Remove dialogue tone-of-voice system, add Gitea Actions full build, add venue cycling
Full build / Import + headless tests (push) Successful in 2m25s
Full build / Full desktop build + optional release (push) Skipped

- Delete Rules.Tone/TONE_NAMES, NpcProfile.tone_modifiers, tone params on
  NPCController.roll_reaction/apply_player_action; dialogue_lines flattened
  to Array[String]; HUD tone label, T binding, and hud.tone_prefix removed
- Docs updated everywhere (PLAN, README, DONE, MEMORY); PLAN section heading
  'Tone and Design Direction' -> 'Design Direction'
- Add .gitea/workflows/build.yml: checks job (import+tests) on push/PR; full
  build job (export templates, Linux/Windows/macOS exports, artifact upload,
  and tag-based Gitea release publish via GITEA_TOKEN) on tags/dispatch
- Remove old .github/workflows/ci.yml to avoid double runs
- Add venue cycling (V) across all three scenarios with hud.venue_switched
- Refresh README screenshots to match the new HUD
- 53/53 tests pass, boot smoke clean
This commit is contained in:
zwitschi committed 2026-10-31 13:08:20 +01:00
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@@ -0,0 +1,96 @@
name: Full build
on:
push:
branches: [main]
tags: ["v*"]
pull_request:
workflow_dispatch:
jobs:
checks:
name: Import + headless tests
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Install Godot 4.3
run: |
curl -sL -o /tmp/godot.zip \
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_linux.x86_64.zip
unzip -qo /tmp/godot.zip -d /tmp/godot-bin
sudo install /tmp/godot-bin/Godot_v4.3-stable_linux.x86_64 /usr/local/bin/godot
- name: Cache imported assets
uses: actions/cache@v4
with:
path: .godot
key: godot-import-${{ hashFiles('project.godot', 'src/**/*.gd', 'content/**/*.json') }}
- name: Import project (build class cache)
run: godot --headless --import
- name: Run headless test suite
shell: bash
run: |
set +e
output=$(godot --headless --path . --script res://src/test/test_runner.gd 2>&1)
status=$?
echo "$output"
echo "exit=$status"
if [ "$status" -ne 0 ]; then
echo "::error::Tests failed"
exit 1
fi
if echo "$output" | grep -q "SCRIPT ERROR"; then
echo "::error::Script errors detected"
exit 1
fi
build:
name: Full desktop build + optional release
# Tags and manual dispatches produce installable binaries. Branch pushes and
# pull requests only run the cheap checks job (export templates are ~1 GB).
if: startsWith(github.ref, 'refs/tags/') || github.event_name == 'workflow_dispatch'
runs-on: ubuntu-latest
needs: checks
steps:
- uses: actions/checkout@v4
- name: Install Godot 4.3 and export templates
run: |
curl -sL -o /tmp/godot.zip \
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_linux.x86_64.zip
unzip -qo /tmp/godot.zip -d /tmp/godot-bin
sudo install /tmp/godot-bin/Godot_v4.3-stable_linux.x86_64 /usr/local/bin/godot
curl -sL -o /tmp/templates.tpz \
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_export_templates.tpz
mkdir -p ~/.local/share/godot/export_templates/4.3.stable
cd /tmp && rm -rf tpl && mkdir tpl && unzip -qo templates.tpz -d tpl
cp tpl/templates/* "$HOME/.local/share/godot/export_templates/4.3.stable/" 2>/dev/null || true
ls "$HOME/.local/share/godot/export_templates/4.3.stable" | head -5
- name: Import project
run: godot --headless --import
- name: Export Linux, Windows, macOS
run: |
chmod +x tools/*.sh
./tools/build_releases.sh
- name: Upload installers (workflow_dispatch)
if: github.event_name == 'workflow_dispatch'
uses: actions/upload-artifact@v4
with:
name: step-line-build
path: build/*
if-no-files-found: error
- name: Publish Gitea release (tags only)
if: startsWith(github.ref, 'refs/tags/')
env:
GITEA_TOKEN: ${{ secrets.GITEA_TOKEN }}
VERSION: ${{ github.ref_name }}
run: |
chmod +x tools/publish_release.sh
./tools/publish_release.sh "${VERSION#v}"
-44
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@@ -1,44 +0,0 @@
name: CI
on:
push:
branches: [main]
pull_request:
jobs:
headless-tests:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Install Godot 4.3
run: |
curl -sL -o /tmp/godot.zip \
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_linux.x86_64.zip
unzip -o /tmp/godot.zip -d /tmp/godot-bin
sudo install /tmp/godot-bin/Godot_v4.3-stable_linux.x86_64 /usr/local/bin/godot
- name: Cache .godot import artifacts
uses: actions/cache@v4
with:
path: .godot
key: godot-import-${{ hashFiles('project.godot', 'src/**/*.gd') }}
- name: Import project (build class cache)
run: godot --headless --import || true
- name: Run headless test suite
run: |
set +e
output=$(godot --headless --path . --script res://src/test/test_runner.gd 2>&1)
status=$?
echo "$output"
if [ $status -ne 0 ]; then
echo "::error::Headless tests failed"
exit 1
fi
if echo "$output" | grep -q "SCRIPT ERROR"; then
echo "::error::Script errors detected"
exit 1
fi
exit 0
+23 -3
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@@ -30,8 +30,11 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
- [x] Implement a lightweight finite state machine for NPC states (`FSM`).
