Implement prototype: venue-driven simulation core, scenarios, tests, and playable entrance scene
CI / headless-tests (push) Canceled after 49s

- Godot 4.3 project scaffold with first-person guard, procedural world,
  interaction HUD, access inspection, radio forms, debug overlay, shift review
- Simulation core: ShiftCoordinator, VenueScenario, EventScheduler, NPCController/FSM,
  AccessVerifier, EscalationManager, RadioSystem, IncidentRecorder,
  ReputationEvaluator, CrowdSystem, EventBus
- Three authored scenarios (Hollywood Blvd building, The Joke Shop, TV studio)
- Custom headless test runner (25 tests) replacing editor-dependent GUT,
  plus GitHub Actions CI
- Documentation workflow live: README, PLAN (tech stack), TODO/DONE, MEMORY
This commit is contained in:
zwitschi committed 2026-10-31 11:37:54 +01:00
1 parent e23f284ad4
commit 439e0a4281
45 files changed
+4368 -7

No files matched your search

+35
View File
@@ -0,0 +1,35 @@
# TODO
## Core Simulation — NPC Perception
- [ ] Implement a perception pass so NPCs react to the guard's gestures and proximity.
- [ ] Give NPCs local waypoints per intent (photo spots, queue, stage door, sidewalk exit) instead of all walking to the entrance.
- [ ] Add returning-trespasser behavior: an NPC that was directed away may circle back later in the shift.
## Escalation and Radio — Responder Dispatch
- [ ] Spawn a dispatched security NPC / armed responder avatar that arrives at the venue after the call delay.
- [ ] Give the responder command, restraint, evacuation, and arrest outcomes that resolve the incident.
- [ ] Add a visible emergency-radio cooldown indicator in the HUD.
## Scenario Content — Wand Screening (The Joke Shop)
- [ ] Implement the handheld wand inspection interaction with alerts from keys, belts, phones, and weapons.
- [ ] Enforce screening-before-entry flow and record false alarm / prohibited item decisions.
- [ ] Add venue-specific dialogue lines for door staff.
## Polish and Accessibility
- [ ] Add dialogue tone picker (Professional / Friendly / Firm / Suspicious) before addressing an NPC.
- [ ] Add interaction alternatives that do not require precise aiming (e.g. scan-and-select pinned list of nearby NPCs).
- [ ] Add visual and audio feedback per escalation level (colors, tones, shake).
- [ ] Add audio for crowd ambience, radio responses, and confirmation prompts.
- [ ] Externalize dialogue and UI text for localization.
## Future Systems (design-level backlog)
- [ ] Body-camera replay timeline in the shift review.
- [ ] Long (10-15 minute) shift lengths and phase-based lighting.
- [ ] Venue selection screen; export presets for desktop targets.
- [ ] IDE/editor-based GUT integration when a Godot editor workflow is introduced.
- [ ] Reduce RefCounted reference cycles (NPCController <-> FSM) noted in `MEMORY.md`.