Compact the plan and synchronize project documentation
- reduce PLAN.md from a 674-line implementation log to a 187-line product/design plan; keep escalation, venues, NPC/systems, controls, presentation and constraints - refresh README for implemented venues, Blender/v2 assets, the custom test runner, Web target, current release state and the screenshot smoke - update architecture for 0.6.0, the runtime art loader, Gitea CI/build/publish, Web deployment, six release artifacts and visual regression - remove stale uncommitted/active-pass claims from MEMORY and point it at the current NPC follow-ups; move the completed documentation task to DONE
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@@ -36,7 +36,7 @@ This document follows the structure of the arc42 architecture documentation temp
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- **MINOR** — new venues, NPC archetypes, systems, or features that are backward compatible.
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- **PATCH** — bug fixes and small polish that do not change behavior.
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The single source of truth for the version is `config/version` in `project.godot` (currently `0.1.0`). Each release is tagged in git as `v<version>` (e.g. `v0.1.0`). The `0.x` series is pre-1.0, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
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The single source of truth for the version is `config/version` in `project.godot` (currently `0.6.0`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-1.0, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
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## 3. Context and Scope
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@@ -77,12 +77,13 @@ The player interacts with NPCs, venue entrances, access artifacts, equipment, st
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- `CrowdSystem` models queues, attention, congestion, and public reaction.
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- `ShiftReview` presents decisions, consequences, and improvement opportunities.
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- `SurfaceMaterials` (`src/game/materials.gd`) holds the surface profiles, textured albedo/normal recipes, baked-AO wiring, glass/emissive recipes, and the environment tune-up (tonemapping, glow, fog, grading) that the phase lighting applies.
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- `WorldBuilder` assembles the procedural venue and instantiates the generated prop models from `assets/models/generated/` with a procedural fallback.
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- `WorldBuilder` assembles the procedural venue, prefers the Blender prop library in `assets/models/blender/props/`, and falls back to `assets/models/generated/` or primitives. It also wires the phase-driven library emissives and street dressing.
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- `src/game/ui/art.gd` loads runtime UI/scene art from `assets/images/ui/` and `assets/images/scenes/`, with null fallbacks so panels keep their procedural layouts.
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- `tools/model_pipeline.py` builds and audits the street-prop `.glb` models and packs their colour atlases.
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- `tools/npc_pipeline.py` builds and audits the skinned NPC base model (`assets/models/generated/npc_base.glb`) and its per-slot material maps, with an optional AI fabric override (ADR-0013).
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- `tools/blender_assets.py` builds, renders and audits the Blender asset library (`assets/models/blender/{npc,npc_gear,props}/` + `manifest.json`): NPC character variants that are drop-in for `npc_base`, attach-point gear, and street/venue props. `NpcAvatar` selects variants/gear by role/seed and `WorldBuilder` loads the prop replacements and new street dressing, with procedural fallbacks (see `docs/blender-assets.md`).
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- `tools/scene_concepts.py` generates realism-pass references (`docs/screens/concepts/`), skyline backdrops and surface tiles (raw `assets/textures/ai/v2/raw/` → candidates `assets/textures/ai/game_ready/v2/`), promotes the validated ones to the tracked `v2/picks/` that `SurfaceMaterials`/`WorldBuilder` preload, audits them, and scores `src/test/capture_realism.gd` A/B captures (five stages, runtime texture swaps) against the concepts (`docs/screens/realism/<run>/`).
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- `tools/asset_pipeline.py` generates and audits role-aware textures; `tools/screen_designs.py` generates screen references and judges captures.
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- `tools/asset_pipeline.py` generates and audits role-aware textures; `tools/screen_designs.py` generates screen references and judges captures; `tools/check_screenshots.sh` renders the staged gallery and runs the compare gate.
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Confirmed game assets live in `assets/textures/ai/game_ready/` (audited surface, UI, and card textures), `assets/models/generated/` (prop and NPC `.glb` models plus their texture atlases), and `assets/textures/npc/` (NPC material maps and `palette.json`). Development-only outputs — AI concept sheets, Blender sources, raw AI fabrics — are gitignored and regenerated by the tools.
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@@ -135,28 +136,30 @@ in code.
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## 7. Deployment View
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The initial target is a single-player local game. The expected runtime consists of one client process containing presentation, simulation, rules, content, and persistence for local settings and shift results. No online backend is required for the first prototype.
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The game is a single-player local client containing presentation, simulation, rules, content, and persistence for local settings and shift results. No online backend is required. A non-threaded Web export ships alongside the desktop builds and can be served from any static host without special headers.
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Future options include external analytics, cloud saves, or replay sharing, but they are not part of the initial architecture.
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Future options include external analytics, cloud saves, or replay sharing, but they are not part of the current architecture.
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### CI/CD build pipeline
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A continuous-integration pipeline keeps the headless test suite green on every change, with a planned extension to build and publish release artifacts automatically.
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A continuous-integration pipeline keeps the headless test suite green on every change and publishes tagged releases.
