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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@@ -0,0 +1,60 @@
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class_name AudioFeedback
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extends Node
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## Procedural audio feedback (PLAN.md: Polish and Accessibility). Generates
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## short tones for confirmation prompts, radio responses, and escalation
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## feedback without requiring audio assets. Headless-safe: in headless mode
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## the AudioServer is a dummy and playback is a no-op.
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const SAMPLE_RATE := 22050.0
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var _players: Array[AudioStreamPlayer] = []
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func _ready() -> void:
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# Pre-create a few players so overlapping cues don't cut each other off.
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for i in 4:
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var player := AudioStreamPlayer.new()
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add_child(player)
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_players.append(player)
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## Play a short confirmation beep (single high tone).
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func play_confirm() -> void:
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_play_tone(880.0, 0.12, 0.5)
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## Play a radio-response cue (two quick tones).
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func play_radio_response() -> void:
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_play_tone(660.0, 0.10, 0.5)
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_play_tone(990.0, 0.10, 0.5, 0.12)
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## Play an escalation warning cue (low descending tone).
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func play_escalation(level: int) -> void:
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var freq := 440.0 - float(level) * 40.0
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_play_tone(maxf(freq, 180.0), 0.18, 0.6)
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## Play a denial/error cue (low buzz).
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func play_deny() -> void:
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_play_tone(220.0, 0.20, 0.5)
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## Generate a sine-wave tone and play it on a free player.
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func _play_tone(freq: float, duration: float, volume: float, delay: float = 0.0) -> void:
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var player := _free_player()
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if player == null:
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return
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var stream := AudioStreamGenerator.new()
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stream.mix_rate = SAMPLE_RATE
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stream.buffer_length = duration + 0.05
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player.stream = stream
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player.volume_db = linear_to_db(volume)
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player.play()
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# Fill the generator buffer with a sine wave.
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var playback: AudioStreamGeneratorPlayback = player.get_stream_playback()
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var frames := int(SAMPLE_RATE * duration)
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for i in frames:
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var t := float(i) / SAMPLE_RATE
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var sample := sin(TAU * freq * t) * 0.6
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playback.push_frame(Vector2(sample, sample))
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func _free_player() -> AudioStreamPlayer:
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for player in _players:
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if not player.playing:
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return player
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return _players[0]
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+219
-27
@@ -4,8 +4,10 @@ extends Node
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## and routes player input into the interaction and access flows.
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const Rules := preload("res://src/core/rules.gd")
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const Strings := preload("res://src/core/strings.gd")
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const AccessArtifact := preload("res://src/core/access_artifact.gd")
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const AccessVerifier := preload("res://src/core/access_verifier.gd")
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const WandScreener := preload("res://src/core/wand_screener.gd")
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const RadioSystem := preload("res://src/core/radio_system.gd")
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const ScenarioFactory := preload("res://src/content/scenario_factory.gd")
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const ShiftCoordinator := preload("res://src/core/shift_coordinator.gd")
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@@ -13,6 +15,8 @@ const VenueScenario := preload("res://src/core/venue_scenario.gd")
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const WorldBuilder := preload("res://src/game/world_builder.gd")
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const GuardController := preload("res://src/game/guard_controller.gd")
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const NpcAvatar := preload("res://src/game/npc_avatar.gd")
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const NpcProfile := preload("res://src/core/npc_profile.gd")
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const AudioFeedback := preload("res://src/game/audio_feedback.gd")
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const Hud := preload("res://src/game/ui/hud.gd")
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const RadioPanel := preload("res://src/game/ui/radio_panel.gd")
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const ShiftReview := preload("res://src/game/ui/shift_review.gd")
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@@ -22,7 +26,9 @@ var guard: GuardController = null
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var hud: Hud = null
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var radio_panel: RadioPanel = null
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var shift_review_panel: ShiftReview = null
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var audio: AudioFeedback = null
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var verifier := AccessVerifier.new()
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var wand_screener := WandScreener.new()
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var active_scenario_id := "hollywood_building"
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var scenario_duration_s: float = 300.0 # shortened prototype duration for testing
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@@ -31,10 +37,19 @@ var npcs: Array = []
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var npc_counter := 0
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var targeted_npc: Object = null
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var inspection_open := false
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var wand_open := false
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var current_incident_npc_id := ""
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var current_incident_active := false
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var current_npc_truth := {"weapons_seen": false, "danger_level": 0}
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## Dialogue tone picker (PLAN.md: Level 1 tones). Cycled with T.
