22 KiB
Sprint 16 — Snap-Point System 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 SnapPoint nodes to all furniture in all 12 rooms so characters can snap into sitting/lying poses when released near a piece of furniture.
Architecture: Each room .tscn gets one ext_resource entry for snap_point.gd and one [node] entry per snap position. SnapPoints are direct children of the room node (not children of ColorRect furniture, since ColorRects have no Node2D hierarchy). All SnapPoints auto-register in the "snap_points" group via _ready(). No new GDScript is written — this sprint is purely scene data.
Tech Stack: Godot 4.6.2, .tscn text format, GUT v9.6.0 (TDD), headless runner.
GDD Reference: docs/game-design.md — Kapitel 2 (Raum-Übersicht) + Kapitel 5.1 (Snap-Point System).
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: 90 tests passing before this sprint starts.
File Map
| Action | Path | SnapPoints added |
|---|---|---|
| Modify | scenes/rooms/floor0/Reception.tscn |
4 × sitting (2 benches × 2) |
| Modify | scenes/rooms/floor0/GiftShop.tscn |
1 × sitting (counter) |
| Modify | scenes/rooms/floor0/Restaurant.tscn |
6 × sitting (3 tables × 2) |
| Modify | scenes/rooms/floor0/EmergencyRoom.tscn |
1 × lying (medical table) |
| Modify | scenes/rooms/floor1/XRay.tscn |
1 × lying (exam table) |
| Modify | scenes/rooms/floor1/Pharmacy.tscn |
1 × sitting (counter) |
| Modify | scenes/rooms/floor1/Lab.tscn |
2 × sitting (lab bench) |
| Modify | scenes/rooms/floor1/PatientRoom.tscn |
2 × lying (2 beds) |
| Modify | scenes/rooms/floor2/Ultrasound.tscn |
1 × lying (exam table) |
| Modify | scenes/rooms/floor2/DeliveryRoom.tscn |
1 × lying (delivery bed) |
| Modify | scenes/rooms/floor2/Nursery.tscn |
3 × lying, baby_only (3 cradles) |
| Modify | scenes/rooms/home/GardenParty.tscn |
2 × sitting (garden table) |
| Create | test/unit/test_snap_points_floor0.gd |
Tests for EG (12 snap points) |
| Create | test/unit/test_snap_points_floor1.gd |
Tests for 1.OG (6 snap points) |
| Create | test/unit/test_snap_points_floor2.gd |
Tests for 2.OG + Garten (7 snap points) |
Total: 25 SnapPoints across 12 rooms.
How to add a SnapPoint to a .tscn
1. Increment load_steps in the header by 1
[gd_scene load_steps=3 format=3 ...] ← was 2
2. Add ext_resource for snap_point.gd after the last existing ext_resource line
For rooms with currently 1 ext_resource (InteractiveObject only), use id "2_snap":
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="2_snap"]
For rooms with currently 2 ext_resources, use id "3_snap":
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="3_snap"]
For GardenParty (3 ext_resources), use id "4_snap":
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="4_snap"]
3. Append node entries at the end of the file
Sitting (default pose, no need to set pose or baby_only):
[node name="SnapBenchLeft1" type="Node2D" parent="."]
position = Vector2(150, 555)
script = ExtResource("2_snap")
Lying (must set pose):
[node name="SnapExamTable" type="Node2D" parent="."]
position = Vector2(640, 480)
script = ExtResource("2_snap")
pose = "lying"
Lying + baby only:
[node name="SnapCradle1" type="Node2D" parent="."]
