Implement NPC perception, returning trespassers, responder dispatch, wand screening, and accessibility polish
CI / headless-tests (push) Successful in 2m11s

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zwitschi committed 2026-10-31 12:31:13 +01:00
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commit 81b5d5ce5a
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@@ -16,6 +16,11 @@ const Rules := preload("res://src/core/rules.gd")
## Venue/scenario recalculates effective compliance from profile + tone + level.
@export_range(0.0, 1.0) var base_compliance: float = 0.8
## Probability that an NPC directed away will circle back later in the shift
## (returning-trespasser behavior). 0 = never returns. Trespassers and people
## in crisis are more likely to return than tourists.
@export_range(0.0, 1.0) var return_probability: float = 0.0
## Probability weighting of the NP C's reaction per player escalation level.
## keys: escalation level int -> { ReactionEnum: weight }
## Missing entries fall back to the profile's `default_reactions`.
@@ -64,6 +69,10 @@ const Rules := preload("res://src/core/rules.gd")
## Dialogue lines per tone and intent. Falls back to generic lines when empty.
@export var dialogue_lines: Dictionary = {}
## Items the NPC is carrying, used by the handheld wand (The Joke Shop).
## Values are item names: "keys", "belt", "phone", "weapon", "knife", etc.
@export var carried_items: Array[String] = []
func pickup_reactions_per_level(level: int) -> Dictionary:
if reactions_by_level.has(level):
return reactions_by_level[level]