() tween.tween_property(item, "global_position", global_position, SPAWN_TWEEN_DURATION) tween.tween_callback(item.queue_free) ``` - [ ] **Step 4: Tests ausführen — müssen PASS sein** Expected: `10/10 passed` - [ ] **Step 5: Committen** ``` git add scripts/objects/room_chest.gd test/unit/test_room_chest.gd git commit -m "feat(items): add RoomChest with spawn and receive logic" ``` --- ## Task 3: HoldableItem Chest-Return + OutfitItem + GameState v3 **Files:** - Modify: `scripts/objects/holdable_item.gd` - Modify: `scripts/objects/outfit_item.gd` - Modify: `scripts/autoload/GameState.gd` - Modify: `test/unit/test_holdable_item.gd` (append 3 tests) - Modify: `test/unit/test_game_state.gd` (append 6 tests) - [ ] **Step 1: Failing tests anhängen** Append to `test/unit/test_holdable_item.gd`: ```gdscript func test_try_return_to_chest_false_when_no_home_chest() -> void: var item: HoldableItem = HoldableItem.new() add_child_autofree(item) assert_false(item._try_return_to_chest()) func test_try_return_to_chest_false_when_beyond_radius() -> void: var chest: RoomChest = RoomChest.new() chest.chest_id = "reception_desk" add_child_autofree(chest) chest.global_position = Vector2.ZERO var item: HoldableItem = HoldableItem.new() add_child_autofree(item) item.home_chest = chest item.global_position = Vector2(200.0, 0.0) assert_false(item._try_return_to_chest()) func test_try_return_to_chest_true_when_within_radius() -> void: var chest: RoomChest = RoomChest.new() chest.chest_id = "reception_desk" add_child_autofree(chest) chest.global_position = Vector2.ZERO var item: HoldableItem = HoldableItem.new() add_child_autofree(item) item.home_chest = chest item.global_position = Vector2(40.0, 0.0) assert_true(item._try_return_to_chest()) ``` Append to `test/unit/test_game_state.gd`: ```gdscript func test_get_chest_state_returns_empty_for_unknown_id() -> void: assert_eq(GameState.get_chest_state("nonexistent_chest_xyz"), []) func test_set_and_get_chest_state() -> void: GameState.set_chest_state("pharmacy_medicine_test", ["pill_bottle", "syrup"]) assert_eq(GameState.get_chest_state("pharmacy_medicine_test"), ["pill_bottle", "syrup"]) func test_clear_chest_state_removes_entry() -> void: GameState.set_chest_state("lab_bench_test", ["test_tube"]) GameState.clear_chest_state("lab_bench_test") assert_eq(GameState.get_chest_state("lab_bench_test"), []) func test_chest_state_included_in_save_data() -> void: GameState.set_chest_state("xray_cabinet_test", ["xray_sheet"]) var data: Dictionary = GameState.get_save_data() assert_true(data.has("chest_states")) assert_eq(data["chest_states"]["xray_cabinet_test"], ["xray_sheet"]) func test_save_data_version_is_three() -> void: var data: Dictionary = GameState.get_save_data() assert_eq(data["version"], 3) func test_apply_save_data_restores_chest_state() -> void: var data: Dictionary = { "version": 3, "chest_states": {"reception_desk_test": ["clipboard", "pen"]}, } GameState.apply_save_data(data) assert_eq(GameState.get_chest_state("reception_desk_test"), ["clipboard", "pen"]) ``` - [ ] **Step 2: Tests ausführen — müssen FAIL sein** Expected: `_try_return_to_chest: Method not found` + version still 2. - [ ] **Step 3: `holdable_item.gd` modifizieren** Ergänze nach der bestehenden `HAND_SLOT_RADIUS`-Konstante und dem `@export var item_id`: ```gdscript const CHEST_RETURN_RADIUS: float = 80.0 var home_chest: RoomChest = null ``` Ersetze `_on_drag_released`: ```gdscript func _on_drag_released(_pos: Vector2) -> void: if _try_return_to_chest(): return