# Sprint 17 — Hand-Slots + Outfits 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:** Enable items to be held in Character hand slots and outfit items to be dragged onto characters to dress them, with tap-to-undress and save persistence. **Architecture:** Three new concerns, each self-contained: (1) `HoldableItem` scans the "characters" group on release and attaches itself to the nearest free HandLeft/HandRight. (2) `OutfitItem` extends `HoldableItem` — on release near a character body it applies itself to an outfit layer and hides. (3) `GameState` extended to persist outfit + held-item state per character (save format v2). No new scene files required — all logic is GDScript. **Tech Stack:** Godot 4.6.2, GDScript static typing, GUT v9.6.0, headless runner. **GDD Reference:** `docs/game-design.md` — Kapitel 5.2 (Hand-Slot System) + 5.3 (Outfit Layer System) + Kapitel 8 (Save Format v2). **Headless 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 2>&1 ``` **Existing tests must stay green:** 115 tests passing before this sprint starts. --- ## Context: what Sprint 15 already built `Character.tscn` already has `HandLeft` (Node2D at (-32,-30)) and `HandRight` (Node2D at (32,-30)) as attachment points. `character.gd` already has `attach_item(hand, item)`, `detach_item(hand)`, `get_held_item(hand)`, `is_hand_free(hand)`, `set_outfit(layer, id, texture)`, `clear_outfit(layer)`, `get_outfit(layer)`. `CharacterData` already has `outfit: Array[String]`. What is missing: (1) Characters are not registered in any group, so items cannot find them by scanning. (2) `detach_item` does not preserve `global_position` when reparenting — it will silently teleport items to (0,0). (3) No `HoldableItem` class. (4) No `OutfitItem` class. (5) GameState only saves character positions, not outfit or held items. --- ## File Map | Action | Path | Purpose | |---|---|---| | Modify | `scripts/characters/character.gd` | group registration, detach fix, tap detection, apply/remove outfit | | Create | `scripts/objects/holdable_item.gd` | base class: attach to hand slot on drag release | | Create | `scripts/objects/outfit_item.gd` | extends HoldableItem: apply outfit on drop near character | | Modify | `scripts/characters/character_data.gd` | add `held_left`, `held_right` String fields | | Modify | `scripts/autoload/GameState.gd` | save/load outfit + held items per character (v2 format) | | Modify | `test/unit/test_character_v2.gd` | add group, detach-position, tap, apply/remove outfit tests | | Create | `test/unit/test_holdable_item.gd` | HoldableItem unit tests | | Create | `test/unit/test_outfit_item.gd` | OutfitItem unit tests | | Modify | `test/unit/test_game_state.gd` | extend with outfit + held-item save tests | --- ## Task 1: Character group + HoldableItem + detach fix **Files:** - Modify: `scripts/characters/character.gd` - Create: `scripts/objects/holdable_item.gd` - Modify: `test/unit/test_character_v2.gd` - Create: `test/unit/test_holdable_item.gd` ### Step 1: Write the failing tests Add to `test/unit/test_character_v2.gd` (after the last existing test): ```gdscript func test_character_is_in_characters_group() -> void: assert_true(_char.is_in_group("characters")) func test_detach_item_preserves_global_position() -> void: var item: Node2D = Node2D.new() add_child_autofree(item) _char.global_position = Vector2(200.0, 300.0) _char.attach_item("left", item) # HandLeft is at offset (-32, -30) relative to character var expected_global: Vector2 = _char.get_node("HandLeft").global_position _char.detach_item("left") assert_eq(item.global_position, expected_global) ``` Create `test/unit/test_holdable_item.gd`: ```gdscript ## Tests for HoldableItem — hand slot attachment on drag release. extends GutTest func test_holdable_item_id_default_empty() -> void: var item: HoldableItem = HoldableItem.new() add_child_autofree(item) assert_eq(item.item_id, "") func test_holdable_item_is_not_in_hand_initially() -> void: var item: HoldableItem = HoldableItem.new() add_child_autofree(item) assert_false(item.is_in_hand_slot()) func test_holdable_item_attaches_to_nearest_free_hand() -> void: var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character add_child_autofree(character) var item: HoldableItem = HoldableItem.new() add_child_autofree(item) item.item_id = "test_item" # Place item at HandLeft position item.global_position = character.get_node("HandLeft").global_position item._on_drag_released(item.global_position) assert_true(item.is_in_hand_slot()) func