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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@@ -125,6 +125,7 @@ static func shared_profiles() -> Array[NpcProfile]:
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trespasser.npc_type = Rules.NpcType.TRESPASSER
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trespasser.temperament = 0.55
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trespasser.base_compliance = 0.35
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trespasser.return_probability = 0.6
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trespasser.reactions_by_level = {
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Rules.Level.SIMPLE_DETERRENCE: {
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Rules.Reaction.IGNORE: 45,
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@@ -166,6 +167,7 @@ static func shared_profiles() -> Array[NpcProfile]:
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mental_crisis.npc_type = Rules.NpcType.MENTAL_CRISIS
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mental_crisis.temperament = 0.7
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mental_crisis.base_compliance = 0.3
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mental_crisis.return_probability = 0.4
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mental_crisis.reaction_delay = 2.4
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mental_crisis.reactions_by_level = {
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Rules.Level.SIMPLE_DETERRENCE: {
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@@ -351,6 +353,28 @@ static func joke_shop() -> VenueScenario:
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"door_area": Vector3(0, 0, 3),
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"queue_area": Vector3(0, 0, 9),
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}
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scenario.door_staff_lines = {
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"id_check": [
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"May I see your ID, please?",
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"Could you show me some identification?",
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],
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"ticket_check": [
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"Your ticket or reservation, please.",
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"Do you have a ticket for tonight's show?",
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],
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"wand_check": [
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"Please step forward for the wand check.",
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"Arms out, please — just a quick screening.",
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],
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"refusal": [
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"I'm sorry, I can't let you in without that.",
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"Without a valid ID, I can't admit you tonight.",
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],
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"prohibited_item": [
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"I can't allow that item inside. Please leave it outside.",
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"That item isn't permitted in the venue.",
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],
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}
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scenario.shift_phases = {
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Rules.Phase.EARLY: {"start_s": 0.0},
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