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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@@ -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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