Map 1: rebuild Hollywood as the El Capitan landmark
Replace the generic boulevard facade with a stylized 6840 Hollywood Blvd block: six Ionic columns, eight stone steps, Masonic frieze/medallions, event banners, side doors, El Capitan Theatre and retail neighbours, Ovation Hollywood arcade, Walk of Fame and four-lane street markings. Add the Day and Night Hollywood venue-menu rows. Night uses a phase-time offset so a full-length shift stays in LATE while the clock starts at zero; late routine traffic keeps the street populated and the offset round-trips through checkpoint restore. Retune local-light falloff to linear attenuation, add a cool north sky fill, and use the smooth limestone facade texture. Refresh the staged gallery and map references; add geometry-budget, menu, night-offset and late-traffic tests.
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@@ -154,6 +154,7 @@ reputation, crowd reaction and shift review read it rather than resolving gamepl
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2. `GameManager` loads the matching `VenueScenario` and keeps the guard/UI state.
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3. `WorldBuilder` rebuilds only `world_root` from `VENUE_SPECS`, including geometry, props and the navigation mesh.
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4. Shift state, NPCs and incidents are reset for the new venue; phase lighting and the door state are reapplied.
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5. The menu's **Hollywood Night** row resolves to `hollywood_building`, then sets `ShiftCoordinator.phase_offset_s` so elapsed time starts at 0 but phase lookup starts at `LATE`. The offset is part of the checkpoint snapshot, so a resumed night shift stays at night.
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### Asset fallback
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@@ -4,8 +4,8 @@ Implemented so far:
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- Godot 4.7.2 project scaffold, input map, procedural world builder (CI/local/release unified)
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- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
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- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
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- Headless unit tests: **250 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, input remaps, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material, player movement, NPC character layers/LOD/queue, input bindings)
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- Three authored scenarios (El Capitan Entertainment Centre / Hollywood Boulevard, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
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- Headless unit tests: **253 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, input remaps, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material, player movement, NPC character layers/LOD/queue, input bindings)
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- Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event
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- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
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- Control pass: focus cone on NPC heads with a billboarded blue circle in front of the face and name, action wheel (LMB/Space) with de-escalation-first slices, mouse-look freeze while a panel is open, acceleration-based walking, and named input actions (`action_menu`, `confirm`, `cancel`, `inspect`, `wand`)
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@@ -46,6 +46,8 @@ Implemented so far:
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- Tutorial pass (0.8.0 work): the eight-beat first shift is wired through a non-blocking prompt overlay, a safe compliant visitor, real wheel/inspection/warning/radio panels, persisted completion/skip and a Settings replay action. Scripted tests/captures bypass it unless `--tutorial` is passed; `smoke_tutorial.gd` covers the full flow.
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- Vision judge (v0.7.2): discovers the cheapest current OpenRouter image+JSON model, reports the model/fallbacks used, and clears the full screen-design judge (13/13 match, 0 diff).
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- Desktop HQ (v0.7.1): optional Forward+ Windows/Linux zip with volumetric fog, SDFGI and a volumetric flashlight; the default Compatibility/Web builds and headless tests gate the effect off. A/B captures are generated locally under `docs/screens/realism/` (gitignored).
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- Hollywood landmark map (map optimization): the default venue is now a stylized reconstruction of 6840 Hollywood Blvd (the 1921 Masonic Temple / El Capitan Entertainment Centre) with a six-column Ionic portico, eight stone steps, Masonic parapet motto and medallions, three red event banners, central and side entrances, the El Capitan Theatre and east retail neighbours, the Ovation Hollywood arcade opposite, the Walk of Fame terrazzo and a four-lane boulevard with red kerb paint. The facade uses the shared limestone/stone material; the whole venue measures **58,884 triangles across 409 meshes** in the map-budget test. The venue menu exposes separate **Day** and **Night** Hollywood rows; the night row resolves to the same scenario with a late-phase offset, so its whole shift stays after dark. Real-site references and the geometry mapping are in [`hollywood-boulevard-map.md`](hollywood-boulevard-map.md).