position = Vector2(340, 240)
script = ExtResource("3_snap")
pose = "lying"
baby_only = true
Helper: how tests count SnapPoints in a room
func _count_snaps(room: Node2D) -> int:
var count: int = 0
for child: Node in room.get_children():
if child is SnapPoint:
count += 1
return count
func _count_snaps_with_pose(room: Node2D, pose: String) -> int:
var count: int = 0
for child: Node in room.get_children():
var snap: SnapPoint = child as SnapPoint
if snap != null and snap.pose == pose:
count += 1
return count
func _count_snaps_baby_only(room: Node2D) -> int:
var count: int = 0
for child: Node in room.get_children():
var snap: SnapPoint = child as SnapPoint
if snap != null and snap.baby_only:
count += 1
return count
Task 1: Floor 0 — Reception, GiftShop, Restaurant, EmergencyRoom
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_snap_points_floor0.gd
Step 1: Write the failing tests
Create test/unit/test_snap_points_floor0.gd:
## Tests verifying SnapPoints exist in all EG (Erdgeschoss) room scenes.
extends GutTest
func _count_snaps(room: Node2D) -> int:
var count: int = 0
for child: Node in room.get_children():
if child is SnapPoint:
count += 1
return count
func _count_snaps_with_pose(room: Node2D, pose: String) -> int:
var count: int = 0
for child: Node in room.get_children():
var snap: SnapPoint = child as SnapPoint
if snap != null and snap.pose == pose:
count += 1
return count
func test_reception_has_four_snap_points() -> void:
var room: Node2D = preload("res://scenes/rooms/floor0/Reception.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps(room), 4)
func test_reception_all_snaps_are_sitting() -> void:
var room: Node2D = preload("res://scenes/rooms/floor0/Reception.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps_with_pose(room, "sitting"), 4)
func test_giftshop_has_one_snap_point() -> void:
var room: Node2D = preload("res://scenes/rooms/floor0/GiftShop.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps(room), 1)
func test_giftshop_snap_is_sitting() -> void:
var room: Node2D = preload("res://scenes/rooms/floor0/GiftShop.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps_with_pose(room, "sitting"), 1)
func test_restaurant_has_six_snap_points() -> void:
var room: Node2D = preload("res://scenes/rooms/floor0/Restaurant.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps(room), 6)
func test_restaurant_all_snaps_are_sitting() -> void:
var room: Node2D = preload("res://scenes/rooms/floor0/Restaurant.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps_with_pose(room, "sitting"), 6)
func test_emergency_room_has_one_snap_point() -> void:
var room: Node2D = preload("res://scenes/rooms/floor0/EmergencyRoom.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps(room), 1)
func test_emergency_room_snap_is_lying() -> void:
var room: Node2D = preload("res://scenes/rooms/floor0/EmergencyRoom.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps_with_pose(room, "lying"), 1)
Step 2: Run tests — verify they FAIL
"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: 8 new failures. 90 existing pass.
Step 3: Edit scenes/rooms/floor0/Reception.tscn
Current header: [gd_scene load_steps=2 format=3 uid="uid://cozypaw_reception"]
Change to: [gd_scene load_steps=3 format=3 uid="uid://cozypaw_reception"]
After [ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"], add:
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="2_snap"]
Append at the end of the file:
[node name="SnapBenchLeft1" type="Node2D" parent="."]
position = Vector2(150, 555)
script = ExtResource("2_snap")
[node name="SnapBenchLeft2" type="Node2D" parent="."]
position = Vector2(240, 555)
script = ExtResource("2_snap")
[node name="SnapBenchRight1" type="Node2D" parent="."]
position = Vector2(990, 555)
script = ExtResource("2_snap")
[node name="SnapBenchRight2" type="Node2D" parent="."]
position = Vector2(1080, 555)
script = ExtResource("2_snap")
Step 4: Edit scenes/rooms/floor0/GiftShop.tscn
Change header to load_steps=3.
Add after InteractiveObject ext_resource:
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="2_snap"]
Append:
[node name="SnapCounter" type="Node2D" parent="."]
position = Vector2(640, 528)
script = ExtResource("2_snap")
Step 5: Edit scenes/rooms/floor0/Restaurant.tscn
Change header to load_steps=3.