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- **CI workflow** (`.github/workflows/ci.yml`) runs on every push to `main` and on every pull request. It installs the pinned Godot 4.3 editor, caches the `.godot` import artifacts, imports the project to build the class cache, and runs the headless test suite (`res://src/test/test_runner.gd`). The job fails on a non-zero exit code or any `SCRIPT ERROR` in the output.
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- **Planned extension** grows the pipeline from "test only" to "test, build, and publish": a test stage (headless tests plus a `--quit-after 120` boot smoke test as the merge gate), a build stage (install export templates, run `tools/build_releases.sh`), and a publish stage (on a version tag, upload artifacts via `tools/publish_release.sh` with a `GITEA_TOKEN` secret).
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- **Hosting note:** the repository lives on Gitea/Forgejo (`https://git.allucanget.biz/zwitschi/security-game`); the workflow is authored for GitHub Actions and should be mirrored or ported to the host's own runner if Actions is unavailable there. Export templates must match the pinned engine version, and macOS builds are unsigned (production releases need notarization or clear quarantine guidance).
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- **Workflow:** `.gitea/workflows/build.yml` runs on pushes, pull requests, tags, and manual dispatches. The `checks` job installs Godot 4.3, imports the project, and runs `res://src/test/test_runner.gd`; it fails on a non-zero exit code or any `SCRIPT ERROR` in the output.
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- **Build job:** runs for tags and manual dispatches. It installs export templates, exports Linux/Windows/macOS and the non-threaded Web build, packages the NSIS installer and Linux AppImage, verifies the installer contents, and uploads the artifacts.
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- **Publish job:** tag builds call `tools/publish_release.sh` to create the Gitea release and upload the six artifacts. The script uses `GITEA_TOKEN` when configured and otherwise reuses the runner's checkout extraheader credentials.
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- **Hosting:** the repository lives on Gitea (`https://git.allucanget.biz/zwitschi/security-game`). Export templates must match the pinned Godot version; macOS builds are unsigned and need quarantine guidance or notarization for wider distribution.
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### Release management
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Releases are produced from a tagged commit and published to the repository host's release page, where the README "Downloads" links point.
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- `export_presets.cfg` — committed Linux, Windows Desktop, and macOS export presets so builds are reproducible.
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- `tools/build_releases.sh` — exports all three desktop artifacts into `build/`, named `gig-line-<platform>-<version>.<ext>`.
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- `tools/publish_release.sh` — creates a release and uploads the artifacts via the Gitea/Forgejo API (requires `GITEA_TOKEN`).
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- `export_presets.cfg` — committed Linux, Windows, macOS, and Web export presets so builds are reproducible.
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- `tools/build_releases.sh` — exports the desktop binaries and Web zip into `build/`, named `gig-line-<platform>-<version>.<ext>`.
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- `tools/publish_release.sh` — creates a release and uploads the artifacts via the Gitea API, using `GITEA_TOKEN` or the checkout extraheader fallback.
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- Packaging — NSIS builds the Windows installer; `packaging/linux/build_appimage.sh` builds the AppImage.
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- [`RELEASING.md`](RELEASING.md) — step-by-step guide and release checklist.
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The release process is: bump the version, run the full test suite and boot smoke test, run `tools/build_releases.sh`, run `tools/publish_release.sh` (or create the release via the web UI), and verify the README "Downloads" links resolve to the new release.
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The release process is: bump the version, run the full test suite and `tools/check_screenshots.sh`, run `tools/build_releases.sh`, tag and push (CI publishes), then verify the README "Downloads" links and the six artifacts.
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## 8. Cross-Cutting Concepts
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@@ -167,7 +170,8 @@ The release process is: bump the version, run the full test suite and boot smoke
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- **Safety and proportionality:** The rules layer prevents ordinary noncompliance from automatically becoming a violent encounter.
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- **Determinism where useful:** Scenario tests should be able to use fixed seeds and scripted NPC behavior.
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- **Localization:** Dialogue and prompts should be externalized from logic.
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- **Observability:** Debug overlays should show NPC intent, access status, escalation level, active incidents, and response timers during development.
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- **Observability:** Debug overlays show NPC intent, access status, escalation level, active incidents, and response timers during development.
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- **Visual regression:** Staged captures are compared against the runtime reference art (`screen_designs.py compare`) and optionally judged by a vision model; `tools/check_screenshots.sh` makes the pass repeatable.
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## 9. Architecture Decisions
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@@ -207,6 +211,7 @@ Architecture decisions are recorded as ADRs:
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- Emergency response can overshadow the core game if it is too powerful or too frequent.
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- Mental-health-crisis scenarios require careful writing, playtesting, and respectful presentation.
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- The choice of engine may affect navigation, crowd scale, tooling, and content authoring.
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- Reference mockups can outpace the runtime art style; compare/judge catch gross drift but not composition errors, so the staged gallery needs human review after large visual changes.
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## 12. Glossary
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