- [x] Implement the observation phase (Level 0) without forced intervention.
- [x] Implement simple deterrence (Level 1): raise hand, point, eye contact, and head shake.
- [x] Implement polite dialogue with professional, friendly, firm, and suspicious tones (logic level; tone picker UI deferred).
- [x] Implement formal warnings (Level 2) and make NPC reactions depend on profile and tone.
- [x] Implement polite dialogue prompts and reaction logic driven by escalation level and profile.
- [x] Implement formal warnings (Level 2) and make NPC reactions depend on profile and level.
- Note (2026-10-31): the selectable dialogue tone-of-voice system (Professional/Friendly/Firm/
Suspicious) was intentionally removed from code and docs; reactions now depend solely on
escalation level and NPC profile.
- [x] Implement blocking and physical positioning (Level 3) without default force.
- [x] Wire typical NPC reactions: leave, argue, ignore, record, move closer, or return later.
@@ -136,6 +139,22 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
- [x] Add `tools/build_releases.sh` for headless release exports.
- [x] Add `docs/RELEASING.md` with template installation, build, and Gitea release steps.
- [x] Add a prominent **Downloads** section at the top of `README.md` linking to the release page.
- [x] Add `tools/publish_release.sh` (Gitea API release + asset upload, requires `GITEA_TOKEN`).
## CI/CD — Gitea Actions full build
- [x] Add `.gitea/workflows/build.yml` with a fast checks job (import + headless tests on push/PR)
and a full build job (export templates, Linux/Windows/macOS exports, artifact upload) on tags
and `workflow_dispatch`.
- [x] Tag builds automatically publish the Gitea release via `tools/publish_release.sh` using
the `GITEA_TOKEN` secret.
- [x] Remove the old `.github/workflows/ci.yml` to avoid double runs on hosts scanning both paths.
- [x] Document the CI flow in `docs/RELEASING.md`.
## Gameplay — Venue selection
- [x] Add a `V` control that cycles Hollywood Blvd → The Joke Shop → TV Studio and restarts the
shift (`GameManager._cycle_venue`), with a `hud.venue_switched` string entry.
## Core Simulation — NPC Perception
@@ -157,7 +176,8 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
## Polish and Accessibility
- [x] Add dialogue tone picker (Professional / Friendly / Firm / Suspicious) before addressing an NPC.
- [x] Add aim-free targeting (Tab) and venue cycling (V). (The earlier dialogue tone picker was
superseded and removed with the tone-of-voice system.)
- [x] Add interaction alternatives that do not require precise aiming (e.g. scan-and-select pinned list of nearby NPCs).
- [x] Add visual and audio feedback per escalation level (colors, tones, shake).
- [x] Add audio for crowd ambience, radio responses, and confirmation prompts.
+16 -1
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@@ -21,12 +21,27 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
- Perception pass: `NPCController.perceive_guard(distance)` returns `{noticed, band, reaction}` with bands `unaware` (>6m), `aware` (2-6m), `near` (<2m). Near + temperament ≥0.6 → ARGUE, else COMPLY. `GameManager._perception_pass()` feeds real guard distance each physics tick and logs first-time notice.
- Responder dispatch: `RadioSystem` tracks `pending_calls` and decrements `arrival_delay_s` in `tick`; emits `responder_arrived` when a call's delay elapses. `RadioSystem.responder_outcome(call)` maps danger/weapons → command/restraint/evacuation/arrest. `GameManager._on_responder_arrived` spawns a `RESPONDER` avatar at the entrance and logs the outcome. HUD shows an emergency-radio cooldown label via `_update_radio_cooldown`.
- Wand screening (Joke Shop): `WandScreener` (new `src/core/wand_screener.gd`) classifies carried items as prohibited (`weapon/knife/gun/blade`) vs false-alarm (`keys/belt/phone/coins/watch/buckle`) vs clear. `NpcProfile.carried_items` holds guest items. `GameManager` binds `W` to `_toggle_wand_screening` and `A`/`D` to `decide_wand`; `decide_access` blocks admission at wand venues until `controller.screened` is true. `VenueScenario.door_staff_lines` holds venue-specific door-staff dialogue (Joke Shop has id/ticket/wand/refusal/prohibited lines).