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var selected_tone: int = Rules.Tone.PROFESSIONAL
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const TONE_ORDER := [Rules.Tone.PROFESSIONAL, Rules.Tone.FRIENDLY, Rules.Tone.FIRM, Rules.Tone.SUSPICIOUS]
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## Aim-free targeting: cycle through nearby NPCs with Tab (accessibility).
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const NEARBY_RADIUS := 12.0
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var _nearby_index := -1
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func _ready() -> void:
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scene_root = Node3D.new()
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scene_root.name = "SceneRoot"
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@@ -54,6 +69,7 @@ func _ready() -> void:
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coordinator.setup(selected_scenario, scenario_duration_s, 4242)
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coordinator.npc_spawn_requested.connect(_spawn_npc)
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coordinator.shift_ended.connect(_on_shift_ended)
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coordinator.radio.responder_arrived.connect(_on_responder_arrived)
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_build_ui()
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coordinator.start()
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@@ -111,6 +127,8 @@ var inspector_current_events: Array = []
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func _build_ui() -> void:
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hud = Hud.new()
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add_child(hud)
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audio = AudioFeedback.new()
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add_child(audio)
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radio_panel = RadioPanel.new()
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add_child(radio_panel)
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radio_panel.hide()
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@@ -143,11 +161,46 @@ func _spawn_npc(profile: NpcProfile, intent: String, _npc_id: String) -> void:
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var spawn_side: float = 1.0 if npc_counter % 2 == 0 else -1.0
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var spawn_x := spawn_side * (4.0 + float((npc_counter * 13) % 18))
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var spawn_pos := Vector3(spawn_x, 0.5, 6.0 + float((npc_counter * 7) % 16))
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var target_pos := Vector3(0.0, 0.5, 1.2)
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avatar.setup(profile, intent, npc_counter * 991 + 17, spawn_pos, target_pos)
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# Per-intent waypoint (photo spots, queue, stage door, sidewalk exit) instead
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# of every NPC walking to the entrance (TODO: Core Simulation — NPC Perception).
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var target_pos: Vector3 = selected_scenario.waypoint_for_intent(intent)
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var door_pos: Vector3 = selected_scenario._location_or_default("entrance", Vector3(0, 0.5, 1.2))
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avatar.setup(profile, intent, npc_counter * 991 + 17, spawn_pos, target_pos, door_pos)
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scene_root.add_child(avatar)
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npcs.append(avatar)
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## Spawn a dispatched responder avatar when a radio call's arrival delay elapses
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## (TODO: Escalation and Radio — Responder Dispatch). The responder walks to the
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## entrance and resolves the incident with command/restraint/evacuation/arrest.
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func _on_responder_arrived(call: Dictionary) -> void:
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var outcome: String = RadioSystem.responder_outcome(call)
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var responder_profile := _responder_profile()
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npc_counter += 1
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var avatar := NpcAvatar.new()
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avatar.name = "Responder_%d" % npc_counter
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# Responder approaches from the street, toward the entrance.
