Fix normal radio report submission
The radio button was connected only to the emergency hold handlers, so a normal Send request never reached _submit. Connect pressed for non-emergency calls while keeping hold-to-confirm exclusive to emergencies, and add tests for click, short-hold rejection and full emergency hold. Headless 249/249, Python 94/94.
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@@ -4,6 +4,13 @@ All notable user-facing changes to Gig Line. The format follows
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[Keep a Changelog](https://keepachangelog.com/en/1.1.0/), and versions use
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[Keep a Changelog](https://keepachangelog.com/en/1.1.0/), and versions use
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Semantic Versioning.
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Semantic Versioning.
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## [0.8.1] — 2026-11-01
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### Fixed
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- Normal radio reports now send on click. The button was wired only to the
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emergency hold-to-confirm handlers, so a non-emergency press did nothing.
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## [0.8.0] — 2026-11-01
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## [0.8.0] — 2026-11-01
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### Added
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### Added
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@@ -43,6 +43,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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- RNG: NPC reactions and event scheduling are seedable for deterministic tests.
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- RNG: NPC reactions and event scheduling are seedable for deterministic tests.
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- **Mouse look (v0.7.3):** guard look is handled in `GuardController._input()` (before GUI), not `_unhandled_input`; focus/click-back recaptures the cursor and the HUD is made mouse-transparent recursively. Regression tests cover yaw/pitch and HUD filters.
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- **Mouse look (v0.7.3):** guard look is handled in `GuardController._input()` (before GUI), not `_unhandled_input`; focus/click-back recaptures the cursor and the HUD is made mouse-transparent recursively. Regression tests cover yaw/pitch and HUD filters.
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- **Radio submit fix (v0.8.1):** `RadioPanel.action_button` now connects `pressed` for normal reports; `button_down/up` remains exclusive to emergency hold-to-confirm. Regression test covers both modes.
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- **Campaign/v0.8.0:** `Campaign` owns Hollywood → Joke Shop → TV Studio progression. `campaign.json`, `shift_results.json`, `settings.json` and versioned `shift_state.json` persist separately; pause saves a checkpoint, review Continue advances, Settings resets with confirmation. Difficulty keys are `easy/normal/hard` (`ai_difficulty`); scripted QA bypasses tutorial unless `--tutorial` is passed. Help is searchable and generated from `InputBindings.REMAPPABLE`.
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- **Campaign/v0.8.0:** `Campaign` owns Hollywood → Joke Shop → TV Studio progression. `campaign.json`, `shift_results.json`, `settings.json` and versioned `shift_state.json` persist separately; pause saves a checkpoint, review Continue advances, Settings resets with confirmation. Difficulty keys are `easy/normal/hard` (`ai_difficulty`); scripted QA bypasses tutorial unless `--tutorial` is passed. Help is searchable and generated from `InputBindings.REMAPPABLE`.
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- **Tutorial (0.8.0 work):** `docs/tutorial.md` is the eight-beat design; `src/game/tutorial.gd` is the pure state machine, `TutorialOverlay` is the non-blocking card, and `GameManager` wires it with a safe visitor, suppressed spawns, persisted completion/skip and Settings replay. Scripted test/capture runs bypass it unless `--tutorial` is passed; `smoke_tutorial.gd` covers completion/replay/skip.
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- **Tutorial (0.8.0 work):** `docs/tutorial.md` is the eight-beat design; `src/game/tutorial.gd` is the pure state machine, `TutorialOverlay` is the non-blocking card, and `GameManager` wires it with a safe visitor, suppressed spawns, persisted completion/skip and Settings replay. Scripted test/capture runs bypass it unless `--tutorial` is passed; `smoke_tutorial.gd` covers completion/replay/skip.
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- **Documentation ownership (2026-11-01):** `docs/architecture.md` §12 defines the source-of-truth map and consolidation rules. Obsolete/historical plan documents are removed rather than kept; current work belongs in `TODO.md`. README/development-status/Blender AO/Forward+ stale claims were corrected. The v1.0.0 gap register and 0.8/0.9/0.9.5/1.0 roadmap live in `TODO.md`.
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- **Documentation ownership (2026-11-01):** `docs/architecture.md` §12 defines the source-of-truth map and consolidation rules. Obsolete/historical plan documents are removed rather than kept; current work belongs in `TODO.md`. README/development-status/Blender AO/Forward+ stale claims were corrected. The v1.0.0 gap register and 0.8/0.9/0.9.5/1.0 roadmap live in `TODO.md`.
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@@ -172,7 +172,7 @@ Primary decisions: [ADR-0007](docs/adr/0007-locomotion-and-input-layers.md), [AD
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## Versioning and Delivery
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## Versioning and Delivery
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`config/version` in `project.godot` is the single version source (currently `0.8.0`). Releases are tagged `v<version>`; the CI pipeline builds and publishes the standard artifacts plus the optional Desktop HQ zip. Version bumps follow [Semantic Versioning](https://semver.org/). See [`docs/RELEASING.md`](docs/RELEASING.md) and [`README.md`](README.md) for commands.