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- Day/night scenery variants (map optimization): the Hollywood row in the venue menu is split into Day and Night entries, with localized names/blurbs. The night entry uses `ShiftCoordinator.phase_offset_s` to start a full-length shift in `LATE` while the clock still starts at 00:00; the scheduler reads the offset time so late-night routine traffic and the late violent-threat event still fire, and the offset round-trips through checkpoints. Three `LATE` routine events keep the night street populated. Local lights were retuned from constant falloff to linear attenuation so sconces pool instead of flooding the stone.
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- Venue geometry (v0.7.0): the Joke Shop now builds as a narrow brick alley with a warm wall lantern, shutters, dumpster/AC clutter and no skyline; the TV Studio builds a stone facade, bulb canopy, glossy black car and barrier line. `WorldBuilder.VENUE_SPECS` drives facade/street/nav dimensions, and `GameManager` rebuilds only the world container when the venue changes.
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- Gear fit (post-v0.6.0): Blender gear is measured against the avatar head/skirt silhouette and the checks run in both the Python tooling and the headless suite. Sunglasses, the shoulder bag and the firefighter helmet were fitted to the new faces; the Influencer portrait and gallery were recaptured with a before/after report.
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@@ -20,9 +20,16 @@ The first shift starts with an in-game tutorial covering movement/look, focus cy
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## Venues
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### Hollywood Boulevard Building
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### El Capitan Entertainment Centre (6840 Hollywood Blvd)
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The original scenario places the guard at the top of the steps outside a fictional building. Tourists, street performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people experiencing a mental-health crisis, and rare violent threats may approach the entrance.
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The map is a stylized reconstruction of the real building and block; the
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reference notes and geometry mapping are in
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[`hollywood-boulevard-map.md`](hollywood-boulevard-map.md). The venue menu
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offers the same map as **Hollywood Boulevard — Day** and **Hollywood Boulevard
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— Night**; the night variant starts directly in the late phase instead of
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waiting for the shift clock.
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The original scenario places the guard at the top of the eight stone steps outside the historic Masonic Temple / El Capitan Entertainment Centre on Hollywood Boulevard. Tourists, street performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people experiencing a mental-health crisis, and rare violent threats may approach the entrance.
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Authorized people must either be recognized by the guard or present a valid wristband. Wristbands can have different colors, patterns, dates, or event markings. They may be valid, expired, counterfeit, or missing.
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# Hollywood Boulevard map reference
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The Hollywood venue is a stylized reconstruction of the real block around the
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El Capitan Entertainment Centre. It is a game space, not a survey-accurate
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model: the landmark silhouette, street wall and approach read from the player's
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eye height, while side streets and interiors are simplified.
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## Real site
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- **Address:** 6840 Hollywood Boulevard, Hollywood, Los Angeles, CA 90028.
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- **Coordinates:** 34.10118 N, 118.34009 W (OSM way `424024147`).
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- **Building:** the 1921 Hollywood Masonic Temple, designed by John C. Austin in
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the Classical Revival style; now the El Capitan Entertainment Centre and the
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home of *Jimmy Kimmel Live!*.
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- **Facade:** a light stone/render Neoclassical front with six oversized Ionic
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columns, a recessed main entrance reached by eight stone steps, ornamental
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iron door grilles, a continuous crosscut-grille transom, two street-level side
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entrances, and a parapet with the Masonic motto and circular medallions.
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- **Neighbours:** the El Capitan Theatre (6838) immediately west, a modern
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retail block east, and the Ovation Hollywood frontage (6801) across the
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four-lane boulevard.
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- **Sidewalk:** the Hollywood Walk of Fame terrazzo strip with brass stars runs
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along the kerb; the kerb is painted red in the reference photographs.
