28 KiB
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):
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:
## 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):
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:
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
## 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
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:
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:
## 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:
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:
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:
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):
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
## 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
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:
## 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:
## 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:
## 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
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
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_refstyped asArraynotArray[Node2D]— GDScript typed arrays with null defaults can cause issues in some Godot versions. Use untypedArraywith explicitas Node2Dcasts.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 oncharacter.global_positionwill 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_eachin test_game_state.gd callsGameState.apply_save_data({})— this resets state between tests. The autoload singleton persists between GUT test functions, so the reset is mandatory._handle_outfit_tapis 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_THRESHOLDneeds to be a constant not aconstwith underscore (underscore prefix = private, which is fine here since it's internal to character.gd).