34 KiB
Sprint 18 — Room Chests & Item Spawning Implementation Plan
For agentic workers: REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (
- [ ]) syntax for tracking.
Goal: Add tappable RoomChest nodes to all 12 rooms that spawn HoldableItem/OutfitItem instances with a fly-out tween. Items persist in the world until dragged back to their chest.
Architecture: ChestItemData (Resource) holds item config per slot. RoomChestConfig (static class) maps chest IDs to item arrays — keeps .tscn files simple (only chest_id + position exported). RoomChest (Node2D) reads config in _ready(), spawns on demand, receives items on return. HoldableItem gains home_chest property and _try_return_to_chest() — highest priority check in _on_drag_released. OutfitItem also calls _try_return_to_chest() before outfit apply. GameState extended to v3 with _chest_states Dictionary.
Tech Stack: GDScript (statisch typisiert), GUT v9.6.0, Godot 4.6.2
Test runner:
"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit
Branch: sprint/18-room-chests (worktree at .worktrees/sprint-18-room-chests)
File Map
| Action | File | Responsibility |
|---|---|---|
| Create | scripts/objects/chest_item_data.gd |
Resource with item_id, item_type, outfit_layer, spawn_offset |
| Create | scripts/objects/room_chest_config.gd |
Static config: chest_id → Array[ChestItemData] for all 14 chests |
| Create | scripts/objects/room_chest.gd |
Node2D: spawn items, receive returns, persist via GameState |
| Modify | scripts/objects/holdable_item.gd |
Add home_chest, CHEST_RETURN_RADIUS, _try_return_to_chest() |
| Modify | scripts/objects/outfit_item.gd |
Call _try_return_to_chest() before character check |
| Modify | scripts/autoload/GameState.gd |
v3: _chest_states, get/set/clear_chest_state |
| Create | test/unit/test_room_chest.gd |
10 tests for ChestItemData, RoomChestConfig, RoomChest logic |
| Modify | test/unit/test_holdable_item.gd |
Append 3 chest-return tests |
| Modify | test/unit/test_game_state.gd |
Append 6 v3 chest state tests |
| Modify | scenes/rooms/floor0/Reception.tscn |
Add ReceptionDesk RoomChest |
| Modify | scenes/rooms/floor0/GiftShop.tscn |
Add GiftShopShelf RoomChest |
| Modify | scenes/rooms/floor0/Restaurant.tscn |
Add RestaurantCounter RoomChest |
| Modify | scenes/rooms/floor0/EmergencyRoom.tscn |
Add EmergencyCabinet RoomChest |
| Modify | scenes/rooms/floor1/XRay.tscn |
Add XRayCabinet RoomChest |
| Modify | scenes/rooms/floor1/Pharmacy.tscn |
Add PharmacyMedicine + PharmacyTools RoomChest |
| Modify | scenes/rooms/floor1/Lab.tscn |
Add LabBench RoomChest |
| Modify | scenes/rooms/floor1/PatientRoom.tscn |
Add PatientCabinet RoomChest |
| Modify | scenes/rooms/floor2/Ultrasound.tscn |
Add UltrasoundCart RoomChest |
| Modify | scenes/rooms/floor2/DeliveryRoom.tscn |
Add DeliveryCabinet RoomChest |
| Modify | scenes/rooms/floor2/Nursery.tscn |
Add NurseryShelf RoomChest |
| Modify | scenes/rooms/home/GardenParty.tscn |
Add GardenTable + GardenStorage RoomChest |
| Create | test/unit/test_room_chests_floor0.gd |
8 scene tests (presence + item count per chest) |
| Create | test/unit/test_room_chests_floor1.gd |
10 scene tests |
| Create | test/unit/test_room_chests_floor2_home.gd |
10 scene tests |
Task 1: ChestItemData + RoomChestConfig
Files:
-
Create:
scripts/objects/chest_item_data.gd -
Create:
scripts/objects/room_chest_config.gd -
Create:
test/unit/test_room_chest.gd(first 4 tests only) -
Step 1: Failing tests schreiben
## Tests for ChestItemData resource and RoomChestConfig static config.
extends GutTest
func test_chest_item_data_default_item_type_is_holdable() -> void:
var d: ChestItemData = ChestItemData.new()
assert_eq(d.item_type, "holdable")
func test_chest_item_data_default_outfit_layer_is_one() -> void:
var d: ChestItemData = ChestItemData.new()
assert_eq(d.outfit_layer, 1)
func test_room_chest_config_reception_desk_has_three_items() -> void:
var items: Array[ChestItemData] = RoomChestConfig.get_items("reception_desk")
assert_eq(items.size(), 3)
func test_room_chest_config_unknown_id_returns_empty() -> void:
var items: Array[ChestItemData] = RoomChestConfig.get_items("does_not_exist")
assert_eq(items.size(), 0)
- Step 2: Test ausführen — muss FAIL sein
Expected: ChestItemData: Identifier not found oder ähnlich.