- Polish/accessibility: tone picker (`T` cycles `selected_tone` via `TONE_ORDER`; HUD `tone_label`), aim-free targeting (`Tab` cycles nearby NPCs within `NEARBY_RADIUS`), color-coded escalation indicator (`Hud.set_escalation`), procedural audio (`AudioFeedback` node generates sine tones for confirm/radio/escalation/deny), and a centralized `Strings` table (`src/core/strings.gd`, `lookup`/`fmt`) for localization. NOTE: `Strings.get` was renamed to `Strings.lookup` because `get` collides with `Object.get`.
- Design change (2026-10-31): the selectable dialogue tone-of-voice system was **removed**.
`Rules.Tone`/`TONE_NAMES`, `NpcProfile.tone_modifiers`, and the tone param on
`NPCController.roll_reaction/apply_player_action` no longer exist; `NpcProfile.dialogue_lines`
is a flat `Array[String]`; `GameManager` uses `_apply_interaction(level, action_name)`;
the `T` key is gone. HUD `tone_label` removed and `hud.tone_prefix` string deleted from JSON.
- Polish/accessibility: venue cycling (`V` cycles `VENUE_ORDER` and restarts the shift), aim-free
targeting (`Tab` cycles nearby NPCs within `NEARBY_RADIUS`), color-coded escalation indicator
(`Hud.set_escalation`), procedural audio (`AudioFeedback` node generates sine tones for
confirm/radio/escalation/deny), and a centralized `Strings` table (`src/core/strings.gd`, `lookup`/`fmt`)
backed by `content/strings.en.json`. NOTE: `Strings.get` was renamed to `Strings.lookup` because
`get` collides with `Object.get`.
- Newly added: LATE shift phase (start 700s) with a reachability test; PROTESTER archetype + events + colors; CALL_SOMEONE reaction; `DoorState` core class + `L` binding + visual indicator; flashlight (`G`, SpotLight3D, perception bonus at evening/late); persistence wired (`Save.save_shift_result` on shift end, history + best score on the review screen); `NavigationRegion3D` flat navmesh + `NavigationAgent3D` NPC paths (steps now visual-only); strings moved to `res://content/strings.en.json` (41 keys, loader keeps `lookup`/`fmt`); `export_presets.cfg` (Linux/Windows/macOS) + `tools/build_releases.sh` + `docs/RELEASING.md`; README Downloads section.
- Run tests: `godot --headless --path . --script res://src/test/test_runner.gd`
- Boot check: `godot --headless --path . --quit-after 120`
- Screenshot tools: `godot --path . -s res://src/test/take_screenshot.gd` (single shot to `user://screenshot.png`); `godot --path . -s res://src/test/capture_screenshots.gd` (staged README gallery shots to `user://screenshots/`, copied to `docs/screenshots/`).
- Release build verified locally: export templates for 4.3 installed at `~/.local/share/godot/export_templates/4.3.stable/`; `./tools/build_releases.sh` produced Linux/Windows/macOS artifacts for 0.1.0 in `build/` and the Linux binary passed a headless smoke test. Publishing to Gitea still needs a token (see `tools/publish_release.sh`, `docs/RELEASING.md`).
- CI: the repo now carries a **Gitea Actions** workflow at `.gitea/workflows/build.yml` (checks on
push/PR; full export + artifact upload + optional release publish on tags and `workflow_dispatch`).
A repo secret `GITEA_TOKEN` is required for tag releases. The old `.github/workflows/ci.yml` was
removed so hosts scanning both paths do not double-run.
- Venue cycling: `V` switches Hollywood Blvd → The Joke Shop → TV Studio and restarts the shift.
## Known Issues / Notes
+2 -9
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@@ -72,14 +72,7 @@ Example commands:
- “You can’t remain here.”
- “Please move back to the sidewalk.”
At this stage, most NPCs comply immediately. The player can choose different tones:
- Professional
- Friendly
- Firm
- Suspicious
A friendly approach works better with tourists and confused visitors, while a firm approach is more effective against deliberate trespassers.
At this stage, most NPCs comply immediately.
---
@@ -459,7 +452,7 @@ The following commands apply once the Godot project is scaffolded:
Desktop is the first target: Windows, Linux, and macOS. Web export is a later option.
## Tone and Design Direction
## Design Direction
The game should feel like a tense workplace simulation with occasional crisis moments. The most satisfying outcome is not overpowering an NPC; it is recognizing the situation early and resolving it calmly.
+7 -3
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@@ -25,6 +25,10 @@ The central design goal is simple:
**All releases:** <https://git.allucanget.biz/zwitschi/security-game/releases>
> Releases are built automatically by Gitea Actions when a `vX.Y.Z` tag is
> pushed (see [`docs/RELEASING.md`](docs/RELEASING.md)). Manual builds are
> produced with `./tools/build_releases.sh`.
> macOS builds are unsigned: right-click → Open, or clear the quarantine with
> `xattr -dr com.apple.quarantine step-line-macos.zip`. Build instructions and
> the release pipeline live in [`docs/RELEASING.md`](docs/RELEASING.md).