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## Game mapping
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| Real feature | In-game representation |
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| --- | --- |
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| 29.6 m wide, 14.5 m high facade | `VENUE_SPECS["hollywood_building"]`: `facade_width` 29.6, `facade_height` 14.5, front at `z = -4` |
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| Eight stone steps | `stair_count` 8, `stair_height` 0.10, `stair_tread` 0.38, 12 m wide |
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| Six Ionic columns | `IonicColonnade` at x = -12.4 … 12.4, 4.96 m bay spacing |
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| Recessed main entrance + two side doors | central 4.2 m door and 2.5 m side doors with transoms |
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| Red event banners | three stylized `EL / CAPITAN / LIVE` banners in the central bays |
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| Masonic motto + medallions | `FriezeInscription` label and two stone discs |
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| El Capitan Theatre | `NeighbourBlocks/ElCapitanTheatre` with marquee, blade sign and practical light |
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| Retail block east | `NeighbourBlocks/EastRetailBlock` with glazed shopfront |
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| Ovation Hollywood | `OvationHollywood` arcade with seven arched openings, sign and south sidewalk |
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| Walk of Fame | `WalkOfFame` dark terrazzo band with ten stars |
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| Four-lane boulevard | double-yellow centre, broken white lane lines, red kerb paint and crosswalk |
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The generated AI references live in
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[`docs/screens/concepts/hollywood_boulevard/`](screens/concepts/hollywood_boulevard/README.md).
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They are art direction for lighting, material scale and composition; they are
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not texture or geometry sources.
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## Deliberate simplifications
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- Show branding is replaced by the venue-neutral `EL / CAPITAN / LIVE` banner
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text. The building name and address are retained.
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- The opposite Ovation frontage is represented as a single arcade block rather
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than its full mall plan. Interiors, the Metro entrance and side streets are
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out of playable bounds.
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- The AI concept frames are 1280×720 references. The in-game geometry is built
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from boxes, cylinders and a small number of custom arch/star meshes so it
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stays inside the Compatibility/Web budget.
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- The venue menu offers Day and Night Hollywood rows. Night is the same
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geometry and scenario with a late-phase offset, not a second baked map; the
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phase still drives sun, sky, fog, windows, signage and practical lights.
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- The landmark facade uses the shared smooth limestone/stone texture rather
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than the noisier granite panel tile. The whole venue measures **58,884
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triangles across 409 meshes** in `test_hollywood_geometry_stays_inside_the_map_budget`,
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well inside the 150k/600 budget.
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- Local lights use linear attenuation (`omni_attenuation = 1.0`). Godot treats
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`0.0` as constant falloff, which previously turned the night facade into a
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flat yellow wall; the sconces now pool light instead.
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## References
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- [Hollywood Masonic Temple — Wikipedia](https://en.wikipedia.org/wiki/Hollywood_Masonic_Temple)
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- [El Capitan Entertainment Centre — OpenStreetMap way 424024147](https://www.openstreetmap.org/way/424024147)
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- [El Capitan Theatre — OpenStreetMap way 424024148](https://www.openstreetmap.org/way/424024148)
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- [Ovation Hollywood — OpenStreetMap way 151485232](https://www.openstreetmap.org/way/151485232)
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- [Hollywood Masonic Temple facade — Wikimedia Commons](https://commons.wikimedia.org/wiki/File:El_Capitan_Theater_frontal_fachade-The_Masonic_Temple.jpg)
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- [Hollywood Masonic Temple and El Capitan Theatre, 2013 — Wikimedia Commons](https://commons.wikimedia.org/wiki/File:Hollywood_Masonic_Temple_2013-10-13_10-02-25.jpg)
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## Verification
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```bash
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godot --headless --path . --script res://src/test/test_runner.gd
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godot --path . --script res://src/test/capture_realism.gd -- --out=/tmp/gig-line-hollywood --stages=day,evening,late
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python3 tools/check_docs.py
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```
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@@ -14,3 +14,4 @@ Visual references and generated QA evidence for Gig Line.
