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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@@ -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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