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
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zwitschi committed 2026-10-31 11:37:54 +01:00
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class_name EventScheduler
extends RefCounted
const Rules := preload("res://src/core/rules.gd")
const VenueScenario := preload("res://src/core/venue_scenario.gd")
## Schedules routine traffic and scripted events for a shift according to the
## scenario's event pool (ADR-0001, Shift Structure).
signal event_ready(event_data: Dictionary)
var rng := RandomNumberGenerator.new()
var _scenario: VenueScenario = null
var _weighted_pool: Array[Dictionary] = []
func _init() -> void:
pass
func setup(scenario: VenueScenario, seed_value: int = 0) -> void:
_scenario = scenario
if seed_value != 0:
rng.seed = seed_value
_weighted_pool = []
for event in scenario.event_pool:
if event.get("enabled", true):
_weighted_pool.append(event)
## Pull events due for the current elapsed time and phase.
## Returns Array[Dictionary] of event data to spawn.
func pull_due(elapsed_s: float, phase: int) -> Array[Dictionary]:
var due: Array[Dictionary] = []
if _scenario == null:
return due
for event in _weighted_pool:
var time_range: Vector2 = event.get("time_range_s", Vector2(0, _scenario.shift_duration_s))
if elapsed_s < time_range.x or elapsed_s > time_range.y:
continue
if event.get("phase", -1) != phase:
continue
var prob: float = event.get("probability", 0.0)
var base: float = event.get("base_weight", 1.0)
var spawn_rate: float = event.get("spawn_rate", 0.0)
if spawn_rate > 0.0:
# Rate-based spawning: emit at most one per second window.
if rng.randf() < spawn_rate:
if rng.randf() < prob:
due.append(event.duplicate())
else:
if rng.randf() < prob * base:
due.append(event.duplicate())
return due
func fallback_routine_traffic(phase: int) -> Array[Dictionary]:
## Cheap routine traffic so the street never feels empty.
var out: Array[Dictionary] = []
var pool := _routine_pool(phase)
if pool.is_empty():
return out
for i in 3:
if rng.randf() < 0.35:
out.append(pool[rng.randi_range(0, pool.size() - 1)].duplicate())
return out
func _routine_pool(phase: int) -> Array:
var out: Array = []
for event in _weighted_pool:
if event.get("kind", "routine") == "routine" and event.get("phase", -1) == phase:
out.append(event)
return out