@@ -84,7 +88,7 @@ An off-duty law-enforcement officer or armed emergency responder may arrive duri
- **NPC behavior:** NPCs have different motivations, temperaments, compliance levels, and reactions to the player’s approach.
- **Access verification:** Recognition, wristbands, IDs, tickets, credentials, and guest lists determine who may enter.
- **Nonverbal deterrence:** Small actions such as raising a hand can resolve low-risk situations without dialogue or force.
- **Dialogue and tone:** Professional, friendly, firm, or suspicious approaches affect outcomes.
- **Dialogue:** Polite directions and warnings affect outcomes; simple gestures can resolve low-risk situations without dialogue.
- **Escalation:** The player chooses the lowest effective response.
- **Radio assistance:** Calls require useful information and may take time to arrive.
- **Evidence:** Body-camera records support shift review and accountability.
@@ -169,7 +173,7 @@ The unit test runner is the project's own lightweight harness (no editor plugin
| E | Inspect access artifacts / close inspection |
| W | Handheld wand screening (wand venues only) |
| A / D | Allow / deny entry during inspection or wand check |
| T | Cycle dialogue tone (Professional / Friendly / Firm / Suspicious) |
| V | Cycle venue: Hollywood Blvd → The Joke Shop → TV Studio (restarts shift) |
| Tab | Cycle target among nearby NPCs (aim-free alternative) |
| G | Toggle flashlight (widens NPC perception at night) |
| L | Lock / unlock the restricted door (thwarts forced entry) |
@@ -198,7 +202,7 @@ Implemented so far:
- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
- Headless unit tests: **52 passing** (access rules, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, navmesh, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings)
- 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
- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, dialogue tone picker, aim-free targeting, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
- 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
Not yet implemented: body-camera replay timeline, long (10-15 minute) shift lengths with phase-based lighting, venue selection screen, editor-based GUT integration, and RefCounted cycle cleanup (see `TODO.md`).
+2 -2
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@@ -14,13 +14,13 @@ Goal: users hitting the README **Downloads** section can actually download a pla
### Follow-ups once the first release is live
- [ ] CI packaging: build and upload artifacts automatically on tags.
- [x] CI packaging: Gitea Actions workflow (`.gitea/workflows/build.yml`) builds and uploads artifacts on tags and dispatch.
## Future Systems (design-level backlog)
- [ ] Body-camera replay timeline in the shift review.
- [ ] Long (10-15 minute) shift lengths and phase-based lighting (darkened evening / late phases).
- [ ] Venue selection screen (wire `switch_scenario` to a startup menu).
- [ ] Venue selection screen with a proper startup menu (keyboard cycling with `V` is implemented; a menu is the next iteration).
- [ ] IDE/editor-based GUT integration when a Godot editor workflow is introduced.
- [ ] Reduce RefCounted reference cycles (NPCController <-> FSM) noted in `MEMORY.md`.
+3 -3
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@@ -1,6 +1,5 @@
{
"hud.controls": "Q polite direction · 1-3 simple gestures · 4 warning · 5 block · 6 assist · R emergency · E inspect / close · W wand · A allow · D deny · T tone · G flashlight · L lock door · F debug",
"hud.tone_prefix": "Tone: %s",
"hud.controls": "Q polite direction · 1-3 simple gestures · 4 warning · 5 block · 6 assist · R emergency · E inspect / close · W wand · A allow · D deny · V venue · G flashlight · L lock door · F debug",
"hud.escalation_prefix": "Escalation: %s",
"hud.cooldown": "EMERGENCY RADIO COOLDOWN: %.0fs",
"hud.aim_first": "Aim at someone first.",
@@ -39,5 +38,6 @@
"door.unlocked": "The door is now unlocked.",
"door.thwarted": "%s tries the locked door and fails.",
"flashlight.on": "Flashlight on.",
"flashlight.off": "Flashlight off."
"flashlight.off": "Flashlight off.",
"hud.venue_switched": "Venue: %s"
}
+18 -7
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@@ -26,18 +26,29 @@ godot --headless --export-release "Linux" build/step-line-smoke.x86_64
`project.godot` sets `config/version`. Keep it in sync with the release tag
(e.g. `v0.3.0` → `config/version="0.3.0"`, plus a git tag `v0.3.0`).
## 3. Run the checks first
## 3. CI (Gitea Actions)
A release candidate must pass:
The repository ships a Gitea Actions workflow (`.gitea/workflows/build.yml`):
- Every push/PR runs the **checks** job: Godot 4.3 install, project import, and the
full headless test suite. This is the fast safety net.
- **Tags (`v*`)** and **manual `workflow_dispatch`** runs additionally execute the
**build** job: export templates install, import, `tools/build_releases.sh` for
Linux/Windows/macOS, artifact upload, and — on tags — release publication via
`tools/publish_release.sh`.
For tag builds, set a repo secret named **`GITEA_TOKEN`** (write:repository scope).
Without it the workflow still builds and tests, but the release publish step fails.
