Runtime hygiene: fix RefCounted cycles (clean suite exit), full-length shifts, wand cooldown
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- 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
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zwitschi committed 2026-10-31 13:50:18 +01:00
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@@ -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