- Step 3:
chest_item_data.gdimplementieren
## ChestItemData — configuration for a single item slot inside a RoomChest.
class_name ChestItemData extends Resource
@export var item_id: String = ""
@export var item_type: String = "holdable"
@export var outfit_layer: int = 1
@export var spawn_offset: Vector2 = Vector2.ZERO
- Step 4:
room_chest_config.gdimplementieren
## RoomChestConfig — static item configuration for all room chests.
## Maps chest_id strings to ChestItemData arrays. No assets needed: item_id strings only.
class_name RoomChestConfig
static func get_items(chest_id: String) -> Array[ChestItemData]:
match chest_id:
"reception_desk":
return _make([
["clipboard", "holdable", 1, Vector2(-70.0, -60.0)],
["pen", "holdable", 1, Vector2(0.0, -80.0)],
["bandage", "holdable", 1, Vector2(70.0, -60.0)],
])
"giftshop_shelf":
return _make([
["gift_box", "holdable", 1, Vector2(-70.0, -60.0)],
["ribbon", "holdable", 1, Vector2(0.0, -80.0)],
["balloon", "holdable", 1, Vector2(70.0, -60.0)],
])
"restaurant_counter":
return _make([
["teacup", "holdable", 1, Vector2(-70.0, -60.0)],
["plate", "holdable", 1, Vector2(0.0, -80.0)],
["spoon", "holdable", 1, Vector2(70.0, -60.0)],
])
"emergency_cabinet":
return _make([
["bandage_roll", "holdable", 1, Vector2(-70.0, -60.0)],
["syringe", "holdable", 1, Vector2(0.0, -80.0)],
["ice_pack", "holdable", 1, Vector2(70.0, -60.0)],
])
"xray_cabinet":
return _make([
["xray_sheet", "holdable", 1, Vector2(-70.0, -60.0)],
["lead_apron", "outfit", 1, Vector2(0.0, -80.0)],
["marker", "holdable", 1, Vector2(70.0, -60.0)],
])
"pharmacy_medicine":
return _make([
["pill_bottle", "holdable", 1, Vector2(-50.0, -60.0)],
["syrup", "holdable", 1, Vector2(50.0, -60.0)],
])
"pharmacy_tools":
return _make([
["mortar", "holdable", 1, Vector2(-50.0, -60.0)],
["spatula", "holdable", 1, Vector2(50.0, -60.0)],
])
"lab_bench":
return _make([
["test_tube", "holdable", 1, Vector2(-70.0, -60.0)],
["pipette", "holdable", 1, Vector2(0.0, -80.0)],
["microscope_slide", "holdable", 1, Vector2(70.0, -60.0)],
])
"patient_cabinet":
return _make([
["thermometer", "holdable", 1, Vector2(-70.0, -60.0)],
["stethoscope", "outfit", 2, Vector2(0.0, -80.0)],
["pillow", "holdable", 1, Vector2(70.0, -60.0)],
])
"ultrasound_cart":
return _make([
["gel_tube", "holdable", 1, Vector2(-70.0, -60.0)],
["probe", "holdable", 1, Vector2(0.0, -80.0)],
["towel", "holdable", 1, Vector2(70.0, -60.0)],
])
"delivery_cabinet":
return _make([
["swaddle", "outfit", 1, Vector2(-70.0, -60.0)],
["scissors", "holdable", 1, Vector2(0.0, -80.0)],
["cord_clamp", "holdable", 1, Vector2(70.0, -60.0)],
])
"nursery_shelf":
return _make([
["bottle", "holdable", 1, Vector2(-70.0, -60.0)],
["rattle", "holdable", 1, Vector2(0.0, -80.0)],
["blanket", "outfit", 1, Vector2(70.0, -60.0)],
])
"garden_table":
return _make([
["teapot", "holdable", 1, Vector2(-50.0, -60.0)],
["cake", "holdable", 1, Vector2(50.0, -60.0)],
])
"garden_storage":
return _make([
["confetti", "holdable", 1, Vector2(-50.0, -60.0)],
["party_hat", "outfit", 1, Vector2(50.0, -60.0)],
])
return []
static func _make(data: Array) -> Array[ChestItemData]:
var result: Array[ChestItemData] = []
for entry: Array in data:
var d: ChestItemData = ChestItemData.new()
d.item_id = entry[0]
d.item_type = entry[1]
d.outfit_layer = entry[2]
d.spawn_offset = entry[3]
result.append(d)
return result
- Step 5: Tests ausführen — müssen PASS sein
Expected: 4/4 passed
- Step 6: Committen
git add scripts/objects/chest_item_data.gd scripts/objects/room_chest_config.gd test/unit/test_room_chest.gd
git commit -m "feat(items): add ChestItemData resource and RoomChestConfig static config"
Task 2: RoomChest Node2D — Spawn + Receive
Files:
-
Create:
scripts/objects/room_chest.gd -
Modify:
test/unit/test_room_chest.gd(append 6 tests) -
Step 1: Failing tests anhängen
Append to test/unit/test_room_chest.gd:
func test_are_items_spawned_false_initially() -> void:
var chest: RoomChest = RoomChest.new()
chest.chest_id = "reception_desk"
add_child_autofree(chest)
assert_false(chest.are_items_spawned())
func test_get_spawned_count_zero_initially() -> void:
var chest: RoomChest = RoomChest.new()
chest.chest_id = "reception_desk"
add_child_autofree(chest)
assert_eq(chest.get_spawned_count(), 0)
func test_get_item_config_count_matches_config() -> void:
var chest: RoomChest = RoomChest.new()
chest.chest_id = "reception_desk"
add_child_autofree(chest)
assert_eq(chest.get_item_config_count(), 3)
func test_spawn_items_creates_correct_count() -> void:
var chest: RoomChest = RoomChest.new()
chest.chest_id = "reception_desk"
add_child_autofree(chest)
chest.spawn_items()
assert_eq(chest.get_spawned_count(), 3)
func test_double_spawn_is_noop() -> void:
var chest: RoomChest = RoomChest.new()
chest.chest_id = "reception_desk"
add_child_autofree(chest)
chest.spawn_items()
chest.spawn_items()
assert_eq(chest.get_spawned_count(), 3)
func test_receive_item_decrements_spawned_count() -> void:
var chest: RoomChest = RoomChest.new()
chest.chest_id = "reception_desk"
add_child_autofree(chest)
chest.spawn_items()
var item: HoldableItem = chest._spawned_items[0] as HoldableItem
chest.receive_item(item)
assert_eq(chest.get_spawned_count(), 2)
- Step 2: Test ausführen — müssen FAIL sein
Expected: RoomChest: Identifier not found
- Step 3:
room_chest.gdimplementieren
## RoomChest — tappable storage node. Spawns HoldableItem/OutfitItem instances on demand.
## Items fly out with a tween. Receives items back via receive_item().
class_name RoomChest extends Node2D
signal items_spawned(chest: RoomChest)
signal item_received(chest: RoomChest, item_id: String)
const SPAWN_TWEEN_DURATION: float = 0.3
@export var chest_id: String = ""
var _spawned_items: Array = []
var _item_configs: Array[ChestItemData] = []
func _ready() -> void:
add_to_group("room_chests")
_item_configs = RoomChestConfig.get_items(chest_id)
if not chest_id.is_empty() and not GameState.get_chest_state(chest_id).is_empty():
spawn_items()
func spawn_items() -> void:
if not _spawned_items.is_empty():
return
var parent: Node = get_parent()
for config: ChestItemData in _item_configs:
var item: HoldableItem = _create_item(config)
item.home_chest = self
if parent != null:
parent.add_child(item)
else:
add_child(item)
item.global_position = global_position
_spawned_items.append(item)
_tween_item_out(item, config.spawn_offset)
GameState.set_chest_state(chest_id, _get_spawned_ids())
items_spawned.emit(self)
func receive_item(item: HoldableItem) -> void:
_spawned_items.erase(item)
if _spawned_items.is_empty():
GameState.clear_chest_state(chest_id)
else:
GameState.set_chest_state(chest_id, _get_spawned_ids())
item_received.emit(self, item.item_id)
_tween_item_in(item)
func are_items_spawned() -> bool:
return not _spawned_items.is_empty()
func get_spawned_count() -> int:
return _spawned_items.size()
func get_item_config_count() -> int:
return _item_configs.size()
func _create_item(config: ChestItemData) -> HoldableItem:
var item: HoldableItem
if config.item_type == "outfit":
var outfit: OutfitItem = OutfitItem.new()
outfit.outfit_layer = config.outfit_layer
item = outfit
else:
item = HoldableItem.new()
item.item_id = config.item_id
return item
func _get_spawned_ids() -> Array:
var ids: Array = []
for item: HoldableItem in _spawned_items:
ids.append(item.item_id)
return ids
func _tween_item_out(item: HoldableItem, offset: Vector2) -> void:
var tween: Tween = create_tween()
tween.tween_property(item, "global_position", global_position + offset, SPAWN_TWEEN_DURATION)
func _tween_item_in(item: HoldableItem) -> void:
var tween: Tween = create_tween()
tween.tween_property(item, "global_position", global_position, SPAWN_TWEEN_DURATION)
tween.tween_callback(item.queue_free)
- Step 4: Tests ausführen — müssen PASS sein
Expected: 10/10 passed
- Step 5: Committen
git add scripts/objects/room_chest.gd test/unit/test_room_chest.gd
git commit -m "feat(items): add RoomChest with spawn and receive logic"
Task 3: HoldableItem Chest-Return + OutfitItem + GameState v3
Files:
-
Modify:
scripts/objects/holdable_item.gd -
Modify:
scripts/objects/outfit_item.gd -
Modify:
scripts/autoload/GameState.gd -
Modify:
test/unit/test_holdable_item.gd(append 3 tests) -
Modify:
test/unit/test_game_state.gd(append 6 tests) -
Step 1: Failing tests anhängen
Append to test/unit/test_holdable_item.gd:
func test_try_return_to_chest_false_when_no_home_chest() -> void:
var item: HoldableItem = HoldableItem.new()
add_child_autofree(item)
assert_false(item._try_return_to_chest())
func test_try_return_to_chest_false_when_beyond_radius() -> void:
var chest: RoomChest = RoomChest.new()