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var spawn_pos := Vector3(0.0, 0.5, 14.0)
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var door_pos: Vector3 = selected_scenario._location_or_default("entrance", Vector3(0, 0.5, 1.2))
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avatar.setup(responder_profile, "respond", npc_counter * 991 + 17, spawn_pos, door_pos, door_pos)
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scene_root.add_child(avatar)
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npcs.append(avatar)
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hud.log(Strings.fmt("responder.arrived", [outcome]))
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coordinator.recorder.add_event(call.get("report", {}).get("npc_id", ""), {
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"type": "responder_action",
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"outcome": outcome,
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"call_type": call.get("type", "assist"),
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})
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coordinator.crowd.apply_event("emergency_responder" if call.get("type", "") == "emergency" else "calm_professionalism")
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func _responder_profile() -> NpcProfile:
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var p := NpcProfile.new()
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p.id = "responder"
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p.display_name = "Responder"
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p.npc_type = Rules.NpcType.RESPONDER
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p.temperament = 0.1
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p.base_compliance = 1.0
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return p
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func _on_shift_ended(review: Dictionary) -> void:
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shift_review_panel.show_review(review, selected_scenario)
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@@ -196,7 +249,14 @@ func _handle_key(keycode: Key) -> void:
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_toggle_inspection()
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KEY_Q:
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if targeted_npc != null and not inspection_open:
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_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, Rules.Tone.PROFESSIONAL, "polite direction")
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_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, selected_tone, "polite direction")
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KEY_W:
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if targeted_npc != null and not inspection_open:
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_toggle_wand_screening()
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KEY_T:
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_cycle_tone()
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KEY_TAB:
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_cycle_nearby_target()
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KEY_F:
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hud.toggle_debug()
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_:
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@@ -205,15 +265,15 @@ func _handle_key(keycode: Key) -> void:
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func _handle_action_key(keycode: Key) -> void:
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match keycode:
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KEY_1:
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_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, Rules.Tone.PROFESSIONAL, "raise hand")
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_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, selected_tone, "raise hand")
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KEY_2:
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_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, Rules.Tone.PROFESSIONAL, "point")
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_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, selected_tone, "point")
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KEY_3:
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_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, Rules.Tone.PROFESSIONAL, "head shake")
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_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, selected_tone, "head shake")
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KEY_4:
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_apply_interaction(Rules.Level.FORMAL_WARNING, Rules.Tone.PROFESSIONAL, "formal warning")
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_apply_interaction(Rules.Level.FORMAL_WARNING, selected_tone, "formal warning")
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KEY_5:
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_apply_interaction(Rules.Level.BLOCKING, Rules.Tone.PROFESSIONAL, "blocking")
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_apply_interaction(Rules.Level.BLOCKING, selected_tone, "blocking")
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KEY_6:
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_open_radio(false)
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KEY_R:
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@@ -221,15 +281,47 @@ func _handle_action_key(keycode: Key) -> void:
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KEY_A:
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if inspection_open:
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decide_access(true)
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elif wand_open:
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decide_wand(true)
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KEY_D:
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if inspection_open:
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decide_access(false)
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elif wand_open:
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decide_wand(false)
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_:
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pass
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## Cycle the dialogue tone (Professional → Friendly → Firm → Suspicious).
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func _cycle_tone() -> void:
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var idx := TONE_ORDER.find(selected_tone)
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idx = (idx + 1) % TONE_ORDER.size()
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selected_tone = TONE_ORDER[idx]
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hud.set_tone(Rules.TONE_NAMES.get(selected_tone, "?"))
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hud.log("Tone: %s" % Rules.TONE_NAMES.get(selected_tone, "?"))
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## Aim-free targeting: cycle through NPCs near the guard (Tab). Lets players
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## interact without precise aiming (accessibility).
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func _cycle_nearby_target() -> void:
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if guard == null:
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return
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var nearby: Array = []
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for avatar in npcs:
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if not is_instance_valid(avatar):
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continue
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if (avatar.global_position - guard.global_position).length() <= NEARBY_RADIUS:
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nearby.append(avatar)
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if nearby.is_empty():
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hud.log(Strings.lookup("hud.no_one_nearby"))
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return
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_nearby_index = (_nearby_index + 1) % nearby.size()
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var next_target: Node3D = nearby[_nearby_index]
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targeted_npc = next_target
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_begin_incident(next_target)
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hud.log(Strings.fmt("hud.targeting", [next_target.name]))
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func _apply_interaction(level: int, tone: int, action_name: String) -> void:
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if targeted_npc == null:
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hud.log("Aim at someone first.")
