Implement TODO backlog: LATE phase fix, protester, CALL_SOMEONE, door lock, flashlight, persistence, navmesh, JSON localization, and release tooling
CI / headless-tests (push) Successful in 55s
CI / headless-tests (push) Successful in 55s
- Fix LATE shift phase (start 700s) so the violent-threat event is reachable - Add PROTESTER archetype (rules, profile, colors, events in public venues) - Add CALL_SOMEONE reaction (FSM -> ARGUING, influencer/trespasser/protester weights) - Door lock: DoorState core class, L binding, red/green visual indicator, locked doors thwart FORCE_ENTRY - Flashlight: G binding, SpotLight3D, perception radius bonus at evening/late - Persistence: save shift results via Save autoload, history + best score on review screen, round-trip test - Navigation: flat NavigationRegion3D navmesh, NavigationAgent3D path following with direct-movement fallback; steps made visual-only so NPCs reach entrance - Localization: strings moved to content/strings.en.json (loader keeps lookup/fmt signatures; coverage test over all keys) - Distribution: export_presets.cfg (Linux/Windows/macOS), tools/build_releases.sh, docs/RELEASING.md, prominent README Downloads section - Remove stale signal_bus.gd (invalid static-signal experiment) - Tests: 53 passing across 9 suites
This commit is contained in:
1 parent
c808165302
commit
1e972a7490
27 files changed
+1044
-340
No files matched your search
@@ -74,6 +74,69 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
|
||||
- [x] Set up GitHub Actions to run headless tests on push (`ci.yml`).
|
||||
- [x] Add a smoke-test checklist for launching one full shift (in `README.md`).
|
||||
|
||||
## Bug Fixes — LATE shift phase
|
||||
|
||||
- [x] Add a `Rules.Phase.LATE` entry (`start_s` 700) to `shift_phases` in all three venues.
|
||||
- [x] Confirm the LATE-tagged `violent_emergency_event` is now pulled from `EventScheduler.pull_due`.
|
||||
- [x] Add a test asserting the LATE phase is reached and the event is eligible in phase.
|
||||
|
||||
## Missing PLAN Features — Protester NPC
|
||||
|
||||
- [x] Add `PROTESTER` to `Rules.NpcType` and `NPC_TYPE_NAMES`.
|
||||
- [x] Add a protester profile (id `"protester"`) with ARGUE/IGNORE/RECORD/CALL_SOMEONE reactions.
|
||||
- [x] Add a `TYPE_COLORS` entry for `PROTESTER` in `npc_avatar.gd`.
|
||||
- [x] Add routine protester events to the Hollywood Boulevard and TV Studio event pools.
|
||||
- [x] Add scenario tests asserting the protester profile and events exist.
|
||||
|
||||
## Missing PLAN Features — “Call someone else” reaction
|
||||
|
||||
- [x] Add `CALL_SOMEONE` to `Rules.Reaction`.
|
||||
- [x] Handle `CALL_SOMEONE` in `NPCController._update_state_for_reaction` (transitions to ARGUING).
|
||||
- [x] Give influencer, trespasser, and protester profiles CALL_SOMEONE weights.
|
||||
- [x] Add a reaction log line in `GameManager` and a `Strings` entry.
|
||||
- [x] Add a test that CALL_SOMEONE can be rolled and updates the FSM.
|
||||
|
||||
## Missing PLAN Features — Door lock/secure
|
||||
|
||||
- [x] Add a `DoorState` core class with locked/unlocked state and `attempt_force()`.
|
||||
- [x] Add a visible door lock indicator (green open / red locked) to the world.
|
||||
- [x] Add the `L` key binding toggling the door lock, with HUD indication.
|
||||
- [x] Make FORCE_ENTRY reactions fail while the door is locked (thwarted outcome).
|
||||
- [x] Add `Strings` entries and a headless test for the lock state machine.
|
||||
|
||||
## Missing PLAN Features — Flashlight
|
||||
|
||||
- [x] Add a `G` key binding toggling the guard's flashlight.
|
||||
- [x] Attach a `SpotLight3D` to the guard that toggles with the flashlight.
|
||||
- [x] Widen NPC perception radius while lit at evening/late phases (`perceive_guard` bonus).
|
||||
- [x] Add `Strings` entries and a headless test for the perception effect.
|
||||
|
||||
## Persistence
|
||||
|
||||
- [x] Call `Save.save_shift_result(review)` from `GameManager._on_shift_ended`.
|
||||
- [x] Load past results and show record count + best score on the shift review screen.
|
||||
- [x] Add a test that a saved review round-trips through the `Save` helper.
|
||||
|
||||
## Navigation
|
||||
|
||||
- [x] Add a `NavigationRegion3D` with a hand-authored flat navmesh covering sidewalk, steps, and entrance.
|
||||
- [x] Switch `NpcAvatar` from direct movement to `NavigationAgent3D` path following (with direct-movement fallback).
|
||||
- [x] Keep per-intent waypoint and returning-trespasser re-targeting on the navmesh.
|
||||
- [x] Make the step geometry visual-only (no collider) so pathing to the entrance works.
|
||||
|
||||
## Localization — JSON strings
|
||||
|
||||
- [x] Move the string table to `res://content/strings.en.json` (41 keys).
|
||||
- [x] Load the JSON at startup; `Strings.lookup`/`Strings.fmt` signatures unchanged.
|
||||
- [x] Update the strings tests to confirm every JSON key resolves to a real value.
|
||||
|
||||
## Distribution — Downloadable executables
|
||||
|
||||
- [x] Commit `export_presets.cfg` with Linux, Windows, and macOS desktop presets.
|
||||
- [x] Add `tools/build_releases.sh` for headless release exports.
|
||||
- [x] Add `docs/RELEASING.md` with template installation, build, and Gitea release steps.
|
||||
- [x] Add a prominent **Downloads** section at the top of `README.md` linking to the release page.
|
||||
|
||||
## Core Simulation — NPC Perception
|
||||
|
||||
- [x] Implement a perception pass so NPCs react to the guard's gestures and proximity.
|
||||
|
||||
Reference in new issue
Block a user