Add after InteractiveObject ext_resource:
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="2_snap"]
Append:
[node name="SnapTable1Left" type="Node2D" parent="."]
position = Vector2(160, 510)
script = ExtResource("2_snap")
[node name="SnapTable1Right" type="Node2D" parent="."]
position = Vector2(280, 510)
script = ExtResource("2_snap")
[node name="SnapTable2Left" type="Node2D" parent="."]
position = Vector2(580, 510)
script = ExtResource("2_snap")
[node name="SnapTable2Right" type="Node2D" parent="."]
position = Vector2(700, 510)
script = ExtResource("2_snap")
[node name="SnapTable3Left" type="Node2D" parent="."]
position = Vector2(1000, 510)
script = ExtResource("2_snap")
[node name="SnapTable3Right" type="Node2D" parent="."]
position = Vector2(1120, 510)
script = ExtResource("2_snap")
Step 6: Edit scenes/rooms/floor0/EmergencyRoom.tscn
Current header: load_steps=3 (has Ambulance ext_resource). Change to load_steps=4.
Add after the last ext_resource line (Ambulance):
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="3_snap"]
Append:
[node name="SnapMedicalTable" type="Node2D" parent="."]
position = Vector2(310, 480)
script = ExtResource("3_snap")
pose = "lying"
Step 7: Run tests — verify 8 new tests PASS (98 total)
Run --headless --import first if needed, then the test runner.
Expected: 98/98 passed.
Step 8: Commit
cd "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-16-snap-points"
git add scenes/rooms/floor0/Reception.tscn scenes/rooms/floor0/GiftShop.tscn
git add scenes/rooms/floor0/Restaurant.tscn scenes/rooms/floor0/EmergencyRoom.tscn
git add test/unit/test_snap_points_floor0.gd
git commit -m "feat(snap-points): add SnapPoints to all EG rooms (Reception, GiftShop, Restaurant, EmergencyRoom)"
Task 2: Floor 1 — XRay, Pharmacy, Lab, PatientRoom
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_snap_points_floor1.gd
Step 1: Write the failing tests
Create test/unit/test_snap_points_floor1.gd:
## Tests verifying SnapPoints exist in all 1.OG room scenes.
extends GutTest
func _count_snaps(room: Node2D) -> int:
var count: int = 0
for child: Node in room.get_children():
if child is SnapPoint:
count += 1
return count
func _count_snaps_with_pose(room: Node2D, pose: String) -> int:
var count: int = 0
for child: Node in room.get_children():
var snap: SnapPoint = child as SnapPoint
if snap != null and snap.pose == pose:
count += 1
return count
func test_xray_has_one_snap_point() -> void:
var room: Node2D = preload("res://scenes/rooms/floor1/XRay.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps(room), 1)
func test_xray_snap_is_lying() -> void:
var room: Node2D = preload("res://scenes/rooms/floor1/XRay.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps_with_pose(room, "lying"), 1)
func test_pharmacy_has_one_snap_point() -> void:
var room: Node2D = preload("res://scenes/rooms/floor1/Pharmacy.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps(room), 1)
func test_pharmacy_snap_is_sitting() -> void:
var room: Node2D = preload("res://scenes/rooms/floor1/Pharmacy.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps_with_pose(room, "sitting"), 1)
func test_lab_has_two_snap_points() -> void:
var room: Node2D = preload("res://scenes/rooms/floor1/Lab.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps(room), 2)
func test_lab_all_snaps_are_sitting() -> void:
var room: Node2D = preload("res://scenes/rooms/floor1/Lab.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps_with_pose(room, "sitting"), 2)
func test_patient_room_has_two_snap_points() -> void:
var room: Node2D = preload("res://scenes/rooms/floor1/PatientRoom.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps(room), 2)
func test_patient_room_all_snaps_are_lying() -> void:
var room: Node2D = preload("res://scenes/rooms/floor1/PatientRoom.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps_with_pose(room, "lying"), 2)
Step 2: Run tests — verify 8 new tests FAIL
Expected: 8 failures. 98 existing pass.