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hud.log(Strings.lookup("hud.aim_first"))
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return
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var controller: Object = _targeted_controller()
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if controller == null or coordinator == null:
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@@ -245,6 +337,9 @@ func _apply_interaction(level: int, tone: int, action_name: String) -> void:
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coordinator.recorder.add_escalation(npc_id, level, "%s on %s" % [action_name, npc_id])
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if level >= Rules.Level.FORMAL_WARNING:
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coordinator.reputation.apply("prop", -1.5, "escalation L%d %s" % [level, action_name])
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hud.set_escalation(level)
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if audio:
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audio.play_escalation(level)
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_react_to_outcome(controller, outcome)
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func _react_to_outcome(controller: Object, outcome: Dictionary) -> void:
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@@ -252,38 +347,38 @@ func _react_to_outcome(controller: Object, outcome: Dictionary) -> void:
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var name: String = (controller.profile.display_name if controller.profile else "Person")
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match reaction:
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Rules.Reaction.COMPLY:
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hud.log("%s complies and steps back." % name)
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hud.log(Strings.fmt("react.comply", [name]))
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coordinator.crowd.apply_event("de_escalation")
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coordinator.reputation.apply("peaceful", 2.0, "resolved peacefully")
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_close_incident("peaceful")
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Rules.Reaction.LEAVE:
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hud.log("%s turns and leaves." % name)
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hud.log(Strings.fmt("react.leave", [name]))
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coordinator.crowd.apply_event("calm_professionalism")
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_close_incident("left")
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Rules.Reaction.ARGUE:
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hud.log("%s argues with you." % name)
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hud.log(Strings.fmt("react.argue", [name]))
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coordinator.crowd.apply_event("aggressive_behavior")
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Rules.Reaction.RECORD:
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hud.log("%s starts filming you." % name)
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hud.log(Strings.fmt("react.record", [name]))
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coordinator.reputation.apply("complaint", -3.0, "filmed interaction")
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coordinator.crowd.apply_event("aggressive_behavior")
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Rules.Reaction.IGNORE:
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hud.log("%s ignores you." % name)
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hud.log(Strings.fmt("react.ignore", [name]))
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Rules.Reaction.THREATEN:
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hud.log("%s is threatening you. Emergency radio (R) is justified now." % name)
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hud.log(Strings.fmt("react.threaten", [name]))
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coordinator.crowd.apply_event("aggressive_behavior")
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Rules.Reaction.FORCE_ENTRY:
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hud.log("%s is forcing the door!" % name)
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hud.log(Strings.fmt("react.force_entry", [name]))
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coordinator.crowd.apply_event("emergency_responder")
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coordinator.reputation.apply("security_failure", -5.0, "forced entry attempt")
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Rules.Reaction.RETURN_LATER:
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hud.log("%s leaves but may come back." % name)
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hud.log(Strings.fmt("react.return_later", [name]))
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_:
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hud.log("No reaction (yet).")
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hud.log(Strings.lookup("react.none"))
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func _open_radio(emergency: bool) -> void:
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if targeted_npc == null:
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hud.log("Address someone first before calling.")
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hud.log(Strings.lookup("radio.address_first"))
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return
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var controller: Object = _targeted_controller()
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if controller == null:
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@@ -295,19 +390,21 @@ func _on_radio_submitted(report: Dictionary, emergency: bool) -> void:
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hud.set_action_hint("")
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var result: Dictionary = coordinator.radio.request_emergency(report) if emergency else coordinator.radio.request_assistance(report)
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if not result.get("ok", false):
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hud.log("Radio blocked: %s" % result.get("reason", "unknown"))
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hud.log(Strings.fmt("radio.blocked", [result.get("reason", "unknown")]))
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return
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var hits: int = coordinator.radio.credibility_hits(report, current_npc_truth)
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if hits > 0:
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coordinator.reputation.apply("false_report", -4.0 * hits, "inaccurate radio report")
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hud.log("Dispatch flags inaccuracies in your report (-%d)." % (4 * hits))
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hud.log(Strings.fmt("radio.inaccurate", [4 * hits]))
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else:
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hud.log("Dispatch received your report. Assistance en route.")
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hud.log(Strings.lookup("radio.received"))
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if emergency:
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coordinator.crowd.apply_event("emergency_responder")
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hud.log("Emergency responder dispatched.")
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hud.log(Strings.lookup("radio.emergency_dispatched"))
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else:
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coordinator.crowd.apply_event("calm_professionalism")
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if audio:
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audio.play_radio_response()
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# ----------------------------------------------------------------- access --
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@@ -324,12 +421,76 @@ func _toggle_inspection() -> void:
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var result: Dictionary = verifier.verify(artifacts, selected_scenario.access_policy)
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hud.show_inspection(controller, artifacts, result)
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# ------------------------------------------------------------- wand screening --
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## Handheld wand inspection (The Joke Shop). Only available when the venue
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## carries a wand. The wand reports an alert; the player interprets it.