chest.chest_id = "reception_desk"
add_child_autofree(chest)
chest.global_position = Vector2.ZERO
var item: HoldableItem = HoldableItem.new()
add_child_autofree(item)
item.home_chest = chest
item.global_position = Vector2(200.0, 0.0)
assert_false(item._try_return_to_chest())
func test_try_return_to_chest_true_when_within_radius() -> void:
var chest: RoomChest = RoomChest.new()
chest.chest_id = "reception_desk"
add_child_autofree(chest)
chest.global_position = Vector2.ZERO
var item: HoldableItem = HoldableItem.new()
add_child_autofree(item)
item.home_chest = chest
item.global_position = Vector2(40.0, 0.0)
assert_true(item._try_return_to_chest())
Append to test/unit/test_game_state.gd:
func test_get_chest_state_returns_empty_for_unknown_id() -> void:
assert_eq(GameState.get_chest_state("nonexistent_chest_xyz"), [])
func test_set_and_get_chest_state() -> void:
GameState.set_chest_state("pharmacy_medicine_test", ["pill_bottle", "syrup"])
assert_eq(GameState.get_chest_state("pharmacy_medicine_test"), ["pill_bottle", "syrup"])
func test_clear_chest_state_removes_entry() -> void:
GameState.set_chest_state("lab_bench_test", ["test_tube"])
GameState.clear_chest_state("lab_bench_test")
assert_eq(GameState.get_chest_state("lab_bench_test"), [])
func test_chest_state_included_in_save_data() -> void:
GameState.set_chest_state("xray_cabinet_test", ["xray_sheet"])
var data: Dictionary = GameState.get_save_data()
assert_true(data.has("chest_states"))
assert_eq(data["chest_states"]["xray_cabinet_test"], ["xray_sheet"])
func test_save_data_version_is_three() -> void:
var data: Dictionary = GameState.get_save_data()
assert_eq(data["version"], 3)
func test_apply_save_data_restores_chest_state() -> void:
var data: Dictionary = {
"version": 3,
"chest_states": {"reception_desk_test": ["clipboard", "pen"]},
}
GameState.apply_save_data(data)
assert_eq(GameState.get_chest_state("reception_desk_test"), ["clipboard", "pen"])
- Step 2: Tests ausführen — müssen FAIL sein
Expected: _try_return_to_chest: Method not found + version still 2.
- Step 3:
holdable_item.gdmodifizieren
Ergänze nach der bestehenden HAND_SLOT_RADIUS-Konstante und dem @export var item_id:
const CHEST_RETURN_RADIUS: float = 80.0
var home_chest: RoomChest = null
Ersetze _on_drag_released:
func _on_drag_released(_pos: Vector2) -> void:
if _try_return_to_chest():
return
var result: Array = _find_nearest_free_hand_slot()
if not result.is_empty():
var character: Character = result[0] as Character
var hand: String = result[1] as String
character.attach_item(hand, self)
item_placed.emit(self)
Neue Methode nach is_in_hand_slot() einfügen:
func _try_return_to_chest() -> bool:
if home_chest == null:
return false
if global_position.distance_to(home_chest.global_position) >= CHEST_RETURN_RADIUS:
return false
home_chest.receive_item(self)
return true
- Step 4:
outfit_item.gdmodifizieren
Ersetze _on_drag_released:
func _on_drag_released(_pos: Vector2) -> void:
if _try_return_to_chest():
return
var character: Character = _find_nearest_character()
if character != null:
character.apply_outfit_item(outfit_layer, item_id, outfit_sprite, self)
return
super._on_drag_released(_pos)
- Step 5:
GameState.gdmodifizieren
Ergänze nach _object_states:
var _chest_states: Dictionary = {}
Neue Methoden nach set_object_state() einfügen:
func get_chest_state(chest_id: String) -> Array:
return _chest_states.get(chest_id, [])
func set_chest_state(chest_id: String, spawned_item_ids: Array) -> void:
_chest_states[chest_id] = spawned_item_ids
state_changed.emit()
func clear_chest_state(chest_id: String) -> void:
_chest_states.erase(chest_id)
state_changed.emit()
In get_save_data(), ersetze "version": 2 mit "version": 3 und ergänze "chest_states":
return {
"version": 3,
"character_positions": positions,
"character_outfits": _character_outfits.duplicate(true),
"character_held_items": _character_held_items.duplicate(true),
"object_states": _object_states,
"chest_states": _chest_states.duplicate(true),
"current_room": current_room,
"music_volume": music_volume,
"sfx_volume": sfx_volume,
}
In apply_save_data(), am Ende ergänzen:
if data.has("chest_states"):
_chest_states = data["chest_states"].duplicate(true)
else:
_chest_states = {}
- Step 6: Tests ausführen — müssen PASS sein
Expected: alle bisherigen Tests + 9 neue = grün.
