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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@@ -12,8 +12,7 @@ const Rules := preload("res://src/core/rules.gd")
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## Affects how likely the NPC is to argue, point, or threaten at each level.
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@export_range(0.0, 1.0) var temperament: float = 0.25
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## Base compliance: probability the NPC obeys a level-1 polite direction.
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## Venue/scenario recalculates effective compliance from profile + tone + level.
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## Probability the NPC obeys a level-1 polite direction.
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@export_range(0.0, 1.0) var base_compliance: float = 0.8
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## Probability that an NPC directed away will circle back later in the shift
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@@ -56,18 +55,11 @@ const Rules := preload("res://src/core/rules.gd")
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},
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}
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@export var tone_modifiers: Dictionary = {
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Rules.Tone.FRIENDLY: 0.10, # + compliance
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Rules.Tone.PROFESSIONAL: 0.00,
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Rules.Tone.FIRM: -0.05,
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Rules.Tone.SUSPICIOUS: -0.15,
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}
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## Delay the NPC waits before reacting to the player (frames/seconds scaled).
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@export_range(0.1, 5.0) var reaction_delay: float = 0.6
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## Dialogue lines per tone and intent. Falls back to generic lines when empty.
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@export var dialogue_lines: Dictionary = {}
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## Dialogue lines this NPC uses. Falls back to generic lines when empty.
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@export var dialogue_lines: Array[String] = []
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## Items the NPC is carrying, used by the handheld wand (The Joke Shop).
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## Values are item names: "keys", "belt", "phone", "weapon", "knife", etc.
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