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func _toggle_wand_screening() -> void:
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if wand_open:
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hud.hide_wand()
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wand_open = false
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return
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if not selected_scenario.equipment.has("wand"):
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hud.log(Strings.lookup("hud.no_wand"))
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return
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var controller: Object = _targeted_controller()
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if controller == null:
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return
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var profile: Object = controller.profile
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var items: Array = profile.carried_items if profile else []
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var result: Dictionary = wand_screener.screen(items)
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wand_open = true
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hud.show_wand(controller, result)
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## Resolve a wand screening: the player decides whether to admit the guest.
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func decide_wand(allowed: bool) -> void:
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var controller: Object = _targeted_controller()
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if controller == null:
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hud.hide_wand()
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||||
wand_open = false
|
||||
return
|
||||
var profile: Object = controller.profile
|
||||
var items: Array = profile.carried_items if profile else []
|
||||
var result: Dictionary = wand_screener.screen(items)
|
||||
var decision: Dictionary = wand_screener.decide(result, allowed)
|
||||
coordinator.recorder.add_access_evidence(controller.npc_id, {
|
||||
"type": "wand_screening",
|
||||
"decided": allowed,
|
||||
"prohibited": decision.get("prohibited", false),
|
||||
"false_alarm": decision.get("false_alarm", false),
|
||||
"item": decision.get("item", ""),
|
||||
"correct": decision.get("correct", false),
|
||||
})
|
||||
var name: String = (profile.display_name if profile else "Person")
|
||||
if decision.get("prohibited", false) and allowed:
|
||||
hud.log(Strings.fmt("wand.admitted_prohibited", [name]))
|
||||
coordinator.reputation.apply("security_failure", -5.0, "admitted prohibited item")
|
||||
elif decision.get("false_alarm", false) and not allowed:
|
||||
hud.log(Strings.fmt("wand.denied_false_alarm", [name]))
|
||||
coordinator.reputation.apply("complaint", -2.0, "false-alarm refusal")
|
||||
elif allowed:
|
||||
hud.log(Strings.fmt("wand.cleared", [name]))
|
||||
coordinator.reputation.apply("access_judgment", 1.0, "correct wand admission")
|
||||
else:
|
||||
hud.log(Strings.fmt("wand.refused", [name]))
|
||||
coordinator.reputation.apply("access_judgment", 1.0, "correct wand refusal")
|
||||
# Mark the NPC as screened so the screening-before-entry flow is satisfied.
|
||||
controller.screened = true
|
||||
hud.hide_wand()
|
||||
wand_open = false
|
||||
|
||||
func decide_access(allowed: bool) -> void:
|
||||
var controller: Object = _targeted_controller()
|
||||
if controller == null:
|
||||
hud.hide_inspection()
|
||||
inspection_open = false
|
||||
return
|
||||
# Screening-before-entry: at wand venues, a guest must be screened first.
|
||||
if allowed and selected_scenario.access_policy.wand_screening_required and not controller.screened:
|
||||
hud.log(Strings.lookup("hud.screen_first"))
|
||||
hud.hide_inspection()
|
||||
inspection_open = false
|
||||
return
|
||||
var artifacts := _artifacts_for(controller)
|
||||
var result: Dictionary = verifier.verify(artifacts, selected_scenario.access_policy)
|
||||
var granted: bool = result.get("granted", false)
|
||||
@@ -341,17 +502,23 @@ func decide_access(allowed: bool) -> void:
|
||||
})
|
||||
if allowed == granted:
|
||||
if allowed:
|
||||
hud.log("Entry granted: %s" % ("; ".join(result.get("reasons", [])) if result.get("reasons", []) else "policy satisfied"))
|
||||
hud.log(Strings.fmt("access.granted", ["; ".join(result.get("reasons", [])) if result.get("reasons", []) else Strings.lookup("access.policy_satisfied")]))
|
||||
coordinator.reputation.apply("access_judgment", 2.0, "correct admission")
|
||||
if audio:
|
||||
audio.play_confirm()
|
||||
else:
|
||||
hud.log("Entry denied: %s" % "; ".join(result.get("issues", [])))
|
||||
hud.log(Strings.fmt("access.denied", ["; ".join(result.get("issues", []))]))
|
||||
coordinator.reputation.apply("access_judgment", 1.0, "correct refusal")
|
||||
if audio:
|
||||
audio.play_deny()
|
||||
else:
|
||||
if allowed:
|
||||
hud.log("You granted entry despite verification failure!")
