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