Commit Graph

2 Commits

Author SHA1 Message Date
f85c16c641 fix(levels): ScenePath must be a string, not a PackedScene
slice 7 regression. level_village_2..5.tscn each reference their own
LevelResource for the death screen label, so pointing the resource back
at the scene forms a cycle Godot cannot resolve - "Parse Error: Busy"
and the level fails to load entirely.

ScenePath was a string for exactly this reason. Reverted, and the rot it
allowed (forest_1 aimed at a nonexistent scene) is now caught by
LevelCatalogue.Validate checking every path resolves, plus a repo-level
structural check - fixed by validation rather than by typing.

project.godot: restores the C# feature flag and dialogue_manager
uses_dotnet, which `godot --headless --import` strips on every run.
2026-07-28 19:40:02 +02:00
f991bb99fc feat(levels): level catalogue with stable ids (slice 7)
LevelResource gains a stable Id and swaps the string ScenePath for an
editor-tracked PackedScene. The old path field was never read and had
rotted - forest_1 pointed at level_forest_5.tscn, which doesn't exist,
and borrowed LEVEL_5_NAME so it would have displayed "VILLAGE - 5".

LevelCatalogue lists levels in campaign order and produces the domain's
Campaign; an authoring mistake fails at boot because Campaign.Of rejects
blank and duplicate ids. Not a domain port - nothing in the domain
resolves a level to a scene.

All 8 scenes now have a resource; campaign keeps the existing 6
(tutorial_1, village_1..5). village_6 and forest_1 are catalogued but
deliberately out of the campaign.

GameManager.LevelScenes stays until slice 10 rewrites GameManager.
2026-07-28 19:28:56 +02:00