diff --git a/TODO.md b/TODO.md index 1cc21bc..42a50ac 100644 --- a/TODO.md +++ b/TODO.md @@ -1,13 +1,18 @@ # TODO +Checked against `PLAN.md`, ADRs 0001–0010, `README.md`, `DONE.md`, and `src/` (Godot 4.3 +prototype, release **v0.2.1**, 57 headless tests). Do the control pass first; it unblocks +everything that uses focus or verbs. + +Host `REQUIRE_SIGNIN_VIEW` stays deferred. + ## Player control, focus ring, and radial action menu -Design is in `PLAN.md` → "Player Control, Focus, and Action Menu (next pass)" and ADRs 0007–0010. -Distribution follow-up (host `REQUIRE_SIGNIN_VIEW`) is deferred. +Design: `PLAN.md` → "Player Control, Focus, and Action Menu" and ADRs 0007–0010. ### Locomotion -- [ ] Stop stealing WASD: wand off `W` (use wheel + optional `C`); allow/deny `A`/`D` only while +- [ ] Stop stealing WASD: wand off `W` (wheel + optional `C`); allow/deny `A`/`D` only while inspect/wand is open; polite direction off `Q` as a required bind. - [ ] Accel/decel on walk; gravity only when airborne; `floor_snap_length` for the steps. - [ ] Mouse look only while captured and no modal UI is open. Freeze walk+look while the radial @@ -22,6 +27,7 @@ Distribution follow-up (host `REQUIRE_SIGNIN_VIEW`) is deferred. - [ ] Small grace so walk-bob does not drop focus. - [ ] Billboarded ring on the focused avatar `Head`; gold idle, brighter while the radial is open; one at a time. Optional `display_name` under the ring. No internal type name in the world. +- [ ] Add a small screen-center crosshair so the focus circle has a visible origin. ### Radial HUD @@ -49,7 +55,110 @@ Distribution follow-up (host `REQUIRE_SIGNIN_VIEW`) is deferred. - [ ] Headless tests `src/test/tests/test_focus_and_radial.gd`: cone picks the centered head; highlight wrap; cancel writes no recorder event; `W` does not open wand. -## Distribution follow-up (findings + host config) +## Access artifacts actually match the venue + +`GameManager._artifacts_for` maps `NpcType` → a wristband or free `RECOGNITION`. Joke Shop +events set `override_access` `{has_ticket, has_id}` and nobody reads it, so club guests inspect +as "recognized staff" instead of ID/ticket. Studio counterfeit/follow events have the same hole. + +- [ ] Build artifacts from the event (`override_access`, carried items) and the venue policy, + not from `NpcType` alone. +- [ ] Joke Shop: valid ID+ticket, ID without ticket, expired/mismatched/missing ID, no ID when + required. Recognition must not auto-grant on every `AUTHORIZED_GUEST`. +- [ ] Give some guests `carried_items` (keys / belt / phone / prohibited) so wand alerts are not + always clear. +- [ ] Studio: counterfeit wristband/credential and "follow authorized guest" use the scripted + event data, not the generic type map. +- [ ] Headless tests: Joke Shop `guest_no_id` is not granted by recognition; `guest_valid` + grants only with ID+ticket; wand venues still require `controller.screened`. + +## Session shell + +The game boots into a live 900 s shift. `Save` declares `settings.json` and never uses it. +`V` cycles venues by restarting the shift. + +- [ ] Startup menu: pick venue, start shift, quit. Keyboard + click. Replaces `V` as the + player-facing path (`V` may stay as a debug bind). +- [ ] Pause overlay when `Esc` releases the mouse (or a dedicated pause key): resume, restart + shift, settings, quit to menu. +- [ ] Settings: mouse look sensitivity, persist through `Save` / `settings.json`. Load on boot. +- [ ] Shift review "Run another shift" returns to the venue menu, not a silent restart of the + same scenario. + +## Remaining PLAN verbs (after the radial exists) + +- [ ] Eye contact as a Level 1 action (PLAN / glossary). Distinct from raise-hand. +- [ ] "I recognize this person" is a player decision recorded as evidence, not a pre-attached + artifact on every staff/guest type. +- [ ] Formal warning can activate the body-camera / security-light flag (PLAN Level 2). Overlay + is currently always on; toggling should write an incident event. +- [ ] Blocking stations the guard between the person and the door (PLAN Level 3). Today it only + sends `apply_player_action(BLOCKING)`. +- [ ] "Request reason for entry" as a Level 3 ask, with a short NPC reply from `dialogue_lines`. + +## Crowd presentation + +`CrowdSystem` is a mood/attention float. PLAN wants people watching, gathering, and