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
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@@ -0,0 +1,23 @@
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class_name DoorState
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extends RefCounted
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## Door lock/secure mechanic (PLAN.md: Level 3 — lock or secure the door).
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## Pure logic: GameManager and WorldBuilder only mirror state visually.
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var locked := false
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func _init(p_start_locked: bool = false) -> void:
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locked = p_start_locked
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func toggle() -> bool:
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locked = not locked
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return locked
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func set_locked(value: bool) -> void:
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locked = value
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## A force-entry attempt. Returns { succeeded: bool, outcome: String }.
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## Locked doors thwart attempts; unlocked doors admit the forced entry.
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func attempt_force() -> Dictionary:
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if locked:
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return {"succeeded": false, "outcome": "thwarted"}
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return {"succeeded": true, "outcome": "entered"}
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@@ -114,6 +114,9 @@ func _update_state_for_reaction(r: int) -> void:
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fsm.transition_to("LOITERING_DISTANT")
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will_return = true
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return_delay_s = _roll_return_delay()
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Rules.Reaction.CALL_SOMEONE:
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# The NPC stops to call someone for help (PLAN.md: Level 2 reactions).
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fsm.transition_to("ARGUING")
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_:
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pass
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@@ -153,12 +156,13 @@ func decide_leave() -> bool:
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## Perception pass: given the guard's distance (meters), return a perception
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## result describing how the NPC reacts to the guard's presence. Pure and
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## headless-testable; the presentation layer feeds it the real distance.
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## bonus_range widens awareness when the guard uses a flashlight at night.
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## Returns { noticed: bool, band: String, reaction: int }.
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func perceive_guard(distance: float) -> Dictionary:
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func perceive_guard(distance: float, bonus_range: float = 0.0) -> Dictionary:
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var band := "unaware"
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if distance <= NEAR_RADIUS:
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band = "near"
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elif distance <= AWARE_RADIUS:
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elif distance <= AWARE_RADIUS + bonus_range:
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band = "aware"
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var noticed := band != "unaware"
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if noticed and not guard_noticed:
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@@ -37,6 +37,7 @@ enum NpcType {
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AUTHORIZED_GUEST,
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DELIVERY,
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RESPONDER,
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PROTESTER,
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}
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const NPC_TYPE_NAMES := {
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@@ -52,6 +53,7 @@ const NPC_TYPE_NAMES := {
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NpcType.AUTHORIZED_GUEST: "Authorized Guest",
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NpcType.DELIVERY: "Delivery",
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NpcType.RESPONDER: "Responder",
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NpcType.PROTESTER: "Protester",
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}
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## Access artifact kinds used by AccessVerifier.
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@@ -103,6 +105,7 @@ enum Reaction {
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THREATEN = 5,
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RETURN_LATER = 6,
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FORCE_ENTRY = 7,
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CALL_SOMEONE = 8,
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}
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## Player dialogue tones.
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@@ -1,21 +0,0 @@
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class_name SignalBus
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extends RefCounted
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## Static signal bus (ADR-0005 spirit: decoupled, deterministic).
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## Unlike an autoload, `SignalBus` resolves at parse time through preloads,
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## so it works identically under `--script`, in headless CI, and in the game.
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static signal incident_recorded(incident: Dictionary)
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static signal player_action(action: Dictionary)
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static signal escalation_changed(payload: Dictionary)
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static signal radio_call(call: Dictionary)
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static signal responder_arrived(responder: Dictionary)
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static signal npc_state_changed(payload: Dictionary)
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static signal shift_state_changed(payload: Dictionary)
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static signal reputation_changed(payload: Dictionary)
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static signal crowd_changed(payload: Dictionary)
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static signal access_decided(payload: Dictionary)
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static signal shift_review_ready(review: Dictionary)
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static signal anything_happened(value: String)
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func _init() -> void:
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push_error("SignalBus is a static utility class; use SignalBus.<signal> directly.")