var result: Array = _find_nearest_free_hand_slot() if not result.is_empty(): var character: Character = result[0] as Character var hand: String = result[1] as String character.attach_item(hand, self) item_placed.emit(self) ``` Neue Methode nach `is_in_hand_slot()` einfügen: ```gdscript func _try_return_to_chest() -> bool: if home_chest == null: return false if global_position.distance_to(home_chest.global_position) >= CHEST_RETURN_RADIUS: return false home_chest.receive_item(self) return true ``` - [ ] **Step 4: `outfit_item.gd` modifizieren** Ersetze `_on_drag_released`: ```gdscript func _on_drag_released(_pos: Vector2) -> void: if _try_return_to_chest(): return var character: Character = _find_nearest_character() if character != null: character.apply_outfit_item(outfit_layer, item_id, outfit_sprite, self) return super._on_drag_released(_pos) ``` - [ ] **Step 5: `GameState.gd` modifizieren** Ergänze nach `_object_states`: ```gdscript var _chest_states: Dictionary = {} ``` Neue Methoden nach `set_object_state()` einfügen: ```gdscript func get_chest_state(chest_id: String) -> Array: return _chest_states.get(chest_id, []) func set_chest_state(chest_id: String, spawned_item_ids: Array) -> void: _chest_states[chest_id] = spawned_item_ids state_changed.emit() func clear_chest_state(chest_id: String) -> void: _chest_states.erase(chest_id) state_changed.emit() ``` In `get_save_data()`, ersetze `"version": 2` mit `"version": 3` und ergänze `"chest_states"`: ```gdscript return { "version": 3, "character_positions": positions, "character_outfits": _character_outfits.duplicate(true), "character_held_items": _character_held_items.duplicate(true), "object_states": _object_states, "chest_states": _chest_states.duplicate(true), "current_room": current_room, "music_volume": music_volume, "sfx_volume": sfx_volume, } ``` In `apply_save_data()`, am Ende ergänzen: ```gdscript if data.has("chest_states"): _chest_states = data["chest_states"].duplicate(true) else: _chest_states = {} ``` - [ ] **Step 6: Tests ausführen — müssen PASS sein** Expected: alle bisherigen Tests + 9 neue = grün. - [ ] **Step 7: Committen** ``` git add scripts/objects/holdable_item.gd scripts/objects/outfit_item.gd scripts/autoload/GameState.gd test/unit/test_holdable_item.gd test/unit/test_game_state.gd git commit -m "feat(items): add chest-return priority to HoldableItem and GameState v3 chest states" ``` --- ## Task 4: Room-Scenes Floor 0 + Tests **Files:** - Modify: `scenes/rooms/floor0/Reception.tscn` - Modify: `scenes/rooms/floor0/GiftShop.tscn` - Modify: `scenes/rooms/floor0/Restaurant.tscn` - Modify: `scenes/rooms/floor0/EmergencyRoom.tscn` - Create: `test/unit/test_room_chests_floor0.gd` **Vorgehen für jede .tscn-Datei:** 1. Datei lesen 2. `load_steps=N` → `load_steps=N+1` 3. Neue ext_resource direkt nach dem letzten bestehenden `[ext_resource]`-Block einfügen. Wähle als ID `"N_chest"` wobei N die neue Zahl ist. 4. Einen `[node]`-Block am Ende der Datei anhängen - [ ] **Step 1: Failing tests schreiben** `test/unit/test_room_chests_floor0.gd`: ```gdscript ## Tests for RoomChest presence and item counts in Floor 0 rooms. extends GutTest func test_reception_has_chest_reception_desk() -> void: var room: Node = preload("res://scenes/rooms/floor0/Reception.tscn").instantiate() add_child_autofree(room) assert_not_null(room.get_node_or_null("ReceptionDesk")) func test_reception_desk_has_three_items() -> void: var room: Node = preload("res://scenes/rooms/floor0/Reception.tscn").instantiate() add_child_autofree(room) var