panicking. + +- [ ] On `aggressive_behavior` / `emergency_responder`, nearby idle NPCs stop and face the + incident (rubberneck). On `crowd_panic`, they move away from the door. +- [ ] Profile a busy entrance with textured materials and props; add LOD or culling for distant + NPCs if frame time drops. + +## Emergency aftermath + +Responder outcomes (`command` / `restraint` / `evacuation` / `arrest`) are log lines. PLAN also +wants evacuation, a closed street, and an investigation when the call was unjustified. + +- [ ] `evacuation` outcome actually clears the entrance (NPCs leave, door stays locked). +- [ ] Unjustified emergency (low danger, no weapon) writes an investigation note on the shift + review and applies the existing false-report / reputation hit. +- [ ] Review copy names the responder outcome, not only battery and crowd %. + +## Body-camera replay + +- [ ] Shift review: a timeline of recorded incident events (ADR-0005 already stores them). + Scrub or step through; no live 3D replay required in the first version. + +## NPC theater + +Intents `sit` / `photo` / `film` / `perform` already pick waypoints. Bodies still idle-stand. + +- [ ] Sit pose at `steps_end`. Photo: brief raise of the influencer/tourist prop. Performer + stays put and plays the hat/sign. After the ADR-0010 rig pass, not before. + +## Audio + +`AudioFeedback` is sine beeps. DONE called that "crowd ambience"; it is not. + +- [ ] Loop a low crowd bed that rises with `CrowdSystem.mood`. +- [ ] Radio open/close crackle on the existing radio panel, still headless-safe (no-op without + an audio server). + +## Accessibility + +- [ ] Escalation colors that still read in grayscale (shape or label, not hue alone). +- [ ] HUD font scale in settings. + +## Scenario content still missing vs PLAN lists + +- [ ] Joke Shop: guest on the reservation list without ID; borrowed/mismatched ID; guest + refuses wand screening; late arrival during a performance. +- [ ] Studio: filming-boundary repeat (influencer ignores a posted line); celebrity-arrival + crowd spike (more rubberneckers, not only one `arrive` spawn). +- [ ] Building: "activate body camera" and "request reason" once those verbs exist, used in + at least one authored event. + +## Documentation drift + +- [ ] README Development Status: test count is **57**, not 52. "Not yet implemented" should + match this file (control pass, artifact wiring, session shell, replay, crowd presentation). +- [ ] `PLAN.md` Tech Stack / Planned Commands still say GUT and GitHub Actions; the project + uses `src/test/test_runner.gd` and `.gitea/workflows/build.yml`. +- [ ] MEMORY: drop "door_staff_lines not surfaced" (they log through `GameManager`) and the + obsolete "prototype defaults to 300 s" decision. + +## Distribution follow-up (host config, deferred) Verified via API+host credentials (2026-10-31): @@ -65,27 +174,12 @@ Verified via API+host credentials (2026-10-31): returns 200 (not a login redirect) and an anonymous asset download succeeds. Alternative: mirror downloads (Itch.io / GitHub Releases) for anonymous users. -## Future Systems (design-level backlog) - -- [ ] Body-camera replay timeline in the shift review. -- [ ] Venue selection startup menu (keyboard cycling with `V` is implemented). -- [ ] IDE/editor-based GUT integration when a Godot editor workflow is introduced. - ## Open Polish - [ ] Keep `%` placeholders stable in `Strings.fmt` when adding keys (positional formatting). -## Detailed Graphics — remaining performance items +## Tooling (when an editor workflow exists) -The visual pass is done (textures, rigs, HUD feedback — see `DONE.md`). Remaining work is -performance hardening only. - -- [ ] Profile the crowd: ensure textured materials and props hold target frame rate around a - busy entrance. -- [ ] Add LOD or culling for distant NPCs/props if the crowd grows. - -## Generated Asset Integration - -- [ ] Regenerate the AI asset set at role-specific aspect ratios and dimensions. -- [ ] Audit, process, and wire every generated asset into the game runtime. -- [ ] Add screenshot auditing and refresh the README screenshot gallery. +- [ ] IDE/editor-based GUT integration. Until then the custom headless runner stays. +- [ ] Optional later: author venues as `.tres` resources instead of `ScenarioFactory` functions. + Not required for the control pass.