test_holdable_item_does_not_attach_if_no_character_in_range() -> void: var item: HoldableItem = HoldableItem.new() add_child_autofree(item) item.global_position = Vector2(9999.0, 9999.0) item._on_drag_released(item.global_position) assert_false(item.is_in_hand_slot()) func test_holdable_item_does_not_attach_to_occupied_hand() -> void: var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character add_child_autofree(character) var item1: HoldableItem = HoldableItem.new() var item2: HoldableItem = HoldableItem.new() add_child_autofree(item1) add_child_autofree(item2) # Fill left hand manually character.attach_item("left", item1) character.attach_item("right", item1) # fill both # item2 tries to attach but both hands full item2.global_position = character.global_position item2._on_drag_released(item2.global_position) assert_false(item2.is_in_hand_slot()) func test_holdable_item_detaches_on_pickup_when_in_slot() -> void: var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character add_child_autofree(character) var item: HoldableItem = HoldableItem.new() add_child_autofree(item) character.attach_item("left", item) assert_true(item.is_in_hand_slot()) item._on_drag_picked_up(item.global_position) assert_false(item.is_in_hand_slot()) func test_holdable_item_detach_preserves_global_position() -> void: var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character add_child_autofree(character) var item: HoldableItem = HoldableItem.new() add_child_autofree(item) character.attach_item("left", item) var hand_pos: Vector2 = character.get_node("HandLeft").global_position item._on_drag_picked_up(hand_pos) assert_eq(item.global_position, hand_pos) ``` ### Step 2: Run import + tests — verify new tests FAIL ``` "F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless --import 2>&1 "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 2>&1 ``` Expected: 9 new failures. Existing 115 pass. ### Step 3: Modify `scripts/characters/character.gd` **Change 1:** Add group registration in `_ready()` (after the drag connection block): ```gdscript func _ready() -> void: var drag: DragDropComponent = get_node_or_null("DragDropComponent") as DragDropComponent if drag != null: drag.drag_picked_up.connect(_on_drag_picked_up) drag.drag_released.connect(_on_drag_released) if data != null: _update_visual_state() _refresh_outfit_layers() add_to_group("characters") ``` **Change 2:** Fix `detach_item` to preserve `global_position`: ```gdscript func detach_item(hand: String) -> Node2D: if hand != "left" and hand != "right": return null var slot: Node2D = get_node_or_null("Hand" + hand.capitalize()) as Node2D if slot == null or slot.get_child_count() == 0: return null var item: Node2D = slot.get_child(0) as Node2D var saved_pos: Vector2 = item.global_position slot.remove_child(item) var scene_parent: Node = get_parent() if scene_parent != null: scene_parent.add_child(item) item.global_position = saved_pos return item ``` ### Step 4: Create `scripts/objects/holdable_item.gd` ```gdscript ## HoldableItem — Node2D that can be held in a Character's HandLeft or HandRight slot. ## Attach DragDropComponent as a child. On drag_released scans "characters" group for ## the nearest free hand slot within HAND_SLOT_RADIUS. class_name HoldableItem extends Node2D signal item_picked_up(item: HoldableItem) signal item_placed(item: HoldableItem) const HAND_SLOT_RADIUS: float = 60.0 @export var item_id: String = "" func _ready() -> void: var drag: DragDropComponent = get_node_or_null("DragDropComponent") as DragDropComponent if drag != null: drag.drag_picked_up.connect(_on_drag_picked_up) drag.drag_released.connect(_on_drag_released) func _on_drag_picked_up(_pos: Vector2) -> void: if is_in_hand_slot(): _detach_from_hand_slot() item_picked_up.emit(self) func _on_drag_released(_pos: Vector2) -> void: 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) func is_in_hand_slot() -> bool: var p: Node = get_parent() if p == null: return false return p.name == "HandLeft" or p.name == "HandRight" func _detach_from_hand_slot() -> void: var hand_slot: Node = get_parent() var character: Character = hand_slot.get_parent() as Character if character == null: return var hand: String = "left" if hand_slot.name == "HandLeft" else "right" character.detach_item(hand) func _find_nearest_free_hand_slot() -> Array: var best_dist: float = HAND_SLOT_RADIUS var best_character: Character = null var best_hand: String = "" for node: Node