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PipFowerakerclaude
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fix: Critical parse error in game_config.gd breaks v0.10.5
Bug Analysis: - Duplicate music_db variable declaration on line 123 - Caused parse error that prevented game from loading - Resulted in "can't get past laboratory configuration" bug Root Cause: - Music controls stash from previous session had merge conflict - Conflict resolution incorrectly left var keyword on line 123 - Line 114 already declared var music_db = 0.0 Fixes Applied: 1. Remove var keyword from line 123 (music_db assignment) 2. Fix Steam manager defensive coding for init_response types 3. Add SteamManager autoload to project (prep for Steam integration) Testing: - Godot headless check: 0 parse errors (was 10+) - All scripts compile successfully - Game can now progress past configuration screens This is a critical hotfix for v0.10.5 which is completely broken. Releasing v0.10.6 immediately. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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4 files changed

Lines changed: 165 additions & 1 deletion

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godot/autoload/game_config.gd

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -120,7 +120,7 @@ func apply_audio_settings() -> void:
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# Music bus (index 2) - if it exists
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if AudioServer.get_bus_count() > 2:
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var music_db = linear_to_db(music_volume / 100.0)
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music_db = linear_to_db(music_volume / 100.0)
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AudioServer.set_bus_volume_db(2, music_db)
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print("[GameConfig] Audio settings applied - Master: %d%% (%.1f dB), SFX: %d%% (%.1f dB), Music: %d%% (%.1f dB)" % [master_volume, master_db, sfx_volume, sfx_db, music_volume, music_db])
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elif AudioServer.get_bus_count() > 1:

godot/autoload/steam_manager.gd

Lines changed: 162 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,162 @@
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extends Node
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## Steam Integration Manager
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##
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## Handles initialization, authentication, and Steam API interactions.
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## Works as graceful fallback when Steam is not available.
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## Emitted when Steam initialization completes
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signal steam_initialized(success: bool)
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## Emitted when player info is loaded
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signal player_info_loaded(steam_id: int, name: String)
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## Whether Steam is available and initialized
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var is_steam_enabled: bool = false
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## The player's Steam ID
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var steam_id: int = 0
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## The player's Steam display name
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var player_name: String = ""
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## Steam app ID (will be loaded from steam_appid.txt)
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var app_id: int = 480 # Default to Spacewar for testing
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func _ready():
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# Load app ID from steam_appid.txt
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_load_app_id()
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# Only initialize if running through Steam
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if OS.has_feature("steam"):
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print("[Steam] Detected Steam runtime")
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_initialize_steam()
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else:
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print("[Steam] Not running through Steam - using fallback mode")
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is_steam_enabled = false
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steam_initialized.emit(false)
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func _load_app_id():
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"""Load Steam App ID from steam_appid.txt"""
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var app_id_path = "res://steam_appid.txt"
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if FileAccess.file_exists(app_id_path):
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var file = FileAccess.open(app_id_path, FileAccess.READ)
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if file:
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var content = file.get_as_text().strip_edges()
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app_id = int(content)
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print("[Steam] Loaded App ID: %d" % app_id)
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else:
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push_warning("[Steam] Could not open steam_appid.txt")
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else:
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push_warning("[Steam] steam_appid.txt not found - using default App ID 480 (Spacewar)")
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func _initialize_steam():
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"""Initialize the Steamworks API"""
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# Check if GodotSteam is available
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if not Engine.has_singleton("Steam"):
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push_error("[Steam] GodotSteam singleton not found - plugin may not be installed correctly")
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is_steam_enabled = false
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steam_initialized.emit(false)
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return
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# Initialize Steam
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var init_response = Steam.steamInit()
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# Handle both dictionary and bool returns
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var status_ok = false
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if typeof(init_response) == TYPE_DICTIONARY:
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status_ok = (init_response.get('status', 0) == 1)
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if not status_ok:
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push_error("[Steam] Failed to initialize: %s" % init_response.get('verbal', 'Unknown error'))
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elif typeof(init_response) == TYPE_BOOL:
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status_ok = init_response
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if not status_ok:
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is_steam_enabled = false
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steam_initialized.emit(false)
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return
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# Steam initialized successfully
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is_steam_enabled = true
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# Get player info
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steam_id = Steam.getSteamID()
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player_name = Steam.getPersonaName()
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print("[Steam] Initialized successfully")
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print("[Steam] Player: %s (ID: %d)" % [player_name, steam_id])
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steam_initialized.emit(true)
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player_info_loaded.emit(steam_id, player_name)
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func _process(_delta):
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"""Run Steam callbacks every frame"""
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if is_steam_enabled:
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Steam.run_callbacks()
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func unlock_achievement(achievement_id: String):
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"""Unlock a Steam achievement"""
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if not is_steam_enabled:
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return
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# Check if already unlocked
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var achievement_data = Steam.getAchievement(achievement_id)
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if achievement_data and achievement_data['achieved']:
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return # Already unlocked
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# Unlock the achievement
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var success = Steam.setAchievement(achievement_id)
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if success:
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print("[Steam] Unlocked achievement: %s" % achievement_id)
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Steam.storeStats() # Save achievement progress
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else:
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push_warning("[Steam] Failed to unlock achievement: %s" % achievement_id)
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func get_achievement_status(achievement_id: String) -> Dictionary:
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"""Get achievement unlock status"""
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if not is_steam_enabled:
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return {'achieved': false, 'unlock_time': 0}
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return Steam.getAchievement(achievement_id)
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func clear_achievement(achievement_id: String):
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"""Clear an achievement (for testing only)"""
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if not is_steam_enabled:
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return
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Steam.clearAchievement(achievement_id)
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Steam.storeStats()
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print("[Steam] Cleared achievement: %s" % achievement_id)
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func reset_all_stats(achievements_too: bool = true):
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"""Reset all stats and optionally achievements (for testing only)"""
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if not is_steam_enabled:
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return
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Steam.resetAllStats(achievements_too)
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print("[Steam] Reset all stats (achievements: %s)" % achievements_too)
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func get_stat_int(stat_name: String) -> int:
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"""Get an integer stat value"""
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if not is_steam_enabled:
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return 0
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return Steam.getStatInt(stat_name)
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func set_stat_int(stat_name: String, value: int):
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"""Set an integer stat value"""
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if not is_steam_enabled:
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return
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Steam.setStatInt(stat_name, value)
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Steam.storeStats()
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func get_stat_float(stat_name: String) -> float:
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"""Get a float stat value"""
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if not is_steam_enabled:
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return 0.0
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return Steam.getStatFloat(stat_name)
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func set_stat_float(stat_name: String, value: float):
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"""Set a float stat value"""
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if not is_steam_enabled:
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return
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Steam.setStatFloat(stat_name, value)
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Steam.storeStats()

godot/project.godot

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Original file line numberDiff line numberDiff line change
@@ -28,6 +28,7 @@ LogExporter="*res://autoload/log_exporter.gd"
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IconLoader="*res://autoload/icon_loader.gd"
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MusicManager="*res://autoload/music_manager.gd"
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VerificationTracker="*res://autoload/verification_tracker.gd"
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SteamManager="*res://autoload/steam_manager.gd"
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GameManager="*res://scripts/game_manager.gd"
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[display]

godot/steam_appid.txt

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1 @@
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480

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