Ship the 0.8.0 first-hour and campaign milestone
Add the campaign shell, pause-safe checkpoint resume, post-shift campaign continue, confirmed campaign reset, difficulty presets, searchable Help, content-matrix validation, recovery events, contextual dialogue, policy/debrief context and eligible-event previews. Extend persistence with atomic separate files and add campaign/checkpoint/tutorial smokes. Headless 247/247, Python 94/94, tutorial/campaign/session/scenario smokes green.
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@@ -4,6 +4,8 @@ extends Node
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const SHIFT_RESULTS_FILE := "shift_results.json"
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const SETTINGS_FILE := "settings.json"
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const CAMPAIGN_FILE := "campaign.json"
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const SHIFT_STATE_FILE := "shift_state.json"
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func _load_json(file_name: String) -> Variant:
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var path := "user://" + file_name
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@@ -17,13 +19,17 @@ func _load_json(file_name: String) -> Variant:
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func _save_json(file_name: String, data: Variant) -> Error:
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var path := "user://" + file_name
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var temp := path + ".tmp"
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var text := JSON.stringify(data, "\t")
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var f := FileAccess.open(path, FileAccess.WRITE)
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var f := FileAccess.open(temp, FileAccess.WRITE)
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if f == null:
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return FileAccess.get_open_error()
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f.store_string(text)
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f.close()
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return OK
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# Replace the target only after the complete JSON has been written, so a
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# crash cannot leave a partial save in place.
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return DirAccess.rename_absolute(ProjectSettings.globalize_path(temp),
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ProjectSettings.globalize_path(path))
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## Load previous shift results. Returns Array of Dictionaries or [].
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func load_shift_results() -> Array:
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@@ -38,6 +44,29 @@ func save_shift_result(result: Dictionary) -> Error:
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results.append(result)
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return _save_json(SHIFT_RESULTS_FILE, results)
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## Campaign/session progression (separate from settings and shift history).
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func load_campaign() -> Dictionary:
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var data = _load_json(CAMPAIGN_FILE)
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return data if data is Dictionary else {}
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func save_campaign(data: Dictionary) -> Error:
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return _save_json(CAMPAIGN_FILE, data)
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func reset_campaign() -> Error:
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return _save_json(CAMPAIGN_FILE, {})
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## Mid-shift checkpoint. Kept separate so a completed shift history is never
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## overwritten by a resumable snapshot.
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func load_shift_state() -> Dictionary:
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var data = _load_json(SHIFT_STATE_FILE)
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return data if data is Dictionary else {}
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func save_shift_state(data: Dictionary) -> Error:
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return _save_json(SHIFT_STATE_FILE, data)
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func clear_shift_state() -> Error:
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return _save_json(SHIFT_STATE_FILE, {})
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## Defaults for player settings. Kept in code so a missing or partial
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## settings.json still produces a usable config.
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const DEFAULT_SETTINGS := {
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@@ -21,6 +21,11 @@ static func shared_profiles() -> Array[NpcProfile]:
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tourist.npc_type = Rules.NpcType.TOURIST
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tourist.temperament = 0.1
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tourist.base_compliance = 0.9
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tourist.context_lines = {
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"refusal": ["I just want a photo, I'm not staying.", "I didn't know this entrance was restricted."],
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"deescalation": ["Okay, I'll move to the sidewalk.", "Sorry, I'll put the camera away."],
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"recognition": ["You remember me from the tour, right?"],
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}
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tourist.dialogue_lines = [
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"Oh sure, sorry, just taking a picture.",
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"Is there a better spot to stand?",
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@@ -34,6 +39,10 @@ static func shared_profiles() -> Array[NpcProfile]:
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confused.npc_type = Rules.NpcType.CONFUSED_VISITOR
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confused.temperament = 0.2
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confused.base_compliance = 0.85
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confused.context_lines = {
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"refusal": ["I'm sure the event is here. Let me check my phone."],
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"deescalation": ["Oh, I understand. I'll check with the box office."],
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}
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confused.dialogue_lines = [
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"Wait, this isn't the entrance?",
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"Sorry about that, I'm a bit lost.",
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@@ -389,6 +398,16 @@ static func hollywood_building() -> VenueScenario:
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"base_weight": 1.0,
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"requires_emergency": true,
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},
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{
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"id": "building_apology_return",
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"phase": Rules.Phase.EVENING,
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"kind": "recovery",
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"npc_type": Rules.NpcType.AUTHORIZED_GUEST,
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"intent": "enter",
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"time_range_s": Vector2(620, 800),
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"probability": 0.22,
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"base_weight": 1.0,
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},
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]
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return scenario
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@@ -451,7 +470,7 @@ static func joke_shop() -> VenueScenario:
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scenario.npc_profiles = _filter_profiles([
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"tourist", "confused_visitor", "authorized_guest", "authorized_staff",
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"influencer", "intoxicated", "trespasser", "violent_threat",
