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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@@ -14,6 +14,15 @@ func test_strings_format() -> bool:
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var b := TestUtils.check_eq(Strings.fmt("react.comply", ["Tourist"]), "Tourist complies and steps back.", "reaction formats")
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return a and b
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func test_strings_json_backed_all_resolve() -> bool:
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## Every key in the JSON-loaded table must resolve to a value other than
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## the key itself (fail-safe would otherwise mask broken entries).
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for key in Strings.TABLE.keys():
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var value: String = Strings.lookup(key)
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if value == key:
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return TestUtils.fail("key %s resolves to itself — table entry missing" % key)
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return true
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func test_strings_cover_ui_keys() -> bool:
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## Every key referenced by the HUD and game manager must exist.
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var required := [
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