Step 3: Edit scenes/rooms/floor1/XRay.tscn
Current header: load_steps=3 (has XRayMachine). Change to load_steps=4.
Add after the last ext_resource:
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="3_snap"]
Append:
[node name="SnapExamTable" type="Node2D" parent="."]
position = Vector2(640, 480)
script = ExtResource("3_snap")
pose = "lying"
Step 4: Edit scenes/rooms/floor1/Pharmacy.tscn
Current header: load_steps=2. Change to load_steps=3.
Add after ext_resource:
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="2_snap"]
Append:
[node name="SnapCounter" type="Node2D" parent="."]
position = Vector2(640, 520)
script = ExtResource("2_snap")
Step 5: Edit scenes/rooms/floor1/Lab.tscn
Current header: load_steps=2. Change to load_steps=3.
Add after ext_resource:
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="2_snap"]
Append:
[node name="SnapLabBench1" type="Node2D" parent="."]
position = Vector2(450, 470)
script = ExtResource("2_snap")
[node name="SnapLabBench2" type="Node2D" parent="."]
position = Vector2(750, 470)
script = ExtResource("2_snap")
Step 6: Edit scenes/rooms/floor1/PatientRoom.tscn
Current header: load_steps=2. Change to load_steps=3.
Add after ext_resource:
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="2_snap"]
Append:
[node name="SnapBed1" type="Node2D" parent="."]
position = Vector2(250, 465)
script = ExtResource("2_snap")
pose = "lying"
[node name="SnapBed2" type="Node2D" parent="."]
position = Vector2(810, 465)
script = ExtResource("2_snap")
pose = "lying"
Step 7: Run tests — verify 8 new tests PASS (106 total)
Run --headless --import first if needed, then the test runner.
Expected: 106/106 passed.
Step 8: Commit
cd "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-16-snap-points"
git add scenes/rooms/floor1/XRay.tscn scenes/rooms/floor1/Pharmacy.tscn
git add scenes/rooms/floor1/Lab.tscn scenes/rooms/floor1/PatientRoom.tscn
git add test/unit/test_snap_points_floor1.gd
git commit -m "feat(snap-points): add SnapPoints to all 1.OG rooms (XRay, Pharmacy, Lab, PatientRoom)"
Task 3: Floor 2 + Garten — Ultrasound, DeliveryRoom, Nursery, GardenParty
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_snap_points_floor2.gd
Step 1: Write the failing tests
Create test/unit/test_snap_points_floor2.gd:
## Tests verifying SnapPoints exist in all 2.OG and Garten room scenes.
extends GutTest
func _count_snaps(room: Node2D) -> int:
var count: int = 0
for child: Node in room.get_children():
if child is SnapPoint:
count += 1
return count
func _count_snaps_with_pose(room: Node2D, pose: String) -> int:
var count: int = 0
for child: Node in room.get_children():
var snap: SnapPoint = child as SnapPoint
if snap != null and snap.pose == pose:
count += 1
return count
func _count_snaps_baby_only(room: Node2D) -> int:
var count: int = 0
for child: Node in room.get_children():
var snap: SnapPoint = child as SnapPoint
if snap != null and snap.baby_only:
count += 1
return count
func test_ultrasound_has_one_snap_point() -> void:
var room: Node2D = preload("res://scenes/rooms/floor2/Ultrasound.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps(room), 1)
func test_ultrasound_snap_is_lying() -> void:
var room: Node2D = preload("res://scenes/rooms/floor2/Ultrasound.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps_with_pose(room, "lying"), 1)
func test_delivery_room_has_one_snap_point() -> void:
var room: Node2D = preload("res://scenes/rooms/floor2/DeliveryRoom.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps(room), 1)
func test_delivery_room_snap_is_lying() -> void:
var room: Node2D = preload("res://scenes/rooms/floor2/DeliveryRoom.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps_with_pose(room, "lying"), 1)
func test_nursery_has_three_snap_points() -> void:
var room: Node2D = preload("res://scenes/rooms/floor2/Nursery.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps(room), 3)
func test_nursery_all_snaps_are_baby_only() -> void:
var room: Node2D = preload("res://scenes/rooms/floor2/Nursery.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps_baby_only(room), 3)
func test_nursery_all_snaps_are_lying() -> void:
var room: Node2D = preload("res://scenes/rooms/floor2/Nursery.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps_with_pose(room, "lying"), 3)
func test_garden_party_has_two_snap_points() -> void:
var room: Node2D = preload("res://scenes/rooms/home/GardenParty.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps(room), 2)
func test_garden_party_all_snaps_are_sitting() -> void:
var room: Node2D = preload("res://scenes/rooms/home/GardenParty.tscn").instantiate() as Node2D
add_child_autofree(room)
assert_eq(_count_snaps_with_pose(room, "sitting"), 2)
Step 2: Run tests — verify 9 new tests FAIL
Expected: 9 failures. 106 existing pass.