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"street_performer", "influencer", "intoxicated", "trespasser", "violent_threat",
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])
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scenario.event_pool = [
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@@ -533,6 +552,17 @@ static func joke_shop() -> VenueScenario:
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"probability": 0.5,
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"base_weight": 1.0,
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},
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{
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"id": "joke_denied_guest_return",
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"phase": Rules.Phase.EVENING,
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"kind": "recovery",
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"npc_type": Rules.NpcType.AUTHORIZED_GUEST,
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"intent": "enter",
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"time_range_s": Vector2(650, 830),
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"probability": 0.2,
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"base_weight": 1.0,
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"override_access": {"has_id": true, "has_ticket": true},
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},
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]
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return scenario
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@@ -648,6 +678,16 @@ static func tv_studio() -> VenueScenario:
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"probability": 0.45,
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"base_weight": 1.0,
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},
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{
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"id": "studio_manager_check",
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"phase": Rules.Phase.EVENING,
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"kind": "recovery",
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"npc_type": Rules.NpcType.AUTHORIZED_STAFF,
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"intent": "enter",
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"time_range_s": Vector2(620, 820),
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"probability": 0.2,
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"base_weight": 1.0,
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},
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]
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return scenario
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@@ -0,0 +1,64 @@
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class_name Campaign
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extends RefCounted
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## Small campaign/session progression model. Venue rules stay in VenueScenario;
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## this only owns order, completed shifts, difficulty and the next venue.
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const ORDER := ["hollywood_building", "joke_shop", "tv_studio"]
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var index := 0
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var shift_number := 1
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var completed: Array[String] = []
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var difficulty := "normal"
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var complete := false
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var last_grade := ""
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func setup(data: Dictionary = {}) -> void:
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index = clampi(int(data.get("index", 0)), 0, ORDER.size())
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shift_number = maxi(1, int(data.get("shift_number", 1)))
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difficulty = str(data.get("difficulty", "normal"))
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completed.clear()
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for item in data.get("completed", []):
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var value := str(item)
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if value in ORDER and value not in completed:
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completed.append(value)
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complete = bool(data.get("complete", index >= ORDER.size()))
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last_grade = str(data.get("last_grade", ""))
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func next_venue() -> String:
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if complete or index >= ORDER.size():
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return ""
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return ORDER[index]
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func summary() -> Dictionary:
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return {
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"index": index,
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"next_venue": next_venue(),
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"shift_number": shift_number,
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"difficulty": difficulty,
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"complete": complete,
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"completed": completed.duplicate(),
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"last_grade": last_grade,
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}
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## Record one finished shift. Idempotent per venue for a single campaign run.
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func record_shift(scenario_id: String, review: Dictionary = {}) -> bool:
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if complete:
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return false
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if scenario_id != next_venue():
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return false
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if scenario_id not in completed:
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completed.append(scenario_id)
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var rep: Dictionary = review.get("reputation", {})
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last_grade = str(rep.get("grade", last_grade))
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index += 1
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shift_number = index + 1
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if index >= ORDER.size():
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complete = true
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return true
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func set_difficulty(value: String) -> void:
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if value in ["easy", "normal", "hard"]:
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difficulty = value
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func reset() -> void:
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setup({})
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@@ -65,3 +65,11 @@ func summary() -> Dictionary:
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"attention": attention,
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"panic": crowd_panic,
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}
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func snapshot() -> Dictionary:
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return summary()
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func restore(data: Dictionary) -> void:
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mood = clampf(float(data.get("mood", 0.05)), 0.0, 1.0)
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attention = clampf(float(data.get("attention", 0.0)), 0.0, 1.0)
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crowd_panic = bool(data.get("panic", mood >= 0.75))
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@@ -11,6 +11,9 @@ signal event_ready(event_data: Dictionary)
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var rng := RandomNumberGenerator.new()
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var _scenario: VenueScenario = null
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var _weighted_pool: Array[Dictionary] = []
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## Difficulty/pacing knob: <1 is calmer, >1 sends more events and routine traffic.