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| Venue | <img src="designs/venue_overview.png" width="320" alt="Venue design"> | <img src="../screenshots/01-venue-overview.png" width="320" alt="Venue capture"> |
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| Joke Shop | <img src="designs/joke_shop_queue.png" width="320" alt="Joke Shop design"> | <img src="../screenshots/12-joke-shop.png" width="320" alt="Joke Shop capture"> |
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| TV Studio | <img src="designs/studio_arrival.png" width="320" alt="Studio design"> | <img src="../screenshots/13-studio-arrival.png" width="320" alt="Studio capture"> |
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| El Capitan | <img src="concepts/hollywood_boulevard/hollywood_boulevard_entrance_day.png" width="320" alt="El Capitan reference"> | <img src="../screenshots/01-venue-overview.png" width="320" alt="El Capitan capture"> |
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@@ -2,6 +2,14 @@
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These are AI-generated example frames (`python3 tools/scene_concepts.py generate --group scene`, `openai/gpt-5-image-mini`, 1280×720) for the realism pass. They are art direction, not assets. `tools/scene_concepts.py realism` pairs them with the in-game shots from `src/test/capture_realism.gd` (see `SHOTS` in the tool). New generations never overwrite a file here; they are saved as `<name>-vN.png`.
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## Real-world Hollywood block
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The map-optimization references for the El Capitan Entertainment Centre block
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(6840 Hollywood Blvd) are in
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[`hollywood_boulevard/README.md`](hollywood_boulevard/README.md). The real-site
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facts and game mapping are documented in
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[`../../hollywood-boulevard-map.md`](../../hollywood-boulevard-map.md).
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## Concept list
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### Hollywood Entrance
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@@ -0,0 +1,19 @@
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# Hollywood Boulevard references
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AI-generated art-direction frames for the real El Capitan Entertainment Centre
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block at 6840 Hollywood Boulevard. They are generated with
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`tools/scene_concepts.py generate --group scene --only ...` and are not shipped
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game textures. The geometry mapping and source links are in
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[`../../../hollywood-boulevard-map.md`](../../../hollywood-boulevard-map.md).
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## Entrance — day
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## Entrance — night
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## Across the boulevard
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After Width: | Height: | Size: 1.6 MiB |
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After Width: | Height: | Size: 1.5 MiB |
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Before Width: | Height: | Size: 731 KiB After Width: | Height: | Size: 729 KiB |
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Before Width: | Height: | Size: 1.1 MiB After Width: | Height: | Size: 553 KiB |
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Before Width: | Height: | Size: 1.1 MiB After Width: | Height: | Size: 680 KiB |
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Before Width: | Height: | Size: 667 KiB After Width: | Height: | Size: 665 KiB |
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Before Width: | Height: | Size: 144 KiB After Width: | Height: | Size: 144 KiB |
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Before Width: | Height: | Size: 756 KiB After Width: | Height: | Size: 756 KiB |
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Before Width: | Height: | Size: 1.1 MiB After Width: | Height: | Size: 744 KiB |
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Before Width: | Height: | Size: 1.1 MiB After Width: | Height: | Size: 628 KiB |
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Before Width: | Height: | Size: 1.0 MiB After Width: | Height: | Size: 837 KiB |
@@ -42,3 +42,4 @@
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40. Help remains readable with the largest HUD font scale, and CI/local verification use the same Godot 4.7.2 baseline.
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41. UI copy: inspection/wand use "A = admit · D = refuse entry", review returns with "Return to menu", and application exit reads "Quit game".
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42. Button states remain readable on hover/focus/pressed; settings Apply/Cancel and radio normal-send/emergency-hold behave as labelled.
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43. The venue menu offers Hollywood Boulevard — Day and — Night; either starts the same map, and Night starts in the late phase with a full shift clock.
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@@ -30,6 +30,7 @@ Status: audit in progress for the 0.9.2 UI polish patch.
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- **Continue campaign** — advance to the next venue.
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- **Return to menu** — leave the review to the venue menu (it does not start a new shift by itself).
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- **Send request** — non-emergency assistance; **Send emergency** — emergency call.
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- **Hollywood Boulevard — Day / Night** — the two scenery variants in the venue menu. Use an em dash and title case for the variant; do not call them “maps” in player-facing copy.
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## Button labels and states
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