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+33
-52
@@ -1,64 +1,45 @@
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class_name Strings
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## Centralized UI and dialogue text table (PLAN.md: Polish and Accessibility —
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## localization). All user-facing strings live here so they can be swapped for
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## a localized table later. Keys are stable identifiers; values are English.
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## localization). English strings live in an editable JSON file so they can be
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## swapped or translated without touching code. Keys are stable identifiers.
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const TABLE := {
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# HUD / controls
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"hud.controls": "Q polite direction · 1-3 simple gestures · 4 warning · 5 block · 6 assist · R emergency · E inspect / close · W wand · A allow · D deny · T tone · F debug",
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"hud.tone_prefix": "Tone: %s",
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"hud.escalation_prefix": "Escalation: %s",
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"hud.cooldown": "EMERGENCY RADIO COOLDOWN: %.0fs",
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"hud.aim_first": "Aim at someone first.",
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"hud.no_one_nearby": "No one nearby.",
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"hud.targeting": "Targeting %s (Tab to cycle).",
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"hud.no_wand": "No wand at this venue.",
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"hud.screen_first": "Screen this guest with the wand (W) before admitting them.",
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const DEFAULT_LOCALE := "en"
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const TABLE_PATH := "res://content/strings.%s.json"
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# Access decisions
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"access.granted": "Entry granted: %s",
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"access.denied": "Entry denied: %s",
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"access.policy_satisfied": "policy satisfied",
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"access.wrong_grant": "You granted entry despite verification failure!",
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"access.wrong_deny": "You denied entry despite valid verification!",
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## Populated lazily from the JSON table. Kept public so tests and tooling can
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## enumerate keys (e.g. coverage checks).
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static var TABLE: Dictionary = {}
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static var _load_attempted := false
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# Wand screening
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"wand.admitted_prohibited": "You admitted %s with a prohibited item!",
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"wand.denied_false_alarm": "You denied %s over a harmless item.",
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"wand.cleared": "%s cleared the wand check.",
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"wand.refused": "%s refused entry after the wand check.",
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# Radio
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"radio.address_first": "Address someone first before calling.",
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"radio.blocked": "Radio blocked: %s",
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"radio.inaccurate": "Dispatch flags inaccuracies in your report (-%d).",
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"radio.received": "Dispatch received your report. Assistance en route.",
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"radio.emergency_dispatched": "Emergency responder dispatched.",
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# Responder
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"responder.arrived": "Responder arrives and %ss the situation.",
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# Reactions
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"react.comply": "%s complies and steps back.",
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"react.leave": "%s turns and leaves.",
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"react.argue": "%s argues with you.",
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"react.record": "%s starts filming you.",
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"react.ignore": "%s ignores you.",
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"react.threaten": "%s is threatening you. Emergency radio (R) is justified now.",
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"react.force_entry": "%s is forcing the door!",
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"react.return_later": "%s leaves but may come back.",
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"react.none": "No reaction (yet).",
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# Perception
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"perception.near": "%s notices you standing close.",
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"perception.aware": "%s notices you watching.",
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}
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static func _ensure_loaded() -> void:
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if _load_attempted:
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return
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_load_attempted = true
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var path := TABLE_PATH % DEFAULT_LOCALE
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if not FileAccess.file_exists(path):
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push_error("Strings table missing: %s" % path)
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return
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var text := FileAccess.get_file_as_string(path)
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var parsed = JSON.parse_string(text)
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if parsed is Dictionary:
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TABLE = parsed
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else:
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push_error("Strings table malformed: %s" % path)
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## Look up a string by key. Returns the key itself when missing (fail-safe).
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## Absolute keys (locale.table.key) bypass the default table lookup.
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static func lookup(key: String) -> String:
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if key.begins_with("locale."):
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return key
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_ensure_loaded()
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return TABLE.get(key, key)
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## Format a string by key with positional arguments.
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static func fmt(key: String, args: Array) -> String:
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var template: String = TABLE.get(key, key)
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return template % args
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var template := lookup(key)
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if template == key:
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return template
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return template % args
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func _init() -> void:
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push_error("Strings is a static utility class; use Strings.lookup / Strings.fmt.")
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