Mitigate CI cache timeouts and wire venue door-staff dialogue
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- Drop actions/cache@v4 from the checks job: the Gitea runner cannot reach
  GitHub's cache service (/twirp/...CacheService timeouts, ~2min retries);
  Godot import is fast enough without it. Add GODOT_SILENCE_ROOT_WARNING=1.
- Document the cache situation and re-enable path in docs/RELEASING.md
- VenueScenario.door_staff_line(context, rng): seeded-random venue lines
- GameManager logs id/ticket/wand-check, refusal, and prohibited-item lines
  from the venue scenario (Joke Shop flavor) during inspection/screening
- Test coverage: all Joke Shop contexts, unknown contexts, empty venues,
  deterministic seeded picks (54 tests pass)
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zwitschi committed 2026-10-31 13:13:25 +01:00
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@@ -156,6 +156,16 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
- [x] Add a `V` control that cycles Hollywood Blvd → The Joke Shop → TV Studio and restarts the
shift (`GameManager._cycle_venue`), with a `hud.venue_switched` string entry.
## Gameplay — Venue door-staff dialogue
- [x] Add `VenueScenario.door_staff_line(context, rng)` picking a seeded-random line from
`door_staff_lines` (empty for unknown contexts/venues).
- [x] Wire `GameManager` to log venue lines: id/ticket check line when inspection opens,
wand-check line when screening starts, prohibited-item line on correct wand refusal,
and refusal line on denied entry (The Joke Shop flavor only).
- [x] Add a headless test covering all Joke Shop contexts, unknown contexts, empty venues,
and deterministic seeded picks.
## Core Simulation — NPC Perception
- [x] Implement a perception pass so NPCs react to the guard's gestures and proximity.