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 IncidentRecorder
extends RefCounted
const EventBus := preload("res://src/core/event_bus.gd")
var event_bus: EventBus = null
func set_event_bus(bus: EventBus) -> void:
event_bus = bus
## Structured incident history (ADR-0005). Records observations, player actions,
## access evidence, escalation levels, responses, and outcomes for evidence,
## reputation, crowd reactions, and shift review.
var incidents: Array[Dictionary] = []
var _open_incidents: Dictionary = {} # npc_id -> incident dict
## Begin an incident for an NPC. Returns incident_id.
func start_incident(npc_id: String, trigger: String) -> String:
var incident := {
"id": "inc_%s_%d" % [npc_id, Time.get_ticks_usec()],
"npc_id": npc_id,
"trigger": trigger,
"opened_at_ms": Time.get_ticks_msec(),
"events": [],
"access_evidence": [],
"escalation_history": [],
"outcome": null,
}
_open_incidents[npc_id] = incident
return incident["id"]
func add_event(npc_id: String, event: Dictionary) -> void:
if not _open_incidents.has(npc_id):
return
var incident: Dictionary = _open_incidents[npc_id]
event["at_ms"] = Time.get_ticks_msec()
incident["events"].append(event)
if event_bus:
event_bus.incident_recorded.emit(incident.duplicate(true))
func add_access_evidence(npc_id: String, evidence: Dictionary) -> void:
if not _open_incidents.has(npc_id):
return
var incident: Dictionary = _open_incidents[npc_id]
incident["access_evidence"].append(evidence)
if event_bus:
event_bus.access_decided.emit(evidence.duplicate(true))
incident["events"].append({
"type": "access_check",
"at_ms": Time.get_ticks_msec(),
"evidence": evidence,
})
func add_escalation(npc_id: String, level: int, reason: String) -> void:
if not _open_incidents.has(npc_id):
return
var incident: Dictionary = _open_incidents[npc_id]
incident["escalation_history"].append({
"level": level,
"reason": reason,
"at_ms": Time.get_ticks_msec(),
})
## Close an incident. outcome: e.g. "peaceful", "escort_off_property",
## "assisted", "responded", "custody". Returns the closed incident.
func close_incident(npc_id: String, outcome: String) -> Dictionary:
if not _open_incidents.has(npc_id):
return {}
var incident: Dictionary = _open_incidents[npc_id]
incident["outcome"] = outcome
incident["closed_at_ms"] = Time.get_ticks_msec()
incidents.append(incident)
_open_incidents.erase(npc_id)
if event_bus:
event_bus.incident_recorded.emit(incident.duplicate(true))
return incident
func open_incidents_count() -> int:
return _open_incidents.size()
func to_dict() -> Dictionary:
return {
"incidents": incidents.duplicate(true),
"open_count": _open_incidents.size(),
}