Capture the wand panel, escalation HUD and body-camera timeline
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Full build / Import + headless tests (push) Successful in 35s

The three newest catalogue screens had AI mockups but no staged capture, so
compare and judge skipped them. capture_screenshots.gd now continues past the
night set:

- switches to The Joke Shop at 620 s (EVENING still has routine spawns), frames a
  guest, and retries the wand until it alerts; if nobody carries an alerting item
  it stages the documented keys false-alarm case.
- applies a formal warning (arms the body camera) then blocking, jumps to 760 s
  for night lighting, and captures the HUD at L3.
- closes the open incident and opens the body-camera timeline, which now shows
  the warning / body-camera / blocking rows.

Wired the refs for wand_screening, escalation_hud and body_camera_timeline, and
regenerated the escalation mockup as a third-person over-the-shoulder night shot
so the reference matches the game camera. Added Hud.clear_log() to drop
target-cycling noise from staged shots. README gallery lists the three captures.

Verification: headless 182/182, Python tooling 53/53, compare 9 good / 0 bad,
judge: wand match 0.90, timeline match 1.00, escalation review, 0 diff.
Version 0.3.3.
This commit is contained in:
zwitschi committed 2026-11-01 00:29:58 +01:00
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commit 3025ba1cef
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@@ -342,7 +342,7 @@ SCREENS = [
"kind": "ui",
"title": "Wand screening",
"source": "README screenshot gallery · PLAN The Joke Shop · src/core/wand_screener.gd",
"ref": None,
"ref": "07-wand-screening.png",
"description": "Handheld wand screening panel for The Joke Shop: the alert "
"result, the items the guest is carrying, and allow/deny "
"buttons. A phone, keys or a belt buckle can raise a false "
@@ -452,7 +452,7 @@ SCREENS = [
"kind": "ui",
"title": "Body-camera timeline",
"source": "README screenshot gallery · ADR-0005 · src/game/ui/event_timeline.gd",
"ref": None,
"ref": "09-body-camera-timeline.png",
"description": "The shift review's body-camera timeline: a text list of every "
"recorded incident event stamped mm:ss with the person and the "
"action or outcome, one row highlighted, and previous/next "
@@ -475,22 +475,25 @@ SCREENS = [
"kind": "ui",
"title": "Escalation HUD",
"source": "README accessibility note · Hud.escalation_meter (shape meter · level)",
"ref": None,
"ref": "08-escalation-hud.png",
"description": "The in-shift HUD: a shape meter plus numeric escalation level "
"(`Escalation: Blocking [###--] L3/5`), the targeted person's "
"name, flashlight / door / body-camera indicators, shift clock, "
"and the reaction log.",
"prompt": (
"Realistic 3D game screenshot with a minimal in-game HUD overlaid: an "
"escalation meter drawn as a shape bar with the text Blocking and L3/5, "
"a target name at the bottom centre, small indicator icons for flashlight, "
"door lock and body camera, a shift clock at the top right and a short "
"reaction log at the left, over a softly blurred daytime street"),
"Third-person over-the-shoulder 3D game screenshot at night: a security "
"guard in the foreground facing a guest in front of a venue entrance, "
"with a minimal in-game HUD overlaid. Bottom left: an escalation meter "
"drawn as a shape bar reading Escalation: Blocking [###--] L3/5. Centre: "
"a small target name label above the guest. Top right: a shift clock, "
"reputation and crowd percentage. Left: a short stacked reaction log. "
"Bottom centre: a control hint bar. Realistic lighting, muted colours"),
"regions": [
(0.30, 0.02, 0.70, 0.10, "escalation shape meter"),
(0.30, 0.86, 0.70, 0.96, "target name + hint"),
(0.78, 0.02, 0.98, 0.14, "shift clock"),
(0.02, 0.60, 0.26, 0.95, "reaction log"),
(0.02, 0.80, 0.34, 0.95, "escalation shape meter"),
(0.35, 0.28, 0.75, 0.40, "target name label"),
(0.78, 0.02, 0.98, 0.16, "shift clock + crowd"),
(0.02, 0.20, 0.36, 0.65, "reaction log"),
(0.02, 0.94, 0.98, 0.99, "control hints"),
],
},
]