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var spawn_rate_multiplier := 1.0
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var _recent_scripted: Array[String] = []
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func _init() -> void:
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pass
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@@ -38,17 +41,47 @@ func pull_due(elapsed_s: float, phase: int) -> Array[Dictionary]:
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continue
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var prob: float = event.get("probability", 0.0)
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var base: float = event.get("base_weight", 1.0)
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var event_id := str(event.get("id", ""))
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if str(event.get("kind", "routine")) == "scripted" and event_id in _recent_scripted:
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continue
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var spawn_rate: float = event.get("spawn_rate", 0.0)
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var due_event := false
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if spawn_rate > 0.0:
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# Rate-based spawning: emit at most one per second window.
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if rng.randf() < spawn_rate:
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if rng.randf() < clampf(spawn_rate * spawn_rate_multiplier, 0.0, 1.0):
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if rng.randf() < prob:
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due.append(event.duplicate())
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due_event = true
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else:
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if rng.randf() < prob * base:
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due.append(event.duplicate())
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if rng.randf() < clampf(prob * base * spawn_rate_multiplier, 0.0, 1.0):
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due_event = true
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if due_event:
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due.append(event.duplicate())
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if str(event.get("kind", "routine")) == "scripted" and event_id != "":
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_recent_scripted.append(event_id)
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if _recent_scripted.size() > 4:
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_recent_scripted.pop_front()
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return due
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## Debug/content preview: events that could be selected now, without consuming
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## RNG or marking anything as recently played.
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func preview(elapsed_s: float, phase: int) -> Array[String]:
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var out: Array[String] = []
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if _scenario == null:
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return out
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for event in _weighted_pool:
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var time_range: Vector2 = event.get("time_range_s", Vector2(0, _scenario.shift_duration_s))
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if elapsed_s < time_range.x or elapsed_s > time_range.y:
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continue
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if int(event.get("phase", -1)) != phase:
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continue
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var event_id := str(event.get("id", ""))
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if str(event.get("kind", "routine")) == "scripted" and event_id in _recent_scripted:
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continue
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out.append("%s (%s)" % [event_id, str(event.get("kind", "routine"))])
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if out.size() >= 8:
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break
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return out
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func fallback_routine_traffic(phase: int) -> Array[Dictionary]:
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## Cheap routine traffic so the street never feels empty.
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var out: Array[Dictionary] = []
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@@ -56,10 +89,19 @@ func fallback_routine_traffic(phase: int) -> Array[Dictionary]:
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if pool.is_empty():
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return out
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for i in 3:
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if rng.randf() < 0.35:
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if rng.randf() < clampf(0.35 * spawn_rate_multiplier, 0.0, 1.0):
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out.append(pool[rng.randi_range(0, pool.size() - 1)].duplicate())
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return out
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func snapshot() -> Dictionary:
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return {"rng_state": rng.state, "recent_scripted": _recent_scripted.duplicate()}
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func restore(data: Dictionary) -> void:
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rng.state = int(data.get("rng_state", rng.state))
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_recent_scripted.clear()
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for event_id in data.get("recent_scripted", []):
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_recent_scripted.append(str(event_id))
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func _routine_pool(phase: int) -> Array:
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var out: Array = []
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for event in _weighted_pool:
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@@ -96,3 +96,20 @@ func to_dict() -> Dictionary:
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"incidents": incidents.duplicate(true),
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"open_count": _open_incidents.size(),
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}
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func snapshot() -> Dictionary:
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return {
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"incidents": incidents.duplicate(true),
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"open_incidents": _open_incidents.duplicate(true),
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}
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func restore(data: Dictionary) -> void:
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incidents.clear()
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_open_incidents.clear()
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for incident in data.get("incidents", []):
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if incident is Dictionary:
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incidents.append((incident as Dictionary).duplicate(true))
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for npc_id in (data.get("open_incidents", {}) as Dictionary).keys():
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var incident = (data["open_incidents"] as Dictionary)[npc_id]
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if incident is Dictionary:
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_open_incidents[str(npc_id)] = (incident as Dictionary).duplicate(true)
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@@ -71,10 +71,13 @@ 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) -> int:
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## Weighted pick from profile's reaction table for `level`.