|
||||
hud.log(Strings.lookup("access.wrong_grant"))
|
||||
else:
|
||||
hud.log("You denied entry despite valid verification!")
|
||||
hud.log(Strings.lookup("access.wrong_deny"))
|
||||
coordinator.reputation.apply("access_judgment", -6.0, "wrong access decision")
|
||||
if audio:
|
||||
audio.play_deny()
|
||||
hud.hide_inspection()
|
||||
inspection_open = false
|
||||
|
||||
@@ -400,3 +567,28 @@ func _physics_process(delta: float) -> void:
|
||||
return
|
||||
coordinator.tick(delta)
|
||||
hud.set_shift_state(coordinator, selected_scenario)
|
||||
_perception_pass()
|
||||
|
||||
## Perception pass: NPCs notice the guard's proximity (PLAN.md: Level 0
|
||||
## Observation). Feeds each NPC's distance to the guard into its controller
|
||||
## and logs a one-time reaction when an NPC first notices the guard.
|
||||
func _perception_pass() -> void:
|
||||
if guard == null:
|
||||
return
|
||||
var guard_pos: Vector3 = guard.global_position
|
||||
for avatar in npcs:
|
||||
if not is_instance_valid(avatar):
|
||||
continue
|
||||
var controller: Object = avatar.get_npc_controller() if avatar.has_method("get_npc_controller") else null
|
||||
if controller == null:
|
||||
continue
|
||||
var distance: float = (avatar.global_position - guard_pos).length()
|
||||
var already_noticed: bool = controller.guard_noticed
|
||||
var perception: Dictionary = controller.perceive_guard(distance)
|
||||
if perception.get("noticed", false) and not already_noticed:
|
||||
# First-time notice: log a subtle reaction.
|
||||
var name: String = (controller.profile.display_name if controller.profile else "Person")
|
||||
if perception.get("band", "") == "near":
|
||||
hud.log(Strings.fmt("perception.near", [name]))
|
||||
else:
|
||||
hud.log(Strings.fmt("perception.aware", [name]))
|
||||
+13
-5
@@ -9,6 +9,7 @@ const Rules := preload("res://src/core/rules.gd")
|
||||
var npc: NPCController = null
|
||||
var spawn_position: Vector3 = Vector3.ZERO
|
||||
var target_position: Vector3 = Vector3.ZERO
|
||||
var door_position: Vector3 = Vector3(0, 0.5, 1.2)
|
||||
var awaiting_interaction := false
|
||||
var arrived := false
|
||||
|
||||
@@ -33,10 +34,11 @@ func _init() -> void:
|
||||
func get_npc_controller() -> NPCController:
|
||||
return npc
|
||||
|
||||
func setup(profile: NpcProfile, intent: String, seed_value: int, p_spawn: Vector3, p_target: Vector3) -> void:
|
||||
func setup(profile: NpcProfile, intent: String, seed_value: int, p_spawn: Vector3, p_target: Vector3, p_door: Vector3 = Vector3(0, 0.5, 1.2)) -> void:
|
||||
npc.setup("npc_%d" % seed_value, profile, intent, seed_value)
|
||||
spawn_position = p_spawn
|
||||
target_position = p_target
|
||||
door_position = p_door
|
||||
position = p_spawn
|
||||
npc.fsm.state_changed.connect(_on_state_changed)
|
||||
_build_body(profile.npc_type)
|
||||
@@ -75,10 +77,16 @@ func _build_body(npc_type: int) -> void:
|
||||
func _physics_process(delta: float) -> void:
|
||||
if npc == null or npc.fsm == null:
|
||||
return
|
||||
_advance_fsm()
|
||||
_advance_fsm(delta)
|
||||
_move_toward_target(delta)
|
||||
|
||||
func _advance_fsm() -> void:
|
||||
func _advance_fsm(delta: float) -> void:
