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 NpcProfile
extends Resource
const Rules := preload("res://src/core/rules.gd")
## Authorable behavior profile for one kind of NPC (PLAN.md: NPC Behavior Types).
@export var id: String = ""
@export var display_name: String = ""
@export var npc_type: int = Rules.NpcType.TOURIST
## How difficult temperament is (0 = very calm, 1 = very hot-headed).
## Affects how likely the NPC is to argue, point, or threaten at each level.
@export_range(0.0, 1.0) var temperament: float = 0.25
## Base compliance: probability the NPC obeys a level-1 polite direction.
## Venue/scenario recalculates effective compliance from profile + tone + level.
@export_range(0.0, 1.0) var base_compliance: float = 0.8
## Probability weighting of the NP C's reaction per player escalation level.
## keys: escalation level int -> { ReactionEnum: weight }
## Missing entries fall back to the profile's `default_reactions`.
@export var reactions_by_level: Dictionary = {}
@export var default_reactions: Dictionary = {
Rules.Level.SIMPLE_DETERRENCE: {
Rules.Reaction.COMPLY: 80,
Rules.Reaction.IGNORE: 12,
Rules.Reaction.ARGUE: 8,
},
Rules.Level.FORMAL_WARNING: {
Rules.Reaction.COMPLY: 70,
Rules.Reaction.LEAVE: 10,
Rules.Reaction.ARGUE: 12,
Rules.Reaction.RECORD: 8,
},
Rules.Level.BLOCKING: {
Rules.Reaction.COMPLY: 55,
Rules.Reaction.LEAVE: 15,
Rules.Reaction.ARGUE: 20,
Rules.Reaction.RECORD: 10,
},
Rules.Level.RADIO_ASSIST: {
Rules.Reaction.LEAVE: 65,
Rules.Reaction.ARGUE: 15,
Rules.Reaction.FORCE_ENTRY: 20,
},
Rules.Level.EMERGENCY: {
Rules.Reaction.FORCE_ENTRY: 30,
Rules.Reaction.THREATEN: 40,
Rules.Reaction.LEAVE: 30,
},
}
@export var tone_modifiers: Dictionary = {
Rules.Tone.FRIENDLY: 0.10, # + compliance
Rules.Tone.PROFESSIONAL: 0.00,
Rules.Tone.FIRM: -0.05,
Rules.Tone.SUSPICIOUS: -0.15,
}
## Delay the NPC waits before reacting to the player (frames/seconds scaled).
@export_range(0.1, 5.0) var reaction_delay: float = 0.6
## Dialogue lines per tone and intent. Falls back to generic lines when empty.
@export var dialogue_lines: Dictionary = {}
func pickup_reactions_per_level(level: int) -> Dictionary:
if reactions_by_level.has(level):
return reactions_by_level[level]
return default_reactions.get(level, {})