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
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zwitschi committed 2026-10-31 12:51:13 +01:00
1 parent c808165302
commit 1e972a7490
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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 := [