- Step 7: Committen
git add scripts/objects/holdable_item.gd scripts/objects/outfit_item.gd scripts/autoload/GameState.gd test/unit/test_holdable_item.gd test/unit/test_game_state.gd
git commit -m "feat(items): add chest-return priority to HoldableItem and GameState v3 chest states"
Task 4: Room-Scenes Floor 0 + Tests
Files:
- Modify:
scenes/rooms/floor0/Reception.tscn - Modify:
scenes/rooms/floor0/GiftShop.tscn - Modify:
scenes/rooms/floor0/Restaurant.tscn - Modify:
scenes/rooms/floor0/EmergencyRoom.tscn - Create:
test/unit/test_room_chests_floor0.gd
Vorgehen für jede .tscn-Datei:
- Datei lesen
load_steps=N→load_steps=N+1- Neue ext_resource direkt nach dem letzten bestehenden
[ext_resource]-Block einfügen. Wähle als ID"N_chest"wobei N die neue Zahl ist. - Einen
[node]-Block am Ende der Datei anhängen
- Step 1: Failing tests schreiben
test/unit/test_room_chests_floor0.gd:
## Tests for RoomChest presence and item counts in Floor 0 rooms.
extends GutTest
func test_reception_has_chest_reception_desk() -> void:
var room: Node = preload("res://scenes/rooms/floor0/Reception.tscn").instantiate()
add_child_autofree(room)
assert_not_null(room.get_node_or_null("ReceptionDesk"))
func test_reception_desk_has_three_items() -> void:
var room: Node = preload("res://scenes/rooms/floor0/Reception.tscn").instantiate()
add_child_autofree(room)
var chest: RoomChest = room.get_node_or_null("ReceptionDesk") as RoomChest
assert_eq(chest.get_item_config_count(), 3)
func test_giftshop_has_chest_giftshop_shelf() -> void:
var room: Node = preload("res://scenes/rooms/floor0/GiftShop.tscn").instantiate()
add_child_autofree(room)
assert_not_null(room.get_node_or_null("GiftShopShelf"))
func test_giftshop_shelf_has_three_items() -> void:
var room: Node = preload("res://scenes/rooms/floor0/GiftShop.tscn").instantiate()
add_child_autofree(room)
var chest: RoomChest = room.get_node_or_null("GiftShopShelf") as RoomChest
assert_eq(chest.get_item_config_count(), 3)
func test_restaurant_has_chest_restaurant_counter() -> void:
var room: Node = preload("res://scenes/rooms/floor0/Restaurant.tscn").instantiate()
add_child_autofree(room)
assert_not_null(room.get_node_or_null("RestaurantCounter"))
func test_restaurant_counter_has_three_items() -> void:
var room: Node = preload("res://scenes/rooms/floor0/Restaurant.tscn").instantiate()
add_child_autofree(room)
var chest: RoomChest = room.get_node_or_null("RestaurantCounter") as RoomChest
assert_eq(chest.get_item_config_count(), 3)
func test_emergency_has_chest_emergency_cabinet() -> void:
var room: Node = preload("res://scenes/rooms/floor0/EmergencyRoom.tscn").instantiate()
add_child_autofree(room)
assert_not_null(room.get_node_or_null("EmergencyCabinet"))
func test_emergency_cabinet_has_three_items() -> void:
var room: Node = preload("res://scenes/rooms/floor0/EmergencyRoom.tscn").instantiate()
add_child_autofree(room)
var chest: RoomChest = room.get_node_or_null("EmergencyCabinet") as RoomChest
assert_eq(chest.get_item_config_count(), 3)
- Step 2: Tests ausführen — müssen FAIL sein
Expected: ReceptionDesk: Node not found
- Step 3: Reception.tscn modifizieren
Reception.tscn hat aktuell load_steps=3. Änderungen:
Header: load_steps=3 → load_steps=4
Nach dem letzten [ext_resource]-Block einfügen:
[ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="3_chest"]
Am Ende der Datei anhängen:
[node name="ReceptionDesk" type="Node2D" parent="."]