Step 3: Edit scenes/rooms/floor2/Ultrasound.tscn
Current header: load_steps=3 (has UltrasoundMachine). Change to load_steps=4.
Add after last ext_resource:
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="3_snap"]
Append:
[node name="SnapExamTable" type="Node2D" parent="."]
position = Vector2(470, 480)
script = ExtResource("3_snap")
pose = "lying"
Step 4: Edit scenes/rooms/floor2/DeliveryRoom.tscn
Current header: load_steps=3 (has DeliveryBed). Change to load_steps=4.
Add after last ext_resource:
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="3_snap"]
Append:
[node name="SnapDeliveryBed" type="Node2D" parent="."]
position = Vector2(540, 480)
script = ExtResource("3_snap")
pose = "lying"
Step 5: Edit scenes/rooms/floor2/Nursery.tscn
Current header: load_steps=3 (has Cradle). Change to load_steps=4.
Add after last ext_resource:
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="3_snap"]
Append:
[node name="SnapCradle1" type="Node2D" parent="."]
position = Vector2(340, 240)
script = ExtResource("3_snap")
pose = "lying"
baby_only = true
[node name="SnapCradle2" type="Node2D" parent="."]
position = Vector2(600, 240)
script = ExtResource("3_snap")
pose = "lying"
baby_only = true
[node name="SnapCradle3" type="Node2D" parent="."]
position = Vector2(860, 240)
script = ExtResource("3_snap")
pose = "lying"
baby_only = true
Step 6: Edit scenes/rooms/home/GardenParty.tscn
Current header: load_steps=4 (has GiftBox, TeaPot, HomeButton). Change to load_steps=5.
Add after the last ext_resource (HomeButton):
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="4_snap"]
Append:
[node name="SnapTableLeft" type="Node2D" parent="."]
position = Vector2(530, 455)
script = ExtResource("4_snap")
[node name="SnapTableRight" type="Node2D" parent="."]
position = Vector2(750, 455)
script = ExtResource("4_snap")
Step 7: Run tests — verify 9 new tests PASS (115 total)
Run --headless --import first, then the test runner.
Expected: 115/115 passed.
Step 8: Commit
cd "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-16-snap-points"
git add scenes/rooms/floor2/Ultrasound.tscn scenes/rooms/floor2/DeliveryRoom.tscn
git add scenes/rooms/floor2/Nursery.tscn scenes/rooms/home/GardenParty.tscn
git add test/unit/test_snap_points_floor2.gd
git commit -m "feat(snap-points): add SnapPoints to all 2.OG and Garten rooms (Ultrasound, DeliveryRoom, Nursery, GardenParty)"
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 10
Tests 115
Passing Tests 115
---- All tests passed! ----
- Verify git log shows 3 clean commits
git log --oneline -4
Expected:
feat(snap-points): add SnapPoints to all 2.OG and Garten rooms...
feat(snap-points): add SnapPoints to all 1.OG rooms...
feat(snap-points): add SnapPoints to all EG rooms...