Runtime hygiene: fix RefCounted cycles (clean suite exit), full-length shifts, wand cooldown
- FSM holds owner via WeakRef; ShiftCoordinator is RefCounted (logic-only); persistence tests free the Save node -> test suite exits with zero 'resources still in use' warnings (was ~13) and 57/57 pass - GameManager uses each scenario's shift_duration_s (900s ~ 10-15 min) for real shifts instead of the 300s test duration - Wand screening gets a 0.8s recharge cooldown with a wand.recharge message - TODO/DONE/MEMORY/README synced
This commit is contained in:
1 parent
ba76c0febf
commit
08b3292b80
10 files changed
+57
-17
No files matched your search
@@ -42,15 +42,11 @@ Goal: a single executable `.AppImage` that runs the full game on any recent dist
|
||||
## Future Systems (design-level backlog)
|
||||
|
||||
- [ ] Body-camera replay timeline in the shift review.
|
||||
- [ ] Long (10-15 minute) shift lengths (phase lighting already implemented).
|
||||
- [ ] Venue selection startup menu (keyboard cycling with `V` is implemented).
|
||||
- [ ] IDE/editor-based GUT integration when a Godot editor workflow is introduced.
|
||||
- [ ] Reduce RefCounted reference cycles (NPCController <-> FSM) noted in `MEMORY.md`.
|
||||
|
||||
## Open Polish
|
||||
|
||||
- [ ] Add a body/wand cooldown feel: wand screening currently has no reuse penalty; consider a
|
||||
short per-guest scan animation.
|
||||
- [ ] Keep `%` placeholders stable in `Strings.fmt` when adding keys (positional formatting).
|
||||
|
||||
## Detailed Graphics — remaining performance items
|
||||
|
||||
Reference in new issue
Block a user