position = Vector2(120.0, 555.0)
script = ExtResource("3_chest")
chest_id = "reception_desk"
- Step 4: GiftShop.tscn modifizieren
GiftShop.tscn hat load_steps=3. Selbes Muster (id="3_chest"):
[ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="3_chest"]
[node name="GiftShopShelf" type="Node2D" parent="."]
position = Vector2(120.0, 300.0)
script = ExtResource("3_chest")
chest_id = "giftshop_shelf"
- Step 5: Restaurant.tscn modifizieren
Restaurant.tscn hat load_steps=3. Selbes Muster (id="3_chest"):
[ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="3_chest"]
[node name="RestaurantCounter" type="Node2D" parent="."]
position = Vector2(120.0, 555.0)
script = ExtResource("3_chest")
chest_id = "restaurant_counter"
- Step 6: EmergencyRoom.tscn modifizieren
EmergencyRoom.tscn hat load_steps=4 (iobj, ambulance, snap). Neue ID="4_chest":
Header: load_steps=4 → load_steps=5
Nach dem letzten [ext_resource]-Block einfügen:
[ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="4_chest"]
[node name="EmergencyCabinet" type="Node2D" parent="."]
position = Vector2(150.0, 400.0)
script = ExtResource("4_chest")
chest_id = "emergency_cabinet"
- Step 7: Tests ausführen — müssen PASS sein
Expected: 8/8 passed
- Step 8: Committen
git add scenes/rooms/floor0/Reception.tscn scenes/rooms/floor0/GiftShop.tscn scenes/rooms/floor0/Restaurant.tscn scenes/rooms/floor0/EmergencyRoom.tscn test/unit/test_room_chests_floor0.gd
git commit -m "feat(rooms): add RoomChest nodes to Floor 0 rooms"
Task 5: Room-Scenes Floor 1 + Tests
Files:
-
Modify:
scenes/rooms/floor1/XRay.tscn -
Modify:
scenes/rooms/floor1/Pharmacy.tscn -
Modify:
scenes/rooms/floor1/Lab.tscn -
Modify:
scenes/rooms/floor1/PatientRoom.tscn -
Create:
test/unit/test_room_chests_floor1.gd -
Step 1: Failing tests schreiben
test/unit/test_room_chests_floor1.gd:
## Tests for RoomChest presence and item counts in Floor 1 rooms.
extends GutTest
func test_xray_has_chest_xray_cabinet() -> void:
var room: Node = preload("res://scenes/rooms/floor1/XRay.tscn").instantiate()
add_child_autofree(room)
assert_not_null(room.get_node_or_null("XRayCabinet"))
func test_xray_cabinet_has_three_items() -> void:
var room: Node = preload("res://scenes/rooms/floor1/XRay.tscn").instantiate()
add_child_autofree(room)
var chest: RoomChest = room.get_node_or_null("XRayCabinet") as RoomChest
assert_eq(chest.get_item_config_count(), 3)
func test_pharmacy_has_chest_pharmacy_medicine() -> void:
var room: Node = preload("res://scenes/rooms/floor1/Pharmacy.tscn").instantiate()
add_child_autofree(room)
assert_not_null(room.get_node_or_null("PharmacyMedicine"))
func test_pharmacy_medicine_has_two_items() -> void:
var room: Node = preload("res://scenes/rooms/floor1/Pharmacy.tscn").instantiate()
add_child_autofree(room)
var chest: RoomChest = room.get_node_or_null("PharmacyMedicine") as RoomChest
assert_eq(chest.get_item_config_count(), 2)
func test_pharmacy_has_chest_pharmacy_tools() -> void:
var room: Node = preload("res://scenes/rooms/floor1/Pharmacy.tscn").instantiate()
add_child_autofree(room)
assert_not_null(room.get_node_or_null("PharmacyTools"))
func test_pharmacy_tools_has_two_items() -> void:
var room: Node = preload("res://scenes/rooms/floor1/Pharmacy.tscn").instantiate()
add_child_autofree(room)
var chest: RoomChest = room.get_node_or_null("PharmacyTools") as RoomChest
assert_eq(chest.get_item_config_count(), 2)
func test_lab_has_chest_lab_bench() -> void:
var room: Node = preload("res://scenes/rooms/floor1/Lab.tscn").instantiate()
add_child_autofree(room)
assert_not_null(room.get_node_or_null("LabBench"))
func test_lab_bench_has_three_items() -> void:
var room: Node = preload("res://scenes/rooms/floor1/Lab.tscn").instantiate()
add_child_autofree(room)
var chest: RoomChest = room.get_node_or_null("LabBench") as RoomChest
assert_eq(chest.get_item_config_count(), 3)
func test_patient_room_has_chest_patient_cabinet() -> void:
var room: Node = preload("res://scenes/rooms/floor1/PatientRoom.tscn").instantiate()
add_child_autofree(room)
assert_not_null(room.get_node_or_null("PatientCabinet"))
func test_patient_cabinet_has_three_items() -> void:
var room: Node = preload("res://scenes/rooms/floor1/PatientRoom.tscn").instantiate()
add_child_autofree(room)
var chest: RoomChest = room.get_node_or_null("PatientCabinet") as RoomChest
assert_eq(chest.get_item_config_count(), 3)
-
Step 2: Tests ausführen — müssen FAIL sein
-
Step 3: XRay.tscn modifizieren
XRay.tscn hat load_steps=4 (iobj, xraymachine, snap). Neue ID="4_chest":
Header: load_steps=4 → load_steps=5
[ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="4_chest"]
[node name="XRayCabinet" type="Node2D" parent="."]