in get_tree().get_nodes_in_group("characters"): var character: Character = node as Character if character == null: continue for hand: String in ["left", "right"]: if not character.is_hand_free(hand): continue var slot: Node2D = character.get_node_or_null("Hand" + hand.capitalize()) as Node2D if slot == null: continue var dist: float = global_position.distance_to(slot.global_position) if dist < best_dist: best_dist = dist best_character = character best_hand = hand if best_character == null: return [] return [best_character, best_hand] ``` ### Step 5: Run import + tests — verify all pass (124 total) ``` "F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless --import 2>&1 "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 2>&1 ``` Expected: 124/124 passed. ### Step 6: Commit ```bash cd "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-17-hand-slots-outfits" git add scripts/characters/character.gd git add scripts/objects/holdable_item.gd git add test/unit/test_character_v2.gd git add test/unit/test_holdable_item.gd git commit -m "feat(items): add HoldableItem with hand slot detection, fix detach_item position" ``` --- ## Task 2: OutfitItem + apply-on-drop + tap-to-undress **Files:** - Modify: `scripts/characters/character.gd` - Create: `scripts/objects/outfit_item.gd` - Modify: `test/unit/test_character_v2.gd` - Create: `test/unit/test_outfit_item.gd` ### Step 1: Write the failing tests Add to `test/unit/test_character_v2.gd`: ```gdscript func test_apply_outfit_item_hides_item() -> void: var item: Node2D = Node2D.new() add_child_autofree(item) _char.apply_outfit_item(1, "white_coat", null, item) assert_false(item.visible) func test_apply_outfit_item_sets_outfit_data() -> void: var item: Node2D = Node2D.new() add_child_autofree(item) _char.apply_outfit_item(1, "white_coat", null, item) assert_eq(_char.get_outfit(1), "white_coat") func test_remove_outfit_restores_item_visibility() -> void: var item: Node2D = Node2D.new() add_child_autofree(item) _char.apply_outfit_item(2, "cast_arm", null, item) _char.remove_outfit(2) assert_true(item.visible) func test_remove_outfit_clears_outfit_data() -> void: var item: Node2D = Node2D.new() add_child_autofree(item) _char.apply_outfit_item(2, "cast_arm", null, item) _char.remove_outfit(2) assert_eq(_char.get_outfit(2), "") func test_apply_outfit_item_replaces_existing() -> void: var item1: Node2D = Node2D.new() var item2: Node2D = Node2D.new() add_child_autofree(item1) add_child_autofree(item2) _char.apply_outfit_item(1, "white_coat", null, item1) _char.apply_outfit_item(1, "doctor_coat", null, item2) assert_true(item1.visible) assert_false(item2.visible) assert_eq(_char.get_outfit(1), "doctor_coat") func test_tap_removes_topmost_active_outfit_layer() -> void: var item1: Node2D = Node2D.new() var item3: Node2D = Node2D.new() add_child_autofree(item1) add_child_autofree(item3) _char.apply_outfit_item(1, "white_coat", null, item1) _char.apply_outfit_item(3, "stethoscope", null, item3) _char._handle_outfit_tap() # layer 3 is topmost active — it should be removed first assert_eq(_char.get_outfit(3), "") assert_eq(_char.get_outfit(1), "white_coat") func test_tap_noop_when_no_outfit_active() -> void: _char._handle_outfit_tap() assert_eq(_char.get_outfit(1), "") assert_eq(_char.get_outfit(2), "") assert_eq(_char.get_outfit(3), "") ``` Create `test/unit/test_outfit_item.gd`: ```gdscript ## Tests for OutfitItem — applies outfit layer when dropped near a character. extends GutTest func test_outfit_item_default_layer_is_one() -> void: var item: OutfitItem = OutfitItem.new() add_child_autofree(item) assert_eq(item.outfit_layer, 1) func test_outfit_item_applies_to_character_on_release_in_range() -> void: var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character add_child_autofree(character) var data: CharacterData = CharacterData.new() character.data = data var item: OutfitItem = OutfitItem.new() add_child_autofree(item) item.item_id = "white_coat" item.outfit_layer = 1 item.outfit_sprite = null # Place item near character item.global_position = character.global_position item._on_drag_released(item.global_position) assert_eq(character.get_outfit(1), "white_coat") func test_outfit_item_hides_after_applying() -> void: var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character add_child_autofree(character) var data: CharacterData = CharacterData.new() character.data = data var item: OutfitItem = OutfitItem.new() add_child_autofree(item) item.item_id = "white_coat" item.outfit_layer = 1 item.global_position = character.global_position item._on_drag_released(item.global_position) assert_false(item.visible) func test_outfit_item_falls_back_to_hand_slot_if_no_character_in_range() -> void: var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character add_child_autofree(character) var item: OutfitItem = OutfitItem.new() add_child_autofree(item) item.item_id = "white_coat" item.outfit_layer = 1 # Place item near hand slot but NOT near character body item.global_position = character.get_node("HandLeft").global_position item._on_drag_released(item.global_position) # Should attach to hand slot, not apply as outfit assert_true(item.is_in_hand_slot()) assert_eq(character.get_outfit(1), "") func test_outfit_item_does_not_apply_if_far_from_character() -> void: var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character add_child_autofree(character) var data: CharacterData = CharacterData.new() character.data = data var item: OutfitItem = OutfitItem.new() add_child_autofree(item) item.item_id = "white_coat" item.outfit_layer = 1 item.global_position = Vector2(9999.0, 9999.0) item._on_drag_released(item.global_position) assert_eq(character.get_outfit(1), "") assert_true(item.visible) ``` ### Step 2: Run tests — verify new tests FAIL Expected: 12 new failures. Existing 124 pass. ### Step 3: Modify `scripts/characters/character.gd` **Add** these new members and methods. Insert the `var` declarations after the existing `var _current_anim: String = "idle"` line: ```gdscript var _current_anim: String = "idle" var _drag_start_position: Vector2 = Vector2.ZERO var _outfit_item_refs: Array = [null, null, null] const _TAP_THRESHOLD: float = 10.0 ``` **Replace** `_on_drag_picked_up`: ```gdscript func _on_drag_picked_up(pos: Vector2) -> void: _is_held = true _drag_start_position = pos set_animation_state("held") character_picked_up.emit(self) ``` **Replace** `_on_drag_released`: ```gdscript func _on_drag_released(pos: Vector2) -> void: _is_held = false var drag_distance: float = pos.distance_to(_drag_start_position) if drag_distance < _TAP_THRESHOLD: _handle_outfit_tap() return set_animation_state("idle") if data == null or data.id.is_empty(): return GameState.set_character_position(character_id, global_position) character_placed.emit(self, global_position) ``` **Add** new public methods (before `_update_visual_state`): ```gdscript func apply_outfit_item(layer: int, item_id: String, texture: Texture2D, item_node: Node2D) -> void: if layer < 1 or layer > 3: return var i: int = layer - 1 var existing: Node2D = _outfit_item_refs[i] as Node2D if existing != null: existing.global_position = global_position + Vector2(0.0, 60.0) existing.visible = true _outfit_item_refs[i] = item_node set_outfit(layer, item_id, texture) if item_node != null: item_node.visible = false func remove_outfit(layer: int) -> void: if layer < 1 or layer > 3: return var i: int = layer - 1 clear_outfit(layer) var item_ref: Node2D = _outfit_item_refs[i] as Node2D if item_ref != null: _outfit_item_refs[i] = null item_ref.global_position = global_position + Vector2(0.0, 60.0) item_ref.visible = true func _handle_outfit_tap() -> void: for layer: int in range(3, 0, -1): if not get_outfit(layer).is_empty(): remove_outfit(layer) return ``` ### Step 4: Create `scripts/objects/outfit_item.gd` ```gdscript ## OutfitItem — HoldableItem that applies an outfit layer to a Character when dropped ## within OUTFIT_APPLY_RADIUS of the character's center. If no character is in range, ## falls back to normal hand-slot attachment. class_name OutfitItem extends HoldableItem const OUTFIT_APPLY_RADIUS: float = 80.0 @export var outfit_layer: int = 1 @export var outfit_sprite: Texture2D func _on_drag_released(_pos: Vector2) -> void: 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) func _find_nearest_character() -> Character: var best_dist: float = OUTFIT_APPLY_RADIUS var best: Character = null for node: Node in get_tree().get_nodes_in_group("characters"): var character: Character = node as Character if character == null: continue var dist: float = global_position.distance_to(character.global_position) if dist < best_dist: best_dist = dist best = character return best ``` ### Step 5: Run import + tests — verify all pass (136 total) ``` "F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless --import 2>&1 "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 2>&1 ``` Expected: 136/136 passed. ### Step 6: Commit ```bash git add scripts/characters/character.gd git add scripts/objects/outfit_item.gd git add test/unit/test_character_v2.gd git add test/unit/test_outfit_item.gd git commit -m "feat(items): add OutfitItem with apply-on-drop and tap-to-undress on Character" ``` --- ## Task 3: GameState v2 — outfit + held items persisted **Files:** - Modify: `scripts/characters/character_data.gd` - Modify: `scripts/autoload/GameState.gd` - Modify: `test/unit/test_game_state.gd` ### Step 1: Write the failing tests Check if `test/unit/test_game_state.gd` exists. If not, create it. If it exists, append these tests: ```gdscript ## Tests for GameState — character outfit and held-item persistence. extends GutTest func before_each() -> void: GameState.apply_save_data({}) func test_character_data_has_held_left_field() -> void: var cd: CharacterData = CharacterData.new() assert_eq(cd.held_left, "") func test_character_data_has_held_right_field() -> void: var cd: CharacterData = CharacterData.new() assert_eq(cd.held_right, "") func test_set_character_outfit_stores_value() -> void: GameState.set_character_outfit("bunny_f", ["white_coat", "", "stethoscope"]) assert_eq(GameState.get_character_outfit("bunny_f"), ["white_coat", "", "stethoscope"]) func test_get_character_outfit_returns_empty_array_for_unknown() -> void: var result: Array = GameState.get_character_outfit("unknown_id") assert_eq(result, ["", "", ""]) func test_set_character_held_item_left() -> void: GameState.set_character_held_item("bunny_f", "left", "medicine_blue") assert_eq(GameState.get_character_held_item("bunny_f", "left"), "medicine_blue") func test_get_character_held_item_returns_empty_for_unknown() -> void: assert_eq(GameState.get_character_held_item("unknown", "left"), "") func test_save_data_includes_outfit() -> void: GameState.set_character_outfit("bunny_f", ["white_coat", "", ""]) var data: Dictionary = GameState.get_save_data() assert_true(data.has("character_outfits")) assert_eq(data["character_outfits"]["bunny_f"], ["white_coat", "", ""]) func test_save_data_includes_held_items() -> void: GameState.set_character_held_item("bunny_f", "right", "medicine_blue") var data: Dictionary = GameState.get_save_data() assert_true(data.has("character_held_items")) assert_eq(data["character_held_items"]["bunny_f"]["right"], "medicine_blue") func test_apply_save_data_restores_outfit() -> void: var save: Dictionary = { "character_outfits": { "bunny_f": ["doctor_coat", "", "stethoscope"] } } GameState.apply_save_data(save) assert_eq(GameState.get_character_outfit("bunny_f"), ["doctor_coat", "", "stethoscope"]) func test_apply_save_data_restores_held_items() -> void: var save: Dictionary = { "character_held_items": { "kitten_f": {"left": "gel_tube", "right": ""} } } GameState.apply_save_data(save) assert_eq(GameState.get_character_held_item("kitten_f", "left"), "gel_tube") ``` ### Step 2: Run tests — verify new tests FAIL Expected: 11 new failures. Existing 136 pass. ### Step 3: Modify `scripts/characters/character_data.gd` Add two new fields after `outfit`: ```gdscript ## CharacterData — Resource holding all persistent state for one character. class_name CharacterData extends Resource enum State { HEALTHY, SICK, SLEEPING, TIRED, PREGNANT, BABY } enum Species { BUNNY, KITTEN } @export var id: String = "" @export var display_name: String = "" @export var species: Species = Species.BUNNY @export var state: State = State.HEALTHY @export var current_floor: int = 0 @export var position: Vector2 = Vector2.ZERO @export var outfit: Array[String] = ["", "", ""] @export var held_left: String = "" @export var held_right: String = "" ``` ### Step 4: Modify `scripts/autoload/GameState.gd` Full replacement of the file to add outfit + held-item tracking: ```gdscript ## GameState — global game state: character positions, outfit, held items, object states, current room. extends Node signal state_changed signal character_moved(character_id: String, position: Vector2) var _character_positions: Dictionary = {} var _character_outfits: Dictionary = {} var _character_held_items: Dictionary = {} var _object_states: Dictionary = {} var current_room: String = "reception" var music_volume: float = 0.6 var sfx_volume: float = 1.0 func has_character_position(id: String) -> bool: return _character_positions.has(id) func get_character_position(id: String) -> Vector2: return _character_positions.get(id, Vector2.ZERO) func set_character_position(id: String, pos: Vector2) -> void: _character_positions[id] = pos character_moved.emit(id, pos) state_changed.emit() func get_character_outfit(id: String) -> Array: return _character_outfits.get(id, ["", "", ""]) func set_character_outfit(id: String, outfit: Array) -> void: _character_outfits[id] = outfit state_changed.emit() func get_character_held_item(id: String, hand: String) -> String: if not _character_held_items.has(id): return "" return _character_held_items[id].get(hand, "") func set_character_held_item(id: String, hand: String, item_id: String) -> void: if not _character_held_items.has(id): _character_held_items[id] = {"left": "", "right": ""} _character_held_items[id][hand] = item_id state_changed.emit() func get_object_state(id: String) -> String: return _object_states.get(id, "idle") func set_object_state(id: String, state: String) -> void: _object_states[id] = state state_changed.emit() func get_save_data() -> Dictionary: var positions: Dictionary = {} for key: String in _character_positions: var pos: Vector2 = _character_positions[key] positions[key] = [pos.x, pos.y] return { "version": 2, "character_positions": positions, "character_outfits": _character_outfits.duplicate(true), "character_held_items": _character_held_items.duplicate(true), "object_states": _object_states, "current_room": current_room, "music_volume": music_volume, "sfx_volume": sfx_volume, } func apply_save_data(data: Dictionary) -> void: if data.has("character_positions"): _character_positions = {} for key: String in data["character_positions"]: var val: Variant = data["character_positions"][key] if val is Array and val.size() >= 2: _character_positions[key] = Vector2(val[0], val[1]) if data.has("character_outfits"): _character_outfits = data["character_outfits"].duplicate(true) else: _character_outfits = {} if data.has("character_held_items"): _character_held_items = data["character_held_items"].duplicate(true) else: _character_held_items = {} if data.has("object_states"): _object_states = data["object_states"] if data.has("current_room"): current_room = data["current_room"] if data.has("music_volume"): music_volume = data["music_volume"] if data.has("sfx_volume"): sfx_volume = data["sfx_volume"] ``` ### Step 5: Run import + tests — verify all pass (147 total) ``` "F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless --import 2>&1 "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 2>&1 ``` Expected: 147/147 passed. ### Step 6: Commit ```bash git add scripts/characters/character_data.gd git add scripts/autoload/GameState.gd git add test/unit/test_game_state.gd git commit -m "feat(save): extend GameState to v2 — outfit and held items persisted per character" ``` --- ## Final Check - [ ] **Run full test suite one last time** ``` "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 2>&1 ``` Expected output: ``` Scripts 13 Tests 147 Passing Tests 147 ---- All tests passed! ---- ``` - [ ] **Verify git log shows 3 clean commits** ```bash git log --oneline -4 ``` Expected: ``` feat(save): extend GameState to v2 — outfit and held items persisted per character feat(items): add OutfitItem with apply-on-drop and tap-to-undress on Character feat(items): add HoldableItem with hand slot detection, fix detach_item position ``` --- ## Notes for implementer - **`_outfit_item_refs` typed as `Array` not `Array[Node2D]`** — GDScript typed arrays with null defaults can cause issues in some Godot versions. Use untyped `Array` with explicit `as Node2D` casts. - **`test_outfit_item_falls_back_to_hand_slot_if_no_character_in_range`** — This test places the item near a HandLeft but NOT near the character body. The OUTFIT_APPLY_RADIUS (80px) check on `character.global_position` will fail (HandLeft is only 32px offset), but since the HandLeft is within HAND_SLOT_RADIUS (60px) of HandLeft position, the HoldableItem fallback will attach it to the hand. Verify position arithmetic in your test setup. - **`before_each` in test_game_state.gd calls `GameState.apply_save_data({})`** — this resets state between tests. The autoload singleton persists between GUT test functions, so the reset is mandatory. - **`_handle_outfit_tap` is public** (no underscore would be cleaner, but the existing convention uses underscore for private methods). Keep the underscore — tests call it directly. This is acceptable for unit testing. - **`_TAP_THRESHOLD`** needs to be a constant not a `const` with underscore (underscore prefix = private, which is fine here since it's internal to character.gd).