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 ReputationEvaluator
extends RefCounted
## Evaluates player performance (PLAN.md: Reputation Meter).
## Scoring weights are data so they can be tuned per venue.
const EventBus := preload("res://src/core/event_bus.gd")
## rating: float starting 50 (out of 100). Errors subtract, though marks add.
var rating: float = 70.0
var _modifiers: Array[Dictionary] = []
var event_bus: EventBus = null
func set_event_bus(bus: EventBus) -> void:
event_bus = bus
## Apply a reputation change.
## category: "peaceful", "force", "false_report", "accuracy", "complaint",
## "security_failure", "property_damage", "access_judgment", "crowd"
func apply(_category: String, delta: float, reason: String) -> void:
# Clamp range: 0..100.
var clamped := clampf(rating + delta, 0.0, 100.0)
var applied: float = clamped - rating
rating = clamped
_modifiers.append({
"category": _category,
"delta": applied,
"reason": reason,
"at_ms": Time.get_ticks_msec(),
})
if event_bus:
event_bus.reputation_changed.emit({
"rating": rating,
"delta": applied,
"reason": reason,
"category": _category,
})
static func grade_for(rating_value: float) -> String:
if rating_value >= 90.0:
return "A"
if rating_value >= 75.0:
return "B"
if rating_value >= 60.0:
return "C"
if rating_value >= 40.0:
return "D"
return "F"
func summary() -> Dictionary:
return {
"rating": rating,
"grade": grade_for(rating),
"modifiers": _modifiers.duplicate(true),
}