position = Vector2(150.0, 400.0)
script = ExtResource("4_chest")
chest_id = "xray_cabinet"
- Step 4: Pharmacy.tscn modifizieren
Pharmacy.tscn hat load_steps=3. Neue ID="3_chest":
Header: load_steps=3 → load_steps=4
[ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="3_chest"]
Zwei Nodes am Ende anhängen:
[node name="PharmacyMedicine" type="Node2D" parent="."]
position = Vector2(350.0, 320.0)
script = ExtResource("3_chest")
chest_id = "pharmacy_medicine"
[node name="PharmacyTools" type="Node2D" parent="."]
position = Vector2(900.0, 320.0)
script = ExtResource("3_chest")
chest_id = "pharmacy_tools"
- Step 5: Lab.tscn modifizieren
Lab.tscn lesen und load_steps prüfen. Selbes Muster: neue ext_resource für room_chest.gd einfügen, Node am Ende:
[node name="LabBench" type="Node2D" parent="."]
position = Vector2(150.0, 400.0)
script = ExtResource("<neue_id>_chest")
chest_id = "lab_bench"
- Step 6: PatientRoom.tscn modifizieren
PatientRoom.tscn lesen, selbes Muster:
[node name="PatientCabinet" type="Node2D" parent="."]
position = Vector2(150.0, 400.0)
script = ExtResource("<neue_id>_chest")
chest_id = "patient_cabinet"
- Step 7: Tests ausführen — müssen PASS sein
Expected: 10/10 passed
- Step 8: Committen
git add scenes/rooms/floor1/XRay.tscn scenes/rooms/floor1/Pharmacy.tscn scenes/rooms/floor1/Lab.tscn scenes/rooms/floor1/PatientRoom.tscn test/unit/test_room_chests_floor1.gd
git commit -m "feat(rooms): add RoomChest nodes to Floor 1 rooms"
Task 6: Room-Scenes Floor 2 + Home + Tests
Files:
-
Modify:
scenes/rooms/floor2/Ultrasound.tscn -
Modify:
scenes/rooms/floor2/DeliveryRoom.tscn -
Modify:
scenes/rooms/floor2/Nursery.tscn -
Modify:
scenes/rooms/home/GardenParty.tscn -
Create:
test/unit/test_room_chests_floor2_home.gd -
Step 1: Failing tests schreiben
test/unit/test_room_chests_floor2_home.gd:
