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