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func roll_reaction(level: int, compliance_bonus: float = 0.0) -> int:
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## Weighted pick from profile's reaction table for `level`. Difficulty can
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## nudge compliance without changing the authored weights.
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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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if compliance_bonus != 0.0:
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weights[Rules.Reaction.COMPLY] = maxf(0.0, float(weights.get(Rules.Reaction.COMPLY, 0)) + compliance_bonus * 100.0)
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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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@@ -88,9 +91,12 @@ func roll_reaction(level: 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) -> Dictionary:
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func context_line(context: String) -> String:
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return profile.line_for(context, rng) if profile else ""
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func apply_player_action(level: int, compliance_bonus: float = 0.0) -> 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)
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var performed_reaction := roll_reaction(level, compliance_bonus)
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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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@@ -61,10 +61,27 @@ const Rules := preload("res://src/core/rules.gd")
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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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## Context-specific dialogue: keys such as "reason", "refusal", "deescalation",
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## "recognition" and "group". Missing contexts fall back to `dialogue_lines`.
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@export var context_lines: Dictionary = {}
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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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@export var carried_items: Array[String] = []
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func line_for(context: String, rng: RandomNumberGenerator = null) -> String:
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var pool: Array = []
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if context_lines.has(context):
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pool = context_lines[context]
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elif context == "reason":
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pool = dialogue_lines
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if pool.is_empty():
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return ""
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var index := 0
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if rng != null:
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index = rng.randi_range(0, pool.size() - 1)
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return str(pool[index])
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func pickup_reactions_per_level(level: int) -> Dictionary:
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if reactions_by_level.has(level):
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return reactions_by_level[level]
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@@ -123,6 +123,23 @@ func tick(delta: float) -> void:
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if event_bus:
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event_bus.responder_arrived.emit(call)
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func snapshot() -> Dictionary:
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return {
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"battery": battery,
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"emergency_cooldown_remaining": emergency_cooldown_remaining,
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"accepting_calls": accepting_calls,
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"pending_calls": pending_calls.duplicate(true),
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}
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func restore(data: Dictionary) -> void:
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battery = clampf(float(data.get("battery", 100.0)), 0.0, max_battery)
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emergency_cooldown_remaining = maxf(0.0, float(data.get("emergency_cooldown_remaining", 0.0)))
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accepting_calls = bool(data.get("accepting_calls", true))
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pending_calls.clear()
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for call in data.get("pending_calls", []):
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if call is Dictionary:
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pending_calls.append((call as Dictionary).duplicate(true))
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## Determine the responder's resolution outcome for a call. The responder
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## commands, restrains, evacuates, or arrests based on the reported danger
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## level and whether a weapon was seen (PLAN.md: Level 5 Emergency Response).
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@@ -52,3 +52,13 @@ func summary() -> Dictionary:
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"grade": grade_for(rating),
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"modifiers": _modifiers.duplicate(true),
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}
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func snapshot() -> Dictionary:
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return {"rating": rating, "modifiers": _modifiers.duplicate(true)}
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func restore(data: Dictionary) -> void:
|
||||
rating = clampf(float(data.get("rating", 70.0)), 0.0, 100.0)
|
||||
_modifiers.clear()
|
||||
for modifier in data.get("modifiers", []):
|
||||
if modifier is Dictionary:
|
||||
_modifiers.append((modifier as Dictionary).duplicate(true))
