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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@@ -73,6 +73,20 @@ func test_violent_threat_scales_to_threaten() -> bool:
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saw_threat = true
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return TestUtils.check(saw_threat, "violent profile can threaten at emergency level")
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func test_call_someone_reaction() -> bool:
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var p := NpcProfile.new()
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p.id = "callsome"
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p.npc_type = Rules.NpcType.INFLUENCER
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p.reactions_by_level = {
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Rules.Level.FORMAL_WARNING: { Rules.Reaction.CALL_SOMEONE: 100 },
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}
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var npc := NPCController.new()
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npc.setup("c1", p, "film", 5, "AT_ENTRANCE")
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var outcome := npc.apply_player_action(Rules.Level.FORMAL_WARNING, Rules.Tone.PROFESSIONAL)
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var a := TestUtils.check_eq(outcome["reaction"], Rules.Reaction.CALL_SOMEONE, "rolls CALL_SOMEONE")
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var b := TestUtils.check_eq(npc.fsm.current_state, "ARGUING", "transitions to ARGUING")
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return a and b
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func test_fsm_transitions() -> bool:
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var p := _profile_with_defaults("guest", Rules.NpcType.TOURIST, 0.9)
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var npc := NPCController.new()
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