chest: RoomChest = room.get_node_or_null("ReceptionDesk") as RoomChest assert_eq(chest.get_item_config_count(), 3) func test_giftshop_has_chest_giftshop_shelf() -> void: var room: Node = preload("res://scenes/rooms/floor0/GiftShop.tscn").instantiate() add_child_autofree(room) assert_not_null(room.get_node_or_null("GiftShopShelf")) func test_giftshop_shelf_has_three_items() -> void: var room: Node = preload("res://scenes/rooms/floor0/GiftShop.tscn").instantiate() add_child_autofree(room) var chest: RoomChest = room.get_node_or_null("GiftShopShelf") as RoomChest assert_eq(chest.get_item_config_count(), 3) func test_restaurant_has_chest_restaurant_counter() -> void: var room: Node = preload("res://scenes/rooms/floor0/Restaurant.tscn").instantiate() add_child_autofree(room) assert_not_null(room.get_node_or_null("RestaurantCounter")) func test_restaurant_counter_has_three_items() -> void: var room: Node = preload("res://scenes/rooms/floor0/Restaurant.tscn").instantiate() add_child_autofree(room) var chest: RoomChest = room.get_node_or_null("RestaurantCounter") as RoomChest assert_eq(chest.get_item_config_count(), 3) func test_emergency_has_chest_emergency_cabinet() -> void: var room: Node = preload("res://scenes/rooms/floor0/EmergencyRoom.tscn").instantiate() add_child_autofree(room) assert_not_null(room.get_node_or_null("EmergencyCabinet")) func test_emergency_cabinet_has_three_items() -> void: var room: Node = preload("res://scenes/rooms/floor0/EmergencyRoom.tscn").instantiate() add_child_autofree(room) var chest: RoomChest = room.get_node_or_null("EmergencyCabinet") as RoomChest assert_eq(chest.get_item_config_count(), 3) ``` - [ ] **Step 2: Tests ausführen — müssen FAIL sein** Expected: `ReceptionDesk: Node not found` - [ ] **Step 3: Reception.tscn modifizieren** Reception.tscn hat aktuell `load_steps=3`. Änderungen: Header: `load_steps=3` → `load_steps=4` Nach dem letzten `[ext_resource]`-Block einfügen: ``` [ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="3_chest"] ``` Am Ende der Datei anhängen: ``` [node name="ReceptionDesk" type="Node2D" parent="."] position = Vector2(120.0, 555.0) script = ExtResource("3_chest") chest_id = "reception_desk" ``` - [ ] **Step 4: GiftShop.tscn modifizieren** GiftShop.tscn hat `load_steps=3`. Selbes Muster (id=`"3_chest"`): ``` [ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="3_chest"] ``` ``` [node name="GiftShopShelf" type="Node2D" parent="."] position = Vector2(120.0, 300.0) script = ExtResource("3_chest") chest_id = "giftshop_shelf" ``` - [ ] **Step 5: Restaurant.tscn modifizieren** Restaurant.tscn hat `load_steps=3`. Selbes Muster (id=`"3_chest"`): ``` [ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="3_chest"] ``` ``` [node name="RestaurantCounter" type="Node2D" parent="."] position = Vector2(120.0, 555.0) script = ExtResource("3_chest") chest_id = "restaurant_counter" ``` - [ ] **Step 6: EmergencyRoom.tscn modifizieren** EmergencyRoom.tscn hat `load_steps=4` (iobj, ambulance, snap). Neue ID=`"4_chest"`: Header: `load_steps=4` → `load_steps=5` Nach dem letzten `[ext_resource]`-Block einfügen: ``` [ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="4_chest"] ``` ``` [node name="EmergencyCabinet" type="Node2D" parent="."] position = Vector2(150.0, 400.0) script = ExtResource("4_chest") chest_id = "emergency_cabinet" ``` - [ ] **Step 7: Tests ausführen — müssen PASS sein** Expected: `8/8 passed` - [ ] **Step 8: Committen** ``` git add scenes/rooms/floor0/Reception.tscn