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
This commit is contained in:
1 parent
439e0a4281
commit
81b5d5ce5a
22 files changed
+879
-73
No files matched your search
@@ -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]
|
||||
|
||||
Reference in new issue
Block a user