> The workflow lives in `.gitea/workflows/` (Gitea's canonical path). The old
> `.github/workflows/ci.yml` was removed to avoid double runs on hosts that scan
> both directories.
## 4. Local build (alternative to CI)
```bash
godot --headless --path . --script res://src/test/test_runner.gd # all tests
godot --headless --path . --quit-after 120 # boot smoke test
```
## 4. Build
```bash
./tools/build_releases.sh
```
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+21 -33
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@@ -21,13 +21,11 @@ static func shared_profiles() -> Array[NpcProfile]:
tourist.npc_type = Rules.NpcType.TOURIST
tourist.temperament = 0.1
tourist.base_compliance = 0.9
tourist.dialogue_lines = {
Rules.Tone.FRIENDLY: [
"Oh sure, sorry, just taking a picture.",
"Is there a better spot to stand?",
],
Rules.Tone.PROFESSIONAL: ["Understood, moving."],
}
tourist.dialogue_lines = [
"Oh sure, sorry, just taking a picture.",
"Is there a better spot to stand?",
"Understood, moving.",
]
profiles.append(tourist)
var confused := NpcProfile.new()
@@ -36,12 +34,10 @@ static func shared_profiles() -> Array[NpcProfile]:
confused.npc_type = Rules.NpcType.CONFUSED_VISITOR
confused.temperament = 0.2
confused.base_compliance = 0.85
confused.dialogue_lines = {
Rules.Tone.FRIENDLY: [
"Wait, this isn't the entrance?",
"Sorry about that, I'm a bit lost.",
],
}
confused.dialogue_lines = [
"Wait, this isn't the entrance?",
"Sorry about that, I'm a bit lost.",
]
profiles.append(confused)
var delivery := NpcProfile.new()
@@ -50,9 +46,7 @@ static func shared_profiles() -> Array[NpcProfile]:
delivery.npc_type = Rules.NpcType.DELIVERY
delivery.temperament = 0.25
delivery.base_compliance = 0.8
delivery.dialogue_lines = {
Rules.Tone.PROFESSIONAL: ["Where should I leave this?"],
}
delivery.dialogue_lines = ["Where should I leave this?"]
profiles.append(delivery)
var performer := NpcProfile.new()
@@ -97,11 +91,9 @@ static func shared_profiles() -> Array[NpcProfile]:
Rules.Reaction.COMPLY: 10,
},
}
influencer.dialogue_lines = {
Rules.Tone.SUSPICIOUS: [
"This is public sidewalk, you can't stop me from filming.",
],
}
influencer.dialogue_lines = [
"This is public sidewalk, you can't stop me from filming.",
]
profiles.append(influencer)
# --- Higher-risk crowd ------------------------------------------------------
@@ -162,12 +154,10 @@ static func shared_profiles() -> Array[NpcProfile]:
Rules.Reaction.LEAVE: 30,
},
}
trespasser.dialogue_lines = {
Rules.Tone.SUSPICIOUS: [
"I'm just here to see a friend, come on.",
"I'll be inside for ten seconds.",
],
}
trespasser.dialogue_lines = [
"I'm just here to see a friend, come on.",
"I'll be inside for ten seconds.",
]
profiles.append(trespasser)
var mental_crisis := NpcProfile.new()
@@ -278,12 +268,10 @@ static func shared_profiles() -> Array[NpcProfile]:
Rules.Reaction.FORCE_ENTRY: 20,
},
}
protester.dialogue_lines = {
Rules.Tone.SUSPICIOUS: [
"I have every right to be on public sidewalk.",
"You can't touch me, this is a lawful protest.",
],
}
protester.dialogue_lines = [
"I have every right to be on public sidewalk.",
"You can't touch me, this is a lawful protest.",
]
profiles.append(protester)
# --- Authorized crowd ---------------------------------------------------------
+5 -11
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@@ -8,7 +8,7 @@ const FSM := preload("res://src/core/fsm.gd")
## reaction logic. The presentation layer adds a visual avatar and navigation.
## RefCounted on purpose: headless tests and CI do not need a scene tree.
signal interacted(level: int, tone: int)
signal interacted(level: int)
var npc_id: String = ""
var profile: NpcProfile = null
@@ -61,15 +61,10 @@ func _build_fsm(initial_state: String) -> void:
fsm.add_transition("THREATENING", "FORCING_ENTRY")
fsm.start(initial_state)
func roll_reaction(level: int, tone: int) -> int:
## Weighted pick from profile's reaction table for `level`, adjusted for tone.
func roll_reaction(level: int) -> int:
## Weighted pick from profile's reaction table for `level`.
highest_escalation_received = maxi(highest_escalation_received, level)
var weights: Dictionary = profile.pickup_reactions_per_level(level).duplicate()
var tone_mod: float = profile.tone_modifiers.get(tone, 0.0)
if tone_mod > 0.0 and weights.has(Rules.Reaction.COMPLY):
