Implement NPC perception, returning trespassers, responder dispatch, wand screening, and accessibility polish
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# TODO
## Core Simulation — NPC Perception
- [ ] Implement a perception pass so NPCs react to the guard's gestures and proximity.
- [ ] Give NPCs local waypoints per intent (photo spots, queue, stage door, sidewalk exit) instead of all walking to the entrance.
- [ ] Add returning-trespasser behavior: an NPC that was directed away may circle back later in the shift.
## Escalation and Radio — Responder Dispatch
- [ ] Spawn a dispatched security NPC / armed responder avatar that arrives at the venue after the call delay.
- [ ] Give the responder command, restraint, evacuation, and arrest outcomes that resolve the incident.
- [ ] Add a visible emergency-radio cooldown indicator in the HUD.
## Scenario Content — Wand Screening (The Joke Shop)
- [ ] Implement the handheld wand inspection interaction with alerts from keys, belts, phones, and weapons.
- [ ] Enforce screening-before-entry flow and record false alarm / prohibited item decisions.
- [ ] Add venue-specific dialogue lines for door staff.
## Polish and Accessibility
- [ ] Add dialogue tone picker (Professional / Friendly / Firm / Suspicious) before addressing an NPC.
- [ ] Add interaction alternatives that do not require precise aiming (e.g. scan-and-select pinned list of nearby NPCs).
- [ ] Add visual and audio feedback per escalation level (colors, tones, shake).
- [ ] Add audio for crowd ambience, radio responses, and confirmation prompts.
- [ ] Externalize dialogue and UI text for localization.
## Future Systems (design-level backlog)
- [ ] Body-camera replay timeline in the shift review.