Initial commit — Station 0 vertical slice in progress
Includes full design documentation (ARCHITECTURE, DESIGN_NOTES, CONTENT_SPEC, PRODUCTION_NOTES) and active Godot 4 / GDScript codebase. Core systems built: player, floor generation, room system, enemy base, body part upgrades, run manager, save system, HUD, EventBus.
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extends Node
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# ---------------------------------------------------------------------------
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# Player / Run lifecycle
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# ---------------------------------------------------------------------------
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signal player_died
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signal player_health_changed(current: float, maximum: float)
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signal run_started
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signal run_ended(reached_hub: bool)
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signal floor_cleared(floor_number: int)
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# ---------------------------------------------------------------------------
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# Rooms
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# ---------------------------------------------------------------------------
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signal room_entered(room_id: String)
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signal room_cleared(room_id: String)
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# ---------------------------------------------------------------------------
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# Items & Loot
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# ---------------------------------------------------------------------------
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signal item_collected(item: Resource)
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signal card_pack_found(pack: Resource)
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signal body_part_found(part: Resource)
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signal body_part_equipped(part: Resource, slot: String)
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signal credits_changed(new_total: int)
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# ---------------------------------------------------------------------------
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# NPCs
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# ---------------------------------------------------------------------------
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signal npc_found(npc: Resource)
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signal npc_saved(npc: Resource)
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signal npc_lost(npc: Resource)
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# ---------------------------------------------------------------------------
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# Lore
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# ---------------------------------------------------------------------------
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signal lore_discovered(lore_id: String)
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# ---------------------------------------------------------------------------
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# Card Game
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# ---------------------------------------------------------------------------
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signal card_game_started(opponent: Resource)
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signal card_game_ended(player_won: bool)
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# ---------------------------------------------------------------------------
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# Boss
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# ---------------------------------------------------------------------------
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signal boss_health_changed(current: float, maximum: float)
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signal boss_died
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# ---------------------------------------------------------------------------
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# Perspective / View
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# ---------------------------------------------------------------------------
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signal view_switching_to_topdown
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signal view_switching_to_isometric
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signal view_switching_to_3d(scene_path: String)
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signal view_switching_to_2d
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