Implement prototype: venue-driven simulation core, scenarios, tests, and playable entrance scene
CI / headless-tests (push) Canceled after 49s
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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extends SceneTree
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## Dev diagnostic: preload every project script to surface parse errors one by one.
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const FILES := [
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"res://src/core/event_bus.gd",
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"res://src/core/rules.gd",
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"res://src/core/access_artifact.gd",
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"res://src/core/access_policy.gd",
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"res://src/core/access_verifier.gd",
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"res://src/core/npc_profile.gd",
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"res://src/core/npc_controller.gd",
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"res://src/core/fsm.gd",
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"res://src/core/escalation_manager.gd",
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"res://src/core/incident_recorder.gd",
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"res://src/core/reputation_evaluator.gd",
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"res://src/core/radio_system.gd",
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"res://src/core/crowd_system.gd",
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"res://src/core/event_scheduler.gd",
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"res://src/core/venue_scenario.gd",
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"res://src/core/shift_coordinator.gd",
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"res://src/content/scenario_factory.gd",
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"res://src/game/main.gd",
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"res://src/test/test_utils.gd",
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]
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func _initialize() -> void:
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var failures := 0
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for f in FILES:
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var res: Variant = load(f)
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if res == null or not (res is GDScript):
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push_error("FAILED to load: %s" % f)
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failures += 1
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elif not (res as GDScript).can_instantiate():
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push_error("PARSE/COMPILE FAILURE (cannot instantiate): %s" % f)
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failures += 1
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else:
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print("OK: %s" % f)
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print("load failures: %d" % failures)
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quit(1 if failures > 0 else 0)
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