# Shift weight mass toward compliance proportionally.
var transferable: float = float(weights[Rules.Reaction.COMPLY]) * tone_mod
weights[Rules.Reaction.COMPLY] += transferable * 0.5
var roll_value := rng.randf()
var total := 0.0
for key in weights.keys():
@@ -83,16 +78,15 @@ func roll_reaction(level: int, tone: int) -> int:
return key
return Rules.Reaction.LEAVE
func apply_player_action(level: int, tone: int) -> Dictionary:
func apply_player_action(level: int) -> Dictionary:
## Returns reaction to the player's action and updates FSM when needed.
var performed_reaction := roll_reaction(level, tone)
var performed_reaction := roll_reaction(level)
reaction = performed_reaction
reaction_set = true
_update_state_for_reaction(performed_reaction)
return {
"npc_id": npc_id,
"level_used": level,
"tone": tone,
"reaction": performed_reaction,
"reaction_name": Rules.Reaction.find_key(performed_reaction),
"new_state": fsm.current_state,
+3 -11
View File
@@ -12,8 +12,7 @@ const Rules := preload("res://src/core/rules.gd")
## Affects how likely the NPC is to argue, point, or threaten at each level.
@export_range(0.0, 1.0) var temperament: float = 0.25
## Base compliance: probability the NPC obeys a level-1 polite direction.
## Venue/scenario recalculates effective compliance from profile + tone + level.
## Probability the NPC obeys a level-1 polite direction.
@export_range(0.0, 1.0) var base_compliance: float = 0.8
## Probability that an NPC directed away will circle back later in the shift
@@ -56,18 +55,11 @@ const Rules := preload("res://src/core/rules.gd")
},
}
@export var tone_modifiers: Dictionary = {
Rules.Tone.FRIENDLY: 0.10, # + compliance
Rules.Tone.PROFESSIONAL: 0.00,
Rules.Tone.FIRM: -0.05,
Rules.Tone.SUSPICIOUS: -0.15,
}
## Delay the NPC waits before reacting to the player (frames/seconds scaled).
@export_range(0.1, 5.0) var reaction_delay: float = 0.6
## Dialogue lines per tone and intent. Falls back to generic lines when empty.
@export var dialogue_lines: Dictionary = {}
## Dialogue lines this NPC uses. Falls back to generic lines when empty.
@export var dialogue_lines: Array[String] = []
## Items the NPC is carrying, used by the handheld wand (The Joke Shop).
## Values are item names: "keys", "belt", "phone", "weapon", "knife", etc.
-15
View File
@@ -108,21 +108,6 @@ enum Reaction {
CALL_SOMEONE = 8,
}
## Player dialogue tones.
enum Tone {
PROFESSIONAL = 0,
FRIENDLY = 1,
FIRM = 2,
SUSPICIOUS = 3,
}
const TONE_NAMES := {
Tone.PROFESSIONAL: "Professional",
Tone.FRIENDLY: "Friendly",
Tone.FIRM: "Firm",
Tone.SUSPICIOUS: "Suspicious",
}
## Shift phases by time of day.
enum Phase {
EARLY = 0,
+21 -21
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@@ -46,9 +46,9 @@ var current_incident_npc_id := ""
var current_incident_active := false
var current_npc_truth := {"weapons_seen": false, "danger_level": 0}
## Dialogue tone picker (PLAN.md: Level 1 tones). Cycled with T.
var selected_tone: int = Rules.Tone.PROFESSIONAL
const TONE_ORDER := [Rules.Tone.PROFESSIONAL, Rules.Tone.FRIENDLY, Rules.Tone.FIRM, Rules.Tone.SUSPICIOUS]
## Venue cycling (V): next venue in the scenario list.
const VENUE_ORDER := ["hollywood_building", "joke_shop", "tv_studio"]
var _venue_index := 0
## Aim-free targeting: cycle through nearby NPCs with Tab (accessibility).
const NEARBY_RADIUS := 12.0
@@ -266,12 +266,10 @@ func _handle_key(keycode: Key) -> void:
_toggle_inspection()
KEY_Q:
if targeted_npc != null and not inspection_open:
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, selected_tone, "polite direction")
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "polite direction")
KEY_W:
if targeted_npc != null and not inspection_open:
_toggle_wand_screening()
KEY_T:
_cycle_tone()
KEY_TAB:
_cycle_nearby_target()
KEY_F:
@@ -280,21 +278,23 @@ func _handle_key(keycode: Key) -> void:
_toggle_flashlight()
KEY_L:
_toggle_door_lock()
KEY_V:
_cycle_venue()
_:
_handle_action_key(keycode)
func _handle_action_key(keycode: Key) -> void:
match keycode:
KEY_1:
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, selected_tone, "raise hand")
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "raise hand")
KEY_2:
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, selected_tone, "point")
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "point")
KEY_3:
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, selected_tone, "head shake")
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "head shake")
KEY_4:
_apply_interaction(Rules.Level.FORMAL_WARNING, selected_tone, "formal warning")
_apply_interaction(Rules.Level.FORMAL_WARNING, "formal warning")
KEY_5:
_apply_interaction(Rules.Level.BLOCKING, selected_tone, "blocking")
_apply_interaction(Rules.Level.BLOCKING, "blocking")
KEY_6:
_open_radio(false)
KEY_R:
@@ -331,13 +331,14 @@ func _toggle_door_lock() -> void:
hud.set_door(door.locked)
hud.log(Strings.lookup("door.locked") if door.locked else Strings.lookup("door.unlocked"))