## Tests for RoomChest presence and item counts in Floor 2 and Home rooms.
extends GutTest
func test_ultrasound_has_chest_ultrasound_cart() -> void:
var room: Node = preload("res://scenes/rooms/floor2/Ultrasound.tscn").instantiate()
add_child_autofree(room)
assert_not_null(room.get_node_or_null("UltrasoundCart"))
func test_ultrasound_cart_has_three_items() -> void:
var room: Node = preload("res://scenes/rooms/floor2/Ultrasound.tscn").instantiate()
add_child_autofree(room)
var chest: RoomChest = room.get_node_or_null("UltrasoundCart") as RoomChest
assert_eq(chest.get_item_config_count(), 3)
func test_delivery_room_has_chest_delivery_cabinet() -> void:
var room: Node = preload("res://scenes/rooms/floor2/DeliveryRoom.tscn").instantiate()
add_child_autofree(room)
assert_not_null(room.get_node_or_null("DeliveryCabinet"))
func test_delivery_cabinet_has_three_items() -> void:
var room: Node = preload("res://scenes/rooms/floor2/DeliveryRoom.tscn").instantiate()
add_child_autofree(room)
var chest: RoomChest = room.get_node_or_null("DeliveryCabinet") as RoomChest
assert_eq(chest.get_item_config_count(), 3)
func test_nursery_has_chest_nursery_shelf() -> void:
var room: Node = preload("res://scenes/rooms/floor2/Nursery.tscn").instantiate()
add_child_autofree(room)
assert_not_null(room.get_node_or_null("NurseryShelf"))
func test_nursery_shelf_has_three_items() -> void:
var room: Node = preload("res://scenes/rooms/floor2/Nursery.tscn").instantiate()
add_child_autofree(room)
var chest: RoomChest = room.get_node_or_null("NurseryShelf") as RoomChest
assert_eq(chest.get_item_config_count(), 3)
func test_garden_party_has_chest_garden_table() -> void:
var room: Node = preload("res://scenes/rooms/home/GardenParty.tscn").instantiate()
add_child_autofree(room)
assert_not_null(room.get_node_or_null("GardenTable"))
func test_garden_table_has_two_items() -> void:
var room: Node = preload("res://scenes/rooms/home/GardenParty.tscn").instantiate()
add_child_autofree(room)
var chest: RoomChest = room.get_node_or_null("GardenTable") as RoomChest
assert_eq(chest.get_item_config_count(), 2)
func test_garden_party_has_chest_garden_storage() -> void:
var room: Node = preload("res://scenes/rooms/home/GardenParty.tscn").instantiate()
add_child_autofree(room)
assert_not_null(room.get_node_or_null("GardenStorage"))
func test_garden_storage_has_two_items() -> void:
var room: Node = preload("res://scenes/rooms/home/GardenParty.tscn").instantiate()
add_child_autofree(room)
var chest: RoomChest = room.get_node_or_null("GardenStorage") as RoomChest
assert_eq(chest.get_item_config_count(), 2)
-
Step 2: Tests ausführen — müssen FAIL sein
-
Step 3: Ultrasound.tscn modifizieren
Ultrasound.tscn hat load_steps=4 (iobj, ultrasound, snap). Neue ID="4_chest":
Header: load_steps=4 → load_steps=5
[ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="4_chest"]
[node name="UltrasoundCart" type="Node2D" parent="."]
position = Vector2(150.0, 400.0)
script = ExtResource("4_chest")
chest_id = "ultrasound_cart"
- Step 4: DeliveryRoom.tscn modifizieren
DeliveryRoom.tscn lesen. Selbes Muster, passende neue ID wählen:
[node name="DeliveryCabinet" type="Node2D" parent="."]
position = Vector2(150.0, 400.0)
script = ExtResource("<neue_id>_chest")
chest_id = "delivery_cabinet"
- Step 5: Nursery.tscn modifizieren
Nursery.tscn lesen. Selbes Muster:
[node name="NurseryShelf" type="Node2D" parent="."]
position = Vector2(640.0, 260.0)
script = ExtResource("<neue_id>_chest")
chest_id = "nursery_shelf"
- Step 6: GardenParty.tscn modifizieren
GardenParty.tscn lesen. Zwei Nodes, selbe ext_resource ID verwenden:
[node name="GardenTable" type="Node2D" parent="."]
position = Vector2(200.0, 400.0)
script = ExtResource("<neue_id>_chest")
chest_id = "garden_table"
[node name="GardenStorage" type="Node2D" parent="."]
position = Vector2(900.0, 400.0)
script = ExtResource("<neue_id>_chest")
chest_id = "garden_storage"
- Step 7: Alle Tests ausführen — müssen PASS sein
Expected output:
Scripts 15
Tests 185
Passing Tests 185
---- All tests passed! ----
- Step 8: Committen
git add scenes/rooms/floor2/Ultrasound.tscn scenes/rooms/floor2/DeliveryRoom.tscn scenes/rooms/floor2/Nursery.tscn scenes/rooms/home/GardenParty.tscn test/unit/test_room_chests_floor2_home.gd
git commit -m "feat(rooms): add RoomChest nodes to Floor 2 and Home rooms"
Spec Self-Check
| Requirement | Task |
|---|---|
| ChestItemData Resource | Task 1 |
| RoomChestConfig für alle 14 Truhen | Task 1 |
| RoomChest spawn_items() + receive_item() | Task 2 |
| Doppel-Spawn no-op | Task 2 |
| Tween fly-out / fly-in | Task 2 (visual, nicht getestet) |
| HoldableItem chest-return Priorität | Task 3 |
| OutfitItem chest-return vor outfit-apply | Task 3 |
| GameState v3 chest_states | Task 3 |
| Floor 0 alle 4 Räume befüllt | Task 4 |
| Floor 1 alle 4 Räume befüllt | Task 5 |
| Floor 2 + Home alle 4 Räume befüllt | Task 6 |
| Auto-restore auf load (via _ready) | Task 2 (room_chest.gd _ready()) |
| Item-Positionen NICHT persistiert | — (by design, spec §GameState v3) |