Remove dialogue tone-of-voice system, add Gitea Actions full build, add venue cycling
- 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
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@@ -30,8 +30,11 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
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- [x] Implement a lightweight finite state machine for NPC states (`FSM`).
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- [x] Implement the observation phase (Level 0) without forced intervention.
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- [x] Implement simple deterrence (Level 1): raise hand, point, eye contact, and head shake.
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- [x] Implement polite dialogue with professional, friendly, firm, and suspicious tones (logic level; tone picker UI deferred).
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- [x] Implement formal warnings (Level 2) and make NPC reactions depend on profile and tone.
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- [x] Implement polite dialogue prompts and reaction logic driven by escalation level and profile.
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- [x] Implement formal warnings (Level 2) and make NPC reactions depend on profile and level.
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- Note (2026-10-31): the selectable dialogue tone-of-voice system (Professional/Friendly/Firm/
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Suspicious) was intentionally removed from code and docs; reactions now depend solely on
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escalation level and NPC profile.
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- [x] Implement blocking and physical positioning (Level 3) without default force.
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- [x] Wire typical NPC reactions: leave, argue, ignore, record, move closer, or return later.
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@@ -136,6 +139,22 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
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- [x] Add `tools/build_releases.sh` for headless release exports.
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- [x] Add `docs/RELEASING.md` with template installation, build, and Gitea release steps.
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- [x] Add a prominent **Downloads** section at the top of `README.md` linking to the release page.
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- [x] Add `tools/publish_release.sh` (Gitea API release + asset upload, requires `GITEA_TOKEN`).
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## CI/CD — Gitea Actions full build
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- [x] Add `.gitea/workflows/build.yml` with a fast checks job (import + headless tests on push/PR)
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and a full build job (export templates, Linux/Windows/macOS exports, artifact upload) on tags
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and `workflow_dispatch`.
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- [x] Tag builds automatically publish the Gitea release via `tools/publish_release.sh` using
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the `GITEA_TOKEN` secret.
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- [x] Remove the old `.github/workflows/ci.yml` to avoid double runs on hosts scanning both paths.
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- [x] Document the CI flow in `docs/RELEASING.md`.
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## Gameplay — Venue selection
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- [x] Add a `V` control that cycles Hollywood Blvd → The Joke Shop → TV Studio and restarts the
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shift (`GameManager._cycle_venue`), with a `hud.venue_switched` string entry.
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## Core Simulation — NPC Perception
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@@ -157,7 +176,8 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
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## Polish and Accessibility
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- [x] Add dialogue tone picker (Professional / Friendly / Firm / Suspicious) before addressing an NPC.
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- [x] Add aim-free targeting (Tab) and venue cycling (V). (The earlier dialogue tone picker was
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superseded and removed with the tone-of-voice system.)
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- [x] Add interaction alternatives that do not require precise aiming (e.g. scan-and-select pinned list of nearby NPCs).
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- [x] Add visual and audio feedback per escalation level (colors, tones, shake).
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- [x] Add audio for crowd ambience, radio responses, and confirmation prompts.
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