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