## Cycle the dialogue tone (Professional → Friendly → Firm → Suspicious).
func _cycle_tone() -> void:
var idx := TONE_ORDER.find(selected_tone)
idx = (idx + 1) % TONE_ORDER.size()
selected_tone = TONE_ORDER[idx]
hud.set_tone(Rules.TONE_NAMES.get(selected_tone, "?"))
hud.log("Tone: %s" % Rules.TONE_NAMES.get(selected_tone, "?"))
## Cycle to the next venue (Hollywood Blvd → The Joke Shop → TV Studio).
## The coordinator is rebuilt with the new scenario and the shift restarts.
func _cycle_venue() -> void:
_venue_index = (_venue_index + 1) % VENUE_ORDER.size()
switch_scenario(VENUE_ORDER[_venue_index])
var venue_name: String = selected_scenario.display_name if selected_scenario else "?"
hud.log(Strings.fmt("hud.venue_switched", [venue_name]))
hud.set_shift_state(coordinator, selected_scenario)
## Aim-free targeting: cycle through NPCs near the guard (Tab). Lets players
## interact without precise aiming (accessibility).
@@ -359,20 +360,19 @@ func _cycle_nearby_target() -> void:
_begin_incident(next_target)
hud.log(Strings.fmt("hud.targeting", [next_target.name]))
func _apply_interaction(level: int, tone: int, action_name: String) -> void:
func _apply_interaction(level: int, action_name: String) -> void:
if targeted_npc == null:
hud.log(Strings.lookup("hud.aim_first"))
return
var controller: Object = _targeted_controller()
if controller == null or coordinator == null:
return
var outcome: Dictionary = controller.apply_player_action(level, tone)
var outcome: Dictionary = controller.apply_player_action(level)
var npc_id: String = controller.npc_id
coordinator.recorder.add_event(npc_id, {
"type": "player_action",
"action": action_name,
"level": level,
"tone": Rules.TONE_NAMES.get(tone, "?"),
})
coordinator.recorder.add_escalation(npc_id, level, "%s on %s" % [action_name, npc_id])
if level >= Rules.Level.FORMAL_WARNING:
+1 -10
View File
@@ -20,7 +20,6 @@ var mode_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
@@ -99,13 +98,6 @@ func _init() -> void:
mode_label.modulate = Color(0.85, 0.85, 0.9)
vbox.add_child(mode_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"
@@ -200,8 +192,7 @@ func _refresh_mode_label() -> 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.
+9 -9
View File
@@ -16,7 +16,7 @@ func test_tourist_complies_at_level_1() -> bool:
var p := _profile_with_defaults("tourist", Rules.NpcType.TOURIST, 0.9)
var npc := NPCController.new()
npc.setup("t1", p, "photo", 1234, "AT_ENTRANCE")
var outcome := npc.apply_player_action(Rules.Level.SIMPLE_DETERRENCE, Rules.Tone.FRIENDLY)
var outcome := npc.apply_player_action(Rules.Level.SIMPLE_DETERRENCE)
var ok := TestUtils.check_eq(outcome["reaction"], Rules.Reaction.COMPLY, "base_compliance 0.9 tourist should comply at level 1")
return ok and TestUtils.check_eq(npc.decide_leave(), true, "compliant NPC leaves")
@@ -28,7 +28,7 @@ func test_trespasser_frequent_non_compliance() -> bool:
## from NpcProfile.default_reactions (mostly COMPLY there).
var outcomes: Array = []
for i in 5:
outcomes.append(npc.roll_reaction(Rules.Level.SIMPLE_DETERRENCE, Rules.Tone.PROFESSIONAL))
outcomes.append(npc.roll_reaction(Rules.Level.SIMPLE_DETERRENCE))