|
||||
# Returning-trespasser: an NPC directed away may circle back to the door.
|
||||
if npc.tick_return(delta):
|
||||
arrived = false
|
||||
awaiting_interaction = false
|
||||
target_position = door_position
|
||||
return
|
||||
if npc.leave_requested:
|
||||
var away := global_position + (global_position - spawn_position).normalized() * 40.0
|
||||
away.y = 0.5
|
||||
@@ -105,8 +113,8 @@ func _arrive() -> void:
|
||||
arrived = true
|
||||
velocity = Vector3.ZERO
|
||||
if npc.intent == "enter" or npc.intent == "trespass" or npc.intent == "deliver" or npc.intent == "arrive":
|
||||
target_position = Vector3(0, 0.5, 1.2)
|
||||
if (global_position - Vector3(0, 0.5, 1.2)).length() < 0.8:
|
||||
target_position = door_position
|
||||
if (global_position - door_position).length() < 0.8:
|
||||
awaiting_interaction = true
|
||||
|
||||
func _on_state_changed(_node: Object, _from: String, to_state: String) -> void:
|
||||
|
||||
+96
-1
@@ -4,6 +4,7 @@ extends CanvasLayer
|
||||
## event log, access inspection panel, and a debug overlay.
|
||||
|
||||
const Rules := preload("res://src/core/rules.gd")
|
||||
const Strings := preload("res://src/core/strings.gd")
|
||||
|
||||
var top_label: Label
|
||||
var time_label: Label
|
||||
@@ -14,6 +15,12 @@ var debug_label: Label
|
||||
var inspect_panel: PanelContainer
|
||||
var inspect_text: Label
|
||||
var inspect_meta: Label
|
||||
var radio_cooldown_label: Label
|
||||
var wand_panel: PanelContainer
|
||||
var wand_text: Label
|
||||
var wand_meta: Label
|
||||
var tone_label: Label
|
||||
var escalation_label: Label
|
||||
|
||||
var _debug_enabled := false
|
||||
var _log_lines: Array[String] = []
|
||||
@@ -72,11 +79,32 @@ func _init() -> void:
|
||||
vbox.add_child(bottom_spacer)
|
||||
|
||||
var controls := Label.new()
|
||||
controls.text = "Q polite direction · 1-3 simple gestures · 4 warning · 5 block · 6 assist · R emergency · E inspect / close · A allow · D deny · F debug"
|
||||
controls.text = Strings.lookup("hud.controls")
|
||||
controls.add_theme_font_size_override("font_size", 12)
|
||||
controls.modulate = Color(0.8, 0.8, 0.85)
|
||||
vbox.add_child(controls)
|
||||
|
||||
# --- emergency radio cooldown indicator ---
|
||||
radio_cooldown_label = Label.new()
|
||||
radio_cooldown_label.text = ""
|
||||
radio_cooldown_label.add_theme_font_size_override("font_size", 13)
|
||||
radio_cooldown_label.modulate = Color(1, 0.55, 0.45)
|
||||
vbox.add_child(radio_cooldown_label)
|
||||
|
||||
# --- dialogue tone indicator ---
|
||||
tone_label = Label.new()
|
||||
tone_label.text = "Tone: Professional"
|
||||
tone_label.add_theme_font_size_override("font_size", 13)
|
||||
tone_label.modulate = Color(0.7, 0.85, 1.0)
|
||||
vbox.add_child(tone_label)
|
||||
|
||||
# --- escalation level indicator (color-coded) ---
|
||||
escalation_label = Label.new()
|
||||
escalation_label.text = "Escalation: Observation"
|
||||
escalation_label.add_theme_font_size_override("font_size", 13)
|
||||
escalation_label.modulate = Color(0.6, 0.9, 0.6)
|
||||
vbox.add_child(escalation_label)
|
||||
|
||||
# --- inspect panel (popup center) ---
|
||||
inspect_panel = PanelContainer.new()
|
||||
inspect_panel.visible = false
|
||||
@@ -97,6 +125,25 @@ func _init() -> void:
|
||||
ivbox.add_child(insp_hint)
|
||||
add_child(inspect_panel)
|
||||
|
||||
# --- wand screening panel (popup center) ---
|
||||
wand_panel = PanelContainer.new()
|
||||
wand_panel.visible = false
|
||||
wand_panel.set_anchors_preset(Control.PRESET_CENTER)
|
||||
var wvbox := VBoxContainer.new()
|
||||
wand_panel.add_child(wvbox)
|
||||
wand_text = Label.new()
|