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`config/version` in `project.godot` is the single version source (currently `0.8.1`). Releases are tagged `v<version>`; the CI pipeline builds and publishes the standard artifacts plus the optional Desktop HQ zip. Version bumps follow [Semantic Versioning](https://semver.org/). See [`docs/RELEASING.md`](docs/RELEASING.md) and [`README.md`](README.md) for commands.
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## Design Direction
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## Design Direction
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@@ -38,9 +38,9 @@ precision walk, the Joke Shop alley, the TV Studio arrival, and the prop lineup.
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> Downloads are public (no sign-in required) since the host's instance-wide
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> Downloads are public (no sign-in required) since the host's instance-wide
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> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
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> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
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>
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>
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> **Latest: v0.8.0** — first-shift tutorial, campaign/checkpoint resume,
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> **Latest: v0.8.1** — normal radio reports now send correctly, on top of the
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> difficulty and a searchable Help overlay, plus the v0.7.x judge, Desktop HQ,
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> v0.8.0 tutorial/campaign/resume pass and the v0.7.x judge, Desktop HQ, venue
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> venue and gear work.
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> and gear work.
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> Releases are built automatically when a `vX.Y.Z` tag is pushed
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> Releases are built automatically when a `vX.Y.Z` tag is pushed
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> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
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> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
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> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
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> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
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@@ -37,7 +37,7 @@ This document follows the structure of the arc42 architecture documentation temp
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- **MINOR** — new venues, NPC archetypes, systems, or features that are backward compatible.
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- **MINOR** — new venues, NPC archetypes, systems, or features that are backward compatible.
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- **PATCH** — bug fixes and small polish that do not change behavior.
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- **PATCH** — bug fixes and small polish that do not change behavior.
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The single source of truth for the version is `config/version` in `project.godot` (currently `0.8.0`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-1.0, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
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The single source of truth for the version is `config/version` in `project.godot` (currently `0.8.1`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-1.0, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
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## 3. Context and Scope
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## 3. Context and Scope
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@@ -5,7 +5,7 @@ Implemented so far:
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- Godot 4.3 project scaffold, input map, procedural world builder
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- Godot 4.3 project scaffold, input map, procedural world builder
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- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
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- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
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- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
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- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
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- Headless unit tests: **247 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, input remaps, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material, player movement, NPC character layers/LOD/queue, input bindings)
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- Headless unit tests: **249 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, input remaps, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material, player movement, NPC character layers/LOD/queue, input bindings)
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- Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event
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- Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event
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- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
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- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
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- Control pass: focus cone on NPC heads with a billboarded blue circle in front of the face and name, action wheel (LMB/Space) with de-escalation-first slices, mouse-look freeze while a panel is open, acceleration-based walking, and named input actions (`action_menu`, `confirm`, `cancel`, `inspect`, `wand`)
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- Control pass: focus cone on NPC heads with a billboarded blue circle in front of the face and name, action wheel (LMB/Space) with de-escalation-first slices, mouse-look freeze while a panel is open, acceleration-based walking, and named input actions (`action_menu`, `confirm`, `cancel`, `inspect`, `wand`)
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@@ -40,7 +40,7 @@ Implemented so far:
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- Visual alignment: start/venue menu, pause, settings, shift review, radio, wand, inspection, timeline, HUD target chip/escalation bar, and radial menu now use or match their AI references in `assets/images/ui/`. The runtime art loader (`src/game/ui/art.gd`) falls back cleanly when a file is missing.
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- Visual alignment: start/venue menu, pause, settings, shift review, radio, wand, inspection, timeline, HUD target chip/escalation bar, and radial menu now use or match their AI references in `assets/images/ui/`. The runtime art loader (`src/game/ui/art.gd`) falls back cleanly when a file is missing.
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- Realism adoption (post-v0.6.0): v2 per-phase skylines and surface tiles with normal maps, retuned sun/exposure/fog, wet asphalt, denser foliage, a visible additive flashlight beam, and refreshed staging captures. `tools/check_screenshots.sh` is the repeatable capture/compare gate; judge is clean of `diff` verdicts.
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- Realism adoption (post-v0.6.0): v2 per-phase skylines and surface tiles with normal maps, retuned sun/exposure/fog, wet asphalt, denser foliage, a visible additive flashlight beam, and refreshed staging captures. `tools/check_screenshots.sh` is the repeatable capture/compare gate; judge is clean of `diff` verdicts.
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- Input/reliability fixes: selecting a venue releases the start-menu input lock and recaptures the mouse; the body-camera overlay no longer covers the shift status. Mouse look now reads at `_input`, restores capture on window focus/click-back, and the HUD is mouse-transparent.
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- Input/reliability fixes: selecting a venue releases the start-menu input lock and recaptures the mouse; the body-camera overlay no longer covers the shift status. Mouse look now reads at `_input`, restores capture on window focus/click-back, and the HUD is mouse-transparent. Normal radio reports submit on click; emergency calls still require the hold-to-confirm path.
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- Campaign and first-hour pass (v0.8.0): campaign progression, checkpoint resume, difficulty presets, a searchable Help overlay, recovery events, contextual dialogue, policy/debrief lines and tutorial/replay/skip. Scripted QA bypasses the tutorial unless `--tutorial` is passed.