## With compliance 0.9/0.2 variation we simply assert we get SOME reaction.
var ok := TestUtils.check(npc.highest_escalation_received >= Rules.Level.SIMPLE_DETERRENCE, "highest escalation tracked")
return ok
@@ -46,8 +46,8 @@ func test_deterministic_with_seed() -> bool:
var seq_a: Array = []
var seq_b: Array = []
for i in 4:
seq_a.append(n1.roll_reaction(Rules.Level.FORMAL_WARNING, Rules.Tone.PROFESSIONAL))
seq_b.append(n2.roll_reaction(Rules.Level.FORMAL_WARNING, Rules.Tone.PROFESSIONAL))
seq_a.append(n1.roll_reaction(Rules.Level.FORMAL_WARNING))
seq_b.append(n2.roll_reaction(Rules.Level.FORMAL_WARNING))
return TestUtils.check_eq(seq_a, seq_b, "same seed produces identical reaction sequence")
func test_violent_threat_scales_to_threaten() -> bool:
@@ -69,7 +69,7 @@ func test_violent_threat_scales_to_threaten() -> bool:
npc.setup("v1", p, "threat", 777, "AT_ENTRANCE")
var saw_threat := false
for i in 20:
if npc.roll_reaction(Rules.Level.EMERGENCY, Rules.Tone.PROFESSIONAL) == Rules.Reaction.THREATEN:
if npc.roll_reaction(Rules.Level.EMERGENCY) == Rules.Reaction.THREATEN:
saw_threat = true
return TestUtils.check(saw_threat, "violent profile can threaten at emergency level")
@@ -82,7 +82,7 @@ func test_call_someone_reaction() -> bool:
}
var npc := NPCController.new()
npc.setup("c1", p, "film", 5, "AT_ENTRANCE")
var outcome := npc.apply_player_action(Rules.Level.FORMAL_WARNING, Rules.Tone.PROFESSIONAL)
var outcome := npc.apply_player_action(Rules.Level.FORMAL_WARNING)
var a := TestUtils.check_eq(outcome["reaction"], Rules.Reaction.CALL_SOMEONE, "rolls CALL_SOMEONE")
var b := TestUtils.check_eq(npc.fsm.current_state, "ARGUING", "transitions to ARGUING")
return a and b
@@ -92,7 +92,7 @@ func test_fsm_transitions() -> bool:
var npc := NPCController.new()
npc.setup("g1", p, "enter", 5, "APPROACH")
var started := TestUtils.check_eq(npc.fsm.current_state, "APPROACH", "starts approaching")
npc.apply_player_action(Rules.Level.SIMPLE_DETERRENCE, Rules.Tone.FRIENDLY)
npc.apply_player_action(Rules.Level.SIMPLE_DETERRENCE)
var left := TestUtils.check_eq(npc.fsm.current_state, "LEAVING", "complies and leaves")
return started and left
@@ -103,7 +103,7 @@ func test_returning_trespasser_circles_back() -> bool:
p.return_probability = 1.0
var npc := NPCController.new()
npc.setup("rt1", p, "trespass", 4242, "AT_ENTRANCE")
npc.apply_player_action(Rules.Level.SIMPLE_DETERRENCE, Rules.Tone.PROFESSIONAL)
npc.apply_player_action(Rules.Level.SIMPLE_DETERRENCE)
var left := TestUtils.check_eq(npc.fsm.current_state, "LOITERING_DISTANT", "directed away loiters before returning")
var scheduled := TestUtils.check(npc.will_return, "return scheduled")
# Advance past the return delay (max 60s).
@@ -122,7 +122,7 @@ func test_tourist_never_returns() -> bool:
var p := _profile_with_defaults("tourist", Rules.NpcType.TOURIST, 0.9)
var npc := NPCController.new()
npc.setup("t2", p, "photo", 7, "AT_ENTRANCE")
npc.apply_player_action(Rules.Level.SIMPLE_DETERRENCE, Rules.Tone.FRIENDLY)
npc.apply_player_action(Rules.Level.SIMPLE_DETERRENCE)
return TestUtils.check_eq(npc.will_return, false, "tourist does not schedule a return")
func test_perception_pass_bands() -> bool:
+3 -3
View File
@@ -10,8 +10,8 @@ func test_strings_lookup() -> bool:
return a and b
func test_strings_format() -> bool:
var a := TestUtils.check_eq(Strings.fmt("hud.tone_prefix", ["Firm"]), "Tone: Firm", "tone prefix formats")
var b := TestUtils.check_eq(Strings.fmt("react.comply", ["Tourist"]), "Tourist complies and steps back.", "reaction formats")
var a := TestUtils.check_eq(Strings.fmt("react.comply", ["Tourist"]), "Tourist complies and steps back.", "reaction formats")
var b := TestUtils.check_eq(Strings.fmt("hud.venue_switched", ["The Joke Shop"]), "Venue: The Joke Shop", "venue switch formats")
return a and b
func test_strings_json_backed_all_resolve() -> bool:
@@ -26,7 +26,7 @@ func test_strings_json_backed_all_resolve() -> bool:
func test_strings_cover_ui_keys() -> bool:
## Every key referenced by the HUD and game manager must exist.
var required := [
"hud.controls", "hud.tone_prefix", "hud.escalation_prefix", "hud.cooldown",
"hud.controls", "hud.escalation_prefix", "hud.cooldown", "hud.venue_switched",
"hud.aim_first", "hud.no_one_nearby", "hud.targeting", "hud.no_wand",
"hud.screen_first", "access.granted", "access.denied", "access.policy_satisfied",
"access.wrong_grant", "access.wrong_deny", "wand.admitted_prohibited",