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

- 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:
zwitschi committed 2026-10-31 12:51:13 +01:00
1 parent c808165302
commit 1e972a7490
27 files changed
+1044 -340

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@@ -0,0 +1,46 @@
extends RefCounted
## Headless tests for the door lock mechanic and flashlight perception bonus.
const Rules := preload("res://src/core/rules.gd")
const DoorState := preload("res://src/core/door_state.gd")
const NpcProfile := preload("res://src/core/npc_profile.gd")
const NPCController := preload("res://src/core/npc_controller.gd")
func test_door_toggle_transitions() -> bool:
var door := DoorState.new()
var a := TestUtils.check_eq(door.locked, false, "starts unlocked")
var b := TestUtils.check_eq(door.toggle(), true, "toggle locks")
var c := TestUtils.check_eq(door.toggle(), false, "toggle unlocks")
return a and b and c
func test_locked_door_thwarts_force() -> bool:
var door := DoorState.new()
door.set_locked(true)
var result := door.attempt_force()
var a := TestUtils.check_eq(result["succeeded"], false, "locked door blocks forced entry")
var b := TestUtils.check_eq(result["outcome"], "thwarted", "thwarted outcome")
return a and b
func test_unlocked_door_admits_force() -> bool:
var door := DoorState.new()
var result := door.attempt_force()
var a := TestUtils.check_eq(result["succeeded"], true, "open door lets forced entry through")
var b := TestUtils.check_eq(result["outcome"], "entered", "entered outcome")
return a and b
func test_flashlight_widens_perception() -> bool:
## Without the flashlight, an NPC at AWARE_RADIUS + 3 m is unaware.
## With the flashlight bonus (4 m), the same distance registers as aware.
var p := NpcProfile.new()
p.id = "nightwalker"
p.npc_type = Rules.NpcType.TOURIST
var dim := NPCController.new()
dim.setup("d1", p, "wander", 1)
var unlit: Dictionary = dim.perceive_guard(NPCController.AWARE_RADIUS + 3.0, 0.0)
var a := TestUtils.check_eq(unlit["band"], "unaware", "unlit: too far to notice")
var lit := NPCController.new()
lit.setup("l1", p, "wander", 2)
var lit_result: Dictionary = lit.perceive_guard(NPCController.AWARE_RADIUS + 3.0, 4.0)
var b := TestUtils.check_eq(lit_result["band"], "aware", "flashlight bonus makes NPC aware")
return a and b
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@@ -73,6 +73,20 @@ func test_violent_threat_scales_to_threaten() -> bool:
saw_threat = true
return TestUtils.check(saw_threat, "violent profile can threaten at emergency level")
func test_call_someone_reaction() -> bool:
var p := NpcProfile.new()
p.id = "callsome"
p.npc_type = Rules.NpcType.INFLUENCER
p.reactions_by_level = {
Rules.Level.FORMAL_WARNING: { Rules.Reaction.CALL_SOMEONE: 100 },
}
var npc := NPCController.new()
npc.setup("c1", p, "film", 5, "AT_ENTRANCE")
var outcome := npc.apply_player_action(Rules.Level.FORMAL_WARNING, Rules.Tone.PROFESSIONAL)
var a := TestUtils.check_eq(outcome["reaction"], Rules.Reaction.CALL_SOMEONE, "rolls CALL_SOMEONE")
var b := TestUtils.check_eq(npc.fsm.current_state, "ARGUING", "transitions to ARGUING")
return a and b
func test_fsm_transitions() -> bool:
var p := _profile_with_defaults("guest", Rules.NpcType.TOURIST, 0.9)
var npc := NPCController.new()
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extends RefCounted
## Headless tests for shift-result persistence (Save autoload, user:// JSON).
func _save_instance() -> Object:
var save_script: GDScript = load("res://src/autoload/save.gd")
return save_script.new()
func test_save_round_trip() -> bool:
var save := _save_instance()
var review := {
"scenario_id": "hollywood_building",
"reputation": {"rating": 82.5, "grade": "B"},
"spawned_count": 7,
"completed_at_ms": Time.get_ticks_msec(),
}
var err: int = save.save_shift_result(review)
var a := TestUtils.check_eq(err, OK, "save succeeds")
var results: Array = save.load_shift_results()
var b := TestUtils.check(results.size() > 0, "history non-empty after save")
var last: Dictionary = results[results.size() - 1]
var c := TestUtils.check_eq(last.get("scenario_id", ""), "hollywood_building", "round-trips scenario id")
var d := TestUtils.check_eq(float(last.get("reputation", {}).get("rating", 0.0)), 82.5, "round-trips rating")
return a and b and c and d
func test_load_returns_array_when_empty_or_missing() -> bool:
# The tester home may already contain results; this only asserts shape safety.
var save := _save_instance()
var results: Array = save.load_shift_results()
return TestUtils.check(results is Array, "load_shift_results always returns Array")
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@@ -41,6 +41,42 @@ var _spawn_count := 0
func _on_spawn(_profile: NpcProfile, _intent: String, _id: String) -> void:
_spawn_count += 1
func test_late_phase_reaches_violent_event() -> bool:
## Bug fix: the LATE phase never fired because no shift_phases entry existed.
var scenario: VenueScenario = ScenarioFactory.hollywood_building()
var coordinator := ShiftCoordinator.new()
coordinator.setup(scenario, 900.0, 1)
coordinator.start()
for i in 760:
coordinator.tick(1.0)
var a := TestUtils.check_eq(coordinator.current_phase, Rules.Phase.LATE, "LATE phase reached by 760s")
var eligible := scenario.events_in_phase(Rules.Phase.LATE)
var found := false
for e in eligible:
if e.get("id", "") == "violent_emergency_event":
found = true
var b := TestUtils.check(found, "violent event is eligible in LATE phase")
# All venues declare the LATE phase honestly.
var c := true
for venue in [ScenarioFactory.hollywood_building(), ScenarioFactory.joke_shop(), ScenarioFactory.tv_studio()]:
if not venue.shift_phases.has(Rules.Phase.LATE):
c = false
return a and b and TestUtils.check(c, "all venues declare a LATE phase")
func test_protester_archetype_present() -> bool:
var profiles := ScenarioFactory.shared_profiles()
var protester_found := false
for p in profiles:
if p.id == "protester":
protester_found = true
var a := TestUtils.check(protester_found, "protester profile defined")
var in_pool := false
for venue in [ScenarioFactory.hollywood_building(), ScenarioFactory.tv_studio()]:
for e in venue.event_pool:
if e.get("npc_type", -1) == Rules.NpcType.PROTESTER:
in_pool = true
return a and TestUtils.check(in_pool, "protester event referenced in public venues")
func test_shift_coordinator_runs_a_shift() -> bool:
var scenario: VenueScenario = ScenarioFactory.hollywood_building()
var coordinator := ShiftCoordinator.new()
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@@ -14,6 +14,15 @@ func test_strings_format() -> bool:
var b := TestUtils.check_eq(Strings.fmt("react.comply", ["Tourist"]), "Tourist complies and steps back.", "reaction formats")
return a and b
func test_strings_json_backed_all_resolve() -> bool:
## Every key in the JSON-loaded table must resolve to a value other than
## the key itself (fail-safe would otherwise mask broken entries).
for key in Strings.TABLE.keys():
var value: String = Strings.lookup(key)
if value == key:
return TestUtils.fail("key %s resolves to itself — table entry missing" % key)
return true
func test_strings_cover_ui_keys() -> bool:
## Every key referenced by the HUD and game manager must exist.
var required := [
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@@ -0,0 +1,34 @@
extends RefCounted
## Headless tests for the procedural world and navigation mesh.
const WorldBuilder := preload("res://src/game/world_builder.gd")
func test_navmesh_built() -> bool:
var root := Node3D.new()
WorldBuilder.new(root).build()
var region: NavigationRegion3D = root.find_child("NavRegion", true, false) as NavigationRegion3D
if region == null:
return TestUtils.fail("no NavRegion in world")
var mesh: NavigationMesh = region.navigation_mesh
if mesh == null:
return TestUtils.fail("NavRegion has no navigation mesh")
var a := TestUtils.check(mesh.get_polygon_count() > 0, "navmesh has polygons")
var b := TestUtils.check(mesh.get_vertices().size() >= 4, "navmesh has vertices")
root.free()
return a and b
func test_door_indicator_built() -> bool:
var root := Node3D.new()
var builder := WorldBuilder.new(root)
builder.build()
var a := TestUtils.check(builder.door_indicator != null, "door indicator mesh exists")
if builder.door_indicator != null:
builder.set_door_locked(true)
var mat: StandardMaterial3D = builder.door_indicator.material_override as StandardMaterial3D
var b := TestUtils.check(mat != null and mat.albedo_color.r > 0.5, "indicator turns red when locked")
builder.set_door_locked(false)
var c := TestUtils.check(mat != null and mat.albedo_color.g > 0.5, "indicator turns green when open")
root.free()
return a and b and c
root.free()
return a