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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@@ -8,7 +8,7 @@ const FSM := preload("res://src/core/fsm.gd")
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## reaction logic. The presentation layer adds a visual avatar and navigation.
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## RefCounted on purpose: headless tests and CI do not need a scene tree.
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signal interacted(level: int, tone: int)
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signal interacted(level: int)
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var npc_id: String = ""
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var profile: NpcProfile = null
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@@ -61,15 +61,10 @@ func _build_fsm(initial_state: String) -> void:
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fsm.add_transition("THREATENING", "FORCING_ENTRY")
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fsm.start(initial_state)
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func roll_reaction(level: int, tone: int) -> int:
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## Weighted pick from profile's reaction table for `level`, adjusted for tone.
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func roll_reaction(level: int) -> int:
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## Weighted pick from profile's reaction table for `level`.
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highest_escalation_received = maxi(highest_escalation_received, level)
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var weights: Dictionary = profile.pickup_reactions_per_level(level).duplicate()
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var tone_mod: float = profile.tone_modifiers.get(tone, 0.0)
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if tone_mod > 0.0 and weights.has(Rules.Reaction.COMPLY):
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# Shift weight mass toward compliance proportionally.
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var transferable: float = float(weights[Rules.Reaction.COMPLY]) * tone_mod
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weights[Rules.Reaction.COMPLY] += transferable * 0.5
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var roll_value := rng.randf()
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var total := 0.0
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for key in weights.keys():
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@@ -83,16 +78,15 @@ func roll_reaction(level: int, tone: int) -> int:
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return key
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return Rules.Reaction.LEAVE
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func apply_player_action(level: int, tone: int) -> Dictionary:
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func apply_player_action(level: int) -> Dictionary:
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## Returns reaction to the player's action and updates FSM when needed.
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var performed_reaction := roll_reaction(level, tone)
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var performed_reaction := roll_reaction(level)
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reaction = performed_reaction
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reaction_set = true
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_update_state_for_reaction(performed_reaction)
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return {
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"npc_id": npc_id,
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"level_used": level,
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"tone": tone,
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"reaction": performed_reaction,
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"reaction_name": Rules.Reaction.find_key(performed_reaction),
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"new_state": fsm.current_state,
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