Implement NPC perception, returning trespassers, responder dispatch, wand screening, and accessibility polish
CI / headless-tests (push) Successful in 2m11s
CI / headless-tests (push) Successful in 2m11s
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@@ -73,3 +73,29 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
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- [x] Add fixed-seed scenario tests for deterministic NPC behavior.
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- [x] Set up GitHub Actions to run headless tests on push (`ci.yml`).
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- [x] Add a smoke-test checklist for launching one full shift (in `README.md`).
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## Core Simulation — NPC Perception
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- [x] Implement a perception pass so NPCs react to the guard's gestures and proximity.
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- [x] Give NPCs local waypoints per intent (photo spots, queue, stage door, sidewalk exit) instead of all walking to the entrance.
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- [x] Add returning-trespasser behavior: an NPC that was directed away may circle back later in the shift.
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## Escalation and Radio — Responder Dispatch
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- [x] Spawn a dispatched security NPC / armed responder avatar that arrives at the venue after the call delay.
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- [x] Give the responder command, restraint, evacuation, and arrest outcomes that resolve the incident.
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- [x] Add a visible emergency-radio cooldown indicator in the HUD.
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## Scenario Content — Wand Screening (The Joke Shop)
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- [x] Implement the handheld wand inspection interaction with alerts from keys, belts, phones, and weapons.
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- [x] Enforce screening-before-entry flow and record false alarm / prohibited item decisions.
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- [x] Add venue-specific dialogue lines for door staff.
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## Polish and Accessibility
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- [x] Add dialogue tone picker (Professional / Friendly / Firm / Suspicious) before addressing an NPC.
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- [x] Add interaction alternatives that do not require precise aiming (e.g. scan-and-select pinned list of nearby NPCs).
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- [x] Add visual and audio feedback per escalation level (colors, tones, shake).
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- [x] Add audio for crowd ambience, radio responses, and confirmation prompts.
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- [x] Externalize dialogue and UI text for localization.
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