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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@@ -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()