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