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- Campaign and first-hour pass (v0.8.0): campaign progression, checkpoint resume, difficulty presets, a searchable Help overlay, recovery events, contextual dialogue, policy/debrief lines and tutorial/replay/skip. Scripted QA bypasses the tutorial unless `--tutorial` is passed.
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- Tutorial pass (0.8.0 work): the eight-beat first shift is wired through a non-blocking prompt overlay, a safe compliant visitor, real wheel/inspection/warning/radio panels, persisted completion/skip and a Settings replay action. Scripted tests/captures bypass it unless `--tutorial` is passed; `smoke_tutorial.gd` covers the full flow.
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- Tutorial pass (0.8.0 work): the eight-beat first shift is wired through a non-blocking prompt overlay, a safe compliant visitor, real wheel/inspection/warning/radio panels, persisted completion/skip and a Settings replay action. Scripted tests/captures bypass it unless `--tutorial` is passed; `smoke_tutorial.gd` covers the full flow.
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- Vision judge (v0.7.2): discovers the cheapest current OpenRouter image+JSON model, reports the model/fallbacks used, and clears the full screen-design judge (13/13 match, 0 diff).
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- Vision judge (v0.7.2): discovers the cheapest current OpenRouter image+JSON model, reports the model/fallbacks used, and clears the full screen-design judge (13/13 match, 0 diff).
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+1
-1
@@ -12,7 +12,7 @@ config_version=5
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config/name="Gig Line"
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config/name="Gig Line"
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config/description="Workplace security simulation about observation, access verification, and proportionate escalation."
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config/description="Workplace security simulation about observation, access verification, and proportionate escalation."
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config/version="0.8.0"
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config/version="0.8.1"
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run/main_scene="res://scenes/main.tscn"
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run/main_scene="res://scenes/main.tscn"
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config/features=PackedStringArray("4.3", "GL Compatibility")
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config/features=PackedStringArray("4.3", "GL Compatibility")
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@@ -105,6 +105,7 @@ func _init() -> void:
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action_button.text = "Send request"
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action_button.text = "Send request"
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action_button.button_down.connect(func(): _start_hold())
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action_button.button_down.connect(func(): _start_hold())
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action_button.button_up.connect(func(): _stop_hold(false))
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action_button.button_up.connect(func(): _stop_hold(false))
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action_button.pressed.connect(_on_action_pressed)
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buttons.add_child(action_button)
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buttons.add_child(action_button)
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var cancel_btn := Button.new()
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var cancel_btn := Button.new()
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cancel_btn.text = "Cancel"
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cancel_btn.text = "Cancel"
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@@ -144,6 +145,12 @@ func open(controller: Object, emergency: bool, truth: Dictionary) -> void:
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_hold_time = 0.0
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_hold_time = 0.0
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visible = true
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visible = true
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## Non-emergency requests are a normal click. Emergency calls require the
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## press-and-hold path, so the click release must not submit early.
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func _on_action_pressed() -> void:
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if not _emergency:
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_submit()
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func _start_hold() -> void:
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func _start_hold() -> void:
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_holding = _emergency
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_holding = _emergency
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_hold_time = 0.0
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_hold_time = 0.0
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@@ -0,0 +1,39 @@
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extends RefCounted
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## Radio form submission: normal calls send on click; emergency calls require
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## the documented hold and do not submit on a quick release.
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const RadioPanel := preload("res://src/game/ui/radio_panel.gd")
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func test_normal_radio_sends_on_click() -> bool:
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var panel: RadioPanel = RadioPanel.new()
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var got := {}
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panel.submitted.connect(func(report, emergency):
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got["report"] = report
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got["emergency"] = emergency)
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panel.open(null, false, {})
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panel.action_button.pressed.emit()
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var a := TestUtils.check(got.has("report"), "normal click emits a report")
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var b := TestUtils.check(not bool(got.get("emergency", true)), "normal report is not emergency")
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var c := TestUtils.check(not panel.visible, "panel closes after sending")
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var d := TestUtils.check_eq(str(got.get("report", {}).get("location", "")), "front entrance",
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"default location is included")
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panel.free()
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return a and b and c and d
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func test_emergency_requires_hold() -> bool:
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var panel: RadioPanel = RadioPanel.new()
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var calls := {"count": 0}
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panel.submitted.connect(func(_report, _emergency):
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calls["count"] = int(calls["count"]) + 1)
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panel.open(null, true, {})
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panel.action_button.pressed.emit()
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var a := TestUtils.check_eq(int(calls["count"]), 0, "quick emergency click does not send")
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panel.action_button.button_down.emit()
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panel._process(0.2)
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panel.action_button.button_up.emit()
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var b := TestUtils.check_eq(int(calls["count"]), 0, "short hold does not send")
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panel.action_button.button_down.emit()
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panel._process(RadioPanel.HOLD_NEEDED + 0.1)
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var c := TestUtils.check_eq(int(calls["count"]), 1, "full hold sends exactly once")
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panel.free()
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return a and b and c
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Reference in new issue
Block a user