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
This commit is contained in:
1 parent
f7486d7539
commit
a3768c2ce4
21 files changed
+230
-185
No files matched your search
@@ -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`).
|
||||
|
||||
|
||||
Reference in new issue
Block a user