||||
wand_text.add_theme_font_size_override("font_size", 15)
|
||||
wvbox.add_child(wand_text)
|
||||
wand_meta = Label.new()
|
||||
wand_meta.add_theme_font_size_override("font_size", 12)
|
||||
wand_meta.modulate = Color(0.8, 0.85, 1.0)
|
||||
wvbox.add_child(wand_meta)
|
||||
var wand_hint := Label.new()
|
||||
wand_hint.text = "A = admit D = refuse entry"
|
||||
wand_hint.add_theme_font_size_override("font_size", 12)
|
||||
wvbox.add_child(wand_hint)
|
||||
add_child(wand_panel)
|
||||
|
||||
# --- debug overlay ---
|
||||
debug_label = Label.new()
|
||||
debug_label.visible = false
|
||||
@@ -116,6 +163,14 @@ func set_shift_state(coordinator: Object, scenario: Resource) -> void:
|
||||
coordinator.reputation.rating,
|
||||
coordinator.crowd.mood * 100.0,
|
||||
]
|
||||
_update_radio_cooldown(coordinator)
|
||||
|
||||
func _update_radio_cooldown(coordinator: Object) -> void:
|
||||
var remaining: float = coordinator.radio.emergency_cooldown_remaining
|
||||
if remaining > 0.0:
|
||||
radio_cooldown_label.text = Strings.fmt("hud.cooldown", [remaining])
|
||||
else:
|
||||
radio_cooldown_label.text = ""
|
||||
|
||||
func set_target_label(text: String) -> void:
|
||||
target_label.text = text
|
||||
@@ -123,6 +178,24 @@ func set_target_label(text: String) -> void:
|
||||
func set_action_hint(text: String) -> void:
|
||||
hint_label.text = text
|
||||
|
||||
func set_tone(tone_name: String) -> void:
|
||||
tone_label.text = Strings.fmt("hud.tone_prefix", [tone_name])
|
||||
|
||||
## Color-coded escalation feedback (PLAN.md: Polish and Accessibility).
|
||||
## Green → yellow → orange → red as the escalation level rises.
|
||||
func set_escalation(level: int) -> void:
|
||||
var name: String = Rules.LEVEL_NAMES.get(level, "Observation")
|
||||
escalation_label.text = Strings.fmt("hud.escalation_prefix", [name])
|
||||
match level:
|
||||
Rules.Level.OBSERVATION, Rules.Level.SIMPLE_DETERRENCE:
|
||||
escalation_label.modulate = Color(0.6, 0.9, 0.6)
|
||||
Rules.Level.FORMAL_WARNING:
|
||||
escalation_label.modulate = Color(0.95, 0.9, 0.4)
|
||||
Rules.Level.BLOCKING:
|
||||
escalation_label.modulate = Color(1.0, 0.65, 0.3)
|
||||
Rules.Level.RADIO_ASSIST, Rules.Level.EMERGENCY:
|
||||
escalation_label.modulate = Color(1.0, 0.35, 0.3)
|
||||
|
||||
func log(text: String) -> void:
|
||||
_log_lines.append(text)
|
||||
if _log_lines.size() > 8:
|
||||
@@ -166,3 +239,25 @@ func show_inspection(controller: Object, artifacts: Array, result: Dictionary) -
|
||||
|
||||
func hide_inspection() -> void:
|
||||
inspect_panel.visible = false
|
||||
|
||||
func show_wand(controller: Object, result: Dictionary) -> void:
|
||||
var profile: Object = controller.profile
|
||||
var npc_display: String = (profile.display_name if profile else "Person")
|
||||
var alert: bool = result.get("alert", false)
|
||||
wand_text.text = "Wand check — %s\nAlert: %s" % [npc_display, "YES" if alert else "none"]
|
||||
var lines: Array[String] = []
|
||||
if alert:
|
||||
var item: String = result.get("item", "")
|
||||
if result.get("prohibited", false):
|
||||
lines.append("The wand alerts on a suspicious item (%s)." % item)
|
||||
lines.append("Ask the guest to identify it before deciding.")
|
||||
else:
|
||||
lines.append("The wand alerts on a harmless item (%s)." % item)
|
||||
lines.append("Likely a false alarm — keys, belt, or phone.")
|
||||
else:
|
||||
lines.append("No alert. The guest appears clear.")
|
||||
wand_meta.text = "\n".join(lines)
|
||||
wand_panel.visible = true
|
||||
|
||||
func hide_wand() -> void:
|
||||
wand_panel.visible = false
|
||||
Reference in new issue
Block a user