scenes/rooms/floor0/GiftShop.tscn scenes/rooms/floor0/Restaurant.tscn scenes/rooms/floor0/EmergencyRoom.tscn test/unit/test_room_chests_floor0.gd git commit -m "feat(rooms): add RoomChest nodes to Floor 0 rooms" ``` --- ## Task 5: Room-Scenes Floor 1 + Tests **Files:** - Modify: `scenes/rooms/floor1/XRay.tscn` - Modify: `scenes/rooms/floor1/Pharmacy.tscn` - Modify: `scenes/rooms/floor1/Lab.tscn` - Modify: `scenes/rooms/floor1/PatientRoom.tscn` - Create: `test/unit/test_room_chests_floor1.gd` - [ ] **Step 1: Failing tests schreiben** `test/unit/test_room_chests_floor1.gd`: ```gdscript ## Tests for RoomChest presence and item counts in Floor 1 rooms. extends GutTest func test_xray_has_chest_xray_cabinet() -> void: var room: Node = preload("res://scenes/rooms/floor1/XRay.tscn").instantiate() add_child_autofree(room) assert_not_null(room.get_node_or_null("XRayCabinet")) func test_xray_cabinet_has_three_items() -> void: var room: Node = preload("res://scenes/rooms/floor1/XRay.tscn").instantiate() add_child_autofree(room) var chest: RoomChest = room.get_node_or_null("XRayCabinet") as RoomChest assert_eq(chest.get_item_config_count(), 3) func test_pharmacy_has_chest_pharmacy_medicine() -> void: var room: Node = preload("res://scenes/rooms/floor1/Pharmacy.tscn").instantiate() add_child_autofree(room) assert_not_null(room.get_node_or_null("PharmacyMedicine")) func test_pharmacy_medicine_has_two_items() -> void: var room: Node = preload("res://scenes/rooms/floor1/Pharmacy.tscn").instantiate() add_child_autofree(room) var chest: RoomChest = room.get_node_or_null("PharmacyMedicine") as RoomChest assert_eq(chest.get_item_config_count(), 2) func test_pharmacy_has_chest_pharmacy_tools() -> void: var room: Node = preload("res://scenes/rooms/floor1/Pharmacy.tscn").instantiate() add_child_autofree(room) assert_not_null(room.get_node_or_null("PharmacyTools")) func test_pharmacy_tools_has_two_items() -> void: var room: Node = preload("res://scenes/rooms/floor1/Pharmacy.tscn").instantiate() add_child_autofree(room) var chest: RoomChest = room.get_node_or_null("PharmacyTools") as RoomChest assert_eq(chest.get_item_config_count(), 2) func test_lab_has_chest_lab_bench() -> void: var room: Node = preload("res://scenes/rooms/floor1/Lab.tscn").instantiate() add_child_autofree(room) assert_not_null(room.get_node_or_null("LabBench")) func test_lab_bench_has_three_items() -> void: var room: Node = preload("res://scenes/rooms/floor1/Lab.tscn").instantiate() add_child_autofree(room) var chest: RoomChest = room.get_node_or_null("LabBench") as RoomChest assert_eq(chest.get_item_config_count(), 3) func test_patient_room_has_chest_patient_cabinet() -> void: var room: Node = preload("res://scenes/rooms/floor1/PatientRoom.tscn").instantiate() add_child_autofree(room) assert_not_null(room.get_node_or_null("PatientCabinet")) func test_patient_cabinet_has_three_items() -> void: var room: Node = preload("res://scenes/rooms/floor1/PatientRoom.tscn").instantiate() add_child_autofree(room) var chest: RoomChest = room.get_node_or_null("PatientCabinet") as RoomChest assert_eq(chest.get_item_config_count(), 3) ``` - [ ] **Step 2: Tests ausführen — müssen FAIL sein** - [ ] **Step 3: XRay.tscn modifizieren** XRay.tscn hat `load_steps=4` (iobj, xraymachine, snap). Neue ID=`"4_chest"`: Header: `load_steps=4` → `load_steps=5` ``` [ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="4_chest"] ``` ``` [node name="XRayCabinet" type="Node2D" parent="."] position = Vector2(150.0, 400.0) script = ExtResource("4_chest") chest_id = "xray_cabinet" ``` - [ ] **Step 4: Pharmacy.tscn modifizieren** Pharmacy.tscn hat `load_steps=3`. Neue ID=`"3_chest"`: Header: `load_steps=3` → `load_steps=4` ``` [ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="3_chest"] ``` Zwei Nodes am Ende anhängen: ``` [node name="PharmacyMedicine" type="Node2D" parent="."] position = Vector2(350.0, 320.0) script = ExtResource("3_chest") chest_id = "pharmacy_medicine" [node name="PharmacyTools" type="Node2D" parent="."] position = Vector2(900.0, 320.0) script = ExtResource("3_chest") chest_id = "pharmacy_tools" ``` - [ ] **Step 5: Lab.tscn modifizieren** Lab.tscn lesen und `load_steps` prüfen. Selbes Muster: neue ext_resource für room_chest.gd einfügen, Node am Ende: ``` [node name="LabBench" type="Node2D" parent="."] position = Vector2(150.0, 400.0) script = ExtResource("_chest") chest_id = "lab_bench" ``` - [ ] **Step 6: PatientRoom.tscn modifizieren** PatientRoom.tscn lesen, selbes Muster: ``` [node name="PatientCabinet" type="Node2D" parent="."] position = Vector2(150.0, 400.0) script = ExtResource("_chest") chest_id = "patient_cabinet" ``` - [ ] **Step 7: Tests ausführen — müssen PASS sein** Expected: `10/10 passed` - [ ] **Step 8: Committen** ``` git add scenes/rooms/floor1/XRay.tscn scenes/rooms/floor1/Pharmacy.tscn scenes/rooms/floor1/Lab.tscn scenes/rooms/floor1/PatientRoom.tscn test/unit/test_room_chests_floor1.gd git commit -m "feat(rooms): add RoomChest nodes to Floor 1 rooms" ``` --- ## Task 6: Room-Scenes Floor 2 + Home + Tests **Files:** - Modify: `scenes/rooms/floor2/Ultrasound.tscn` - Modify: `scenes/rooms/floor2/DeliveryRoom.tscn` - Modify: `scenes/rooms/floor2/Nursery.tscn` - Modify: `scenes/rooms/home/GardenParty.tscn` - Create: `test/unit/test_room_chests_floor2_home.gd` - [ ] **Step 1: Failing tests schreiben** `test/unit/test_room_chests_floor2_home.gd`: ```gdscript ## Tests for RoomChest presence and item counts in Floor 2 and Home rooms. extends GutTest func test_ultrasound_has_chest_ultrasound_cart() -> void: var room: Node = preload("res://scenes/rooms/floor2/Ultrasound.tscn").instantiate() add_child_autofree(room) assert_not_null(room.get_node_or_null("UltrasoundCart")) func test_ultrasound_cart_has_three_items() -> void: var room: Node = preload("res://scenes/rooms/floor2/Ultrasound.tscn").instantiate() add_child_autofree(room) var chest: RoomChest = room.get_node_or_null("UltrasoundCart") as RoomChest assert_eq(chest.get_item_config_count(), 3) func test_delivery_room_has_chest_delivery_cabinet() -> void: var room: Node = preload("res://scenes/rooms/floor2/DeliveryRoom.tscn").instantiate() add_child_autofree(room) assert_not_null(room.get_node_or_null("DeliveryCabinet")) func test_delivery_cabinet_has_three_items() -> void: var room: Node = preload("res://scenes/rooms/floor2/DeliveryRoom.tscn").instantiate() add_child_autofree(room) var chest: RoomChest = room.get_node_or_null("DeliveryCabinet") as RoomChest assert_eq(chest.get_item_config_count(), 3) func test_nursery_has_chest_nursery_shelf() -> void: var room: Node = preload("res://scenes/rooms/floor2/Nursery.tscn").instantiate() add_child_autofree(room) assert_not_null(room.get_node_or_null("NurseryShelf")) func test_nursery_shelf_has_three_items() -> void: var room: Node = preload("res://scenes/rooms/floor2/Nursery.tscn").instantiate() add_child_autofree(room) var chest: RoomChest = room.get_node_or_null("NurseryShelf") as RoomChest assert_eq(chest.get_item_config_count(), 3) func