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 # 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 ## 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. Design: `PLAN.md` → "Player Control, Focus, and Action Menu" and ADRs 0007–0010.
Distribution follow-up (host `REQUIRE_SIGNIN_VIEW`) is deferred.
### Locomotion ### 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. 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. - [ ] 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 - [ ] 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. - [ ] Small grace so walk-bob does not drop focus.
- [ ] Billboarded ring on the focused avatar `Head`; gold idle, brighter while the radial is open; - [ ] 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. 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 ### 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; - [ ] 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. 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): 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: returns 200 (not a login redirect) and an anonymous asset download succeeds. Alternative:
mirror downloads (Itch.io / GitHub Releases) for anonymous users. 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 ## Open Polish
- [ ] Keep `%` placeholders stable in `Strings.fmt` when adding keys (positional formatting). - [ ] 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 - [ ] IDE/editor-based GUT integration. Until then the custom headless runner stays.
performance hardening only. - [ ] Optional later: author venues as `.tres` resources instead of `ScenarioFactory` functions.
Not required for the control pass.
- [ ] 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.