test_garden_party_has_chest_garden_table() -> void: var room: Node = preload("res://scenes/rooms/home/GardenParty.tscn").instantiate() add_child_autofree(room) assert_not_null(room.get_node_or_null("GardenTable")) func test_garden_table_has_two_items() -> void: var room: Node = preload("res://scenes/rooms/home/GardenParty.tscn").instantiate() add_child_autofree(room) var chest: RoomChest = room.get_node_or_null("GardenTable") as RoomChest assert_eq(chest.get_item_config_count(), 2) func test_garden_party_has_chest_garden_storage() -> void: var room: Node = preload("res://scenes/rooms/home/GardenParty.tscn").instantiate() add_child_autofree(room) assert_not_null(room.get_node_or_null("GardenStorage")) func test_garden_storage_has_two_items() -> void: var room: Node = preload("res://scenes/rooms/home/GardenParty.tscn").instantiate() add_child_autofree(room) var chest: RoomChest = room.get_node_or_null("GardenStorage") as RoomChest assert_eq(chest.get_item_config_count(), 2) ``` - [ ] **Step 2: Tests ausführen — müssen FAIL sein** - [ ] **Step 3: Ultrasound.tscn modifizieren** Ultrasound.tscn hat `load_steps=4` (iobj, ultrasound, snap). Neue ID=`"4_chest"`: Header: `load_steps=4` → `load_steps=5` ``` [ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="4_chest"] ``` ``` [node name="UltrasoundCart" type="Node2D" parent="."] position = Vector2(150.0, 400.0) script = ExtResource("4_chest") chest_id = "ultrasound_cart" ``` - [ ] **Step 4: DeliveryRoom.tscn modifizieren** DeliveryRoom.tscn lesen. Selbes Muster, passende neue ID wählen: ``` [node name="DeliveryCabinet" type="Node2D" parent="."] position = Vector2(150.0, 400.0) script = ExtResource("_chest") chest_id = "delivery_cabinet" ``` - [ ] **Step 5: Nursery.tscn modifizieren** Nursery.tscn lesen. Selbes Muster: ``` [node name="NurseryShelf" type="Node2D" parent="."] position = Vector2(640.0, 260.0) script = ExtResource("_chest") chest_id = "nursery_shelf" ``` - [ ] **Step 6: GardenParty.tscn modifizieren** GardenParty.tscn lesen. Zwei Nodes, selbe ext_resource ID verwenden: ``` [node name="GardenTable" type="Node2D" parent="."] position = Vector2(200.0, 400.0) script = ExtResource("_chest") chest_id = "garden_table" [node name="GardenStorage" type="Node2D" parent="."] position = Vector2(900.0, 400.0) script = ExtResource("_chest") chest_id = "garden_storage" ``` - [ ] **Step 7: Alle Tests ausführen — müssen PASS sein** Expected output: ``` Scripts 15 Tests 185 Passing Tests 185 ---- All tests passed! ---- ``` - [ ] **Step 8: Committen** ``` git add scenes/rooms/floor2/Ultrasound.tscn scenes/rooms/floor2/DeliveryRoom.tscn scenes/rooms/floor2/Nursery.tscn scenes/rooms/home/GardenParty.tscn test/unit/test_room_chests_floor2_home.gd git commit -m "feat(rooms): add RoomChest nodes to Floor 2 and Home rooms" ``` --- ## Spec Self-Check | Requirement | Task | |---|---| | ChestItemData Resource | Task 1 | | RoomChestConfig für alle 14 Truhen | Task 1 | | RoomChest spawn_items() + receive_item() | Task 2 | | Doppel-Spawn no-op | Task 2 | | Tween fly-out / fly-in | Task 2 (visual, nicht getestet) | | HoldableItem chest-return Priorität | Task 3 | | OutfitItem chest-return vor outfit-apply | Task 3 | | GameState v3 chest_states | Task 3 | | Floor 0 alle 4 Räume befüllt | Task 4 | | Floor 1 alle 4 Räume befüllt | Task 5 | | Floor 2 + Home alle 4 Räume befüllt | Task 6 | | Auto-restore auf load (via _ready) | Task 2 (room_chest.gd _ready()) | | Item-Positionen NICHT persistiert | — (by design, spec §GameState v3) |