|
||||
@@ -0,0 +1,60 @@
|
||||
class_name ScenarioValidator
|
||||
extends RefCounted
|
||||
## Validates authored venue data before a shift. Keeps content-matrix failures
|
||||
## out of runtime: every event must reference a known profile and a valid phase,
|
||||
## event ids must be unique, and the matrix must cover enough kinds/phases.
|
||||
|
||||
const Rules := preload("res://src/core/rules.gd")
|
||||
|
||||
static func validate(scenario: Resource) -> Array[String]:
|
||||
var problems: Array[String] = []
|
||||
if scenario == null:
|
||||
return ["scenario is null"]
|
||||
var profile_types := {}
|
||||
for profile in scenario.npc_profiles:
|
||||
if profile != null:
|
||||
profile_types[int(profile.npc_type)] = true
|
||||
var ids := {}
|
||||
var routine := 0
|
||||
var scripted := 0
|
||||
var recovery := 0
|
||||
var phases := {}
|
||||
for event in scenario.event_pool:
|
||||
if not (event is Dictionary):
|
||||
problems.append("event is not a dictionary")
|
||||
continue
|
||||
var event_id := str(event.get("id", ""))
|
||||
if event_id == "":
|
||||
problems.append("event has no id")
|
||||
elif ids.has(event_id):
|
||||
problems.append("duplicate event id: %s" % event_id)
|
||||
ids[event_id] = true
|
||||
var phase := int(event.get("phase", -1))
|
||||
if phase < Rules.Phase.EARLY or phase > Rules.Phase.LATE:
|
||||
problems.append("%s has invalid phase %d" % [event_id, phase])
|
||||
var npc_type := int(event.get("npc_type", -1))
|
||||
if not profile_types.has(npc_type):
|
||||
problems.append("%s references missing profile type %d" % [event_id, npc_type])
|
||||
if str(event.get("intent", "")) == "":
|
||||
problems.append("%s has no intent" % event_id)
|
||||
var kind := str(event.get("kind", "routine"))
|
||||
if kind == "routine":
|
||||
routine += 1
|
||||
elif kind == "scripted":
|
||||
scripted += 1
|
||||
elif kind == "recovery":
|
||||
recovery += 1
|
||||
elif kind != "routine":
|
||||
problems.append("%s has unknown kind %s" % [event_id, kind])
|
||||
phases[phase] = true
|
||||
if scenario.event_pool.size() < 12:
|
||||
problems.append("event matrix has %d events; need at least 12" % scenario.event_pool.size())
|
||||
if routine < 6:
|
||||
problems.append("event matrix needs at least 6 routine events")
|
||||
if scripted < 2:
|
||||
problems.append("event matrix needs at least 2 scripted events")
|
||||
if recovery < 1:
|
||||
problems.append("event matrix needs at least 1 recovery event")
|
||||
if phases.size() < 2:
|
||||
problems.append("event matrix must cover at least 2 shift phases")
|
||||
return problems
|
||||
@@ -155,5 +155,39 @@ func build_review() -> Dictionary:
|
||||
"completed_at_ms": Time.get_ticks_msec(),
|
||||
}
|
||||
|
||||
func snapshot() -> Dictionary:
|
||||
return {
|
||||
"scenario_id": scenario.id if scenario else "",
|
||||
"duration_s": duration_s,
|
||||
"elapsed_s": elapsed_s,
|
||||
"current_phase": current_phase,
|
||||
"spawned_count": spawned_count,
|
||||
"responder_outcomes": responder_outcomes.duplicate(),
|
||||
"investigations": investigations.duplicate(),
|
||||
"recorder": recorder.snapshot(),
|
||||
"reputation": reputation.snapshot(),
|
||||
"crowd": crowd.snapshot(),
|
||||
"radio": radio.snapshot(),
|
||||
"scheduler": scheduler.snapshot(),
|
||||
}
|
||||
|
||||
func restore(data: Dictionary) -> void:
|
||||
duration_s = float(data.get("duration_s", duration_s))
|
||||
elapsed_s = float(data.get("elapsed_s", 0.0))
|
||||
current_phase = int(data.get("current_phase", Rules.Phase.EARLY))
|
||||
spawned_count = int(data.get("spawned_count", 0))
|
||||
responder_outcomes.clear()
|
||||
for value in data.get("responder_outcomes", []):
|
||||
responder_outcomes.append(str(value))
|
||||
investigations.clear()
|
||||
for value in data.get("investigations", []):
|
||||
investigations.append(str(value))
|
||||
recorder.restore(data.get("recorder", {}))
|
||||
reputation.restore(data.get("reputation", {}))
|
||||
crowd.restore(data.get("crowd", {}))
|
||||
radio.restore(data.get("radio", {}))
|
||||
scheduler.restore(data.get("scheduler", {}))
|
||||
_shift_finished = false
|
||||
|
||||
func spawn_context_dict(profile: NpcProfile, intent: String) -> Dictionary:
|
||||
return {"profile": profile, "intent": intent}
|
||||
+227
-5
@@ -32,6 +32,8 @@ const SettingsPanel := preload("res://src/game/ui/settings_panel.gd")
|
||||
const EventTimeline := preload("res://src/game/ui/event_timeline.gd")
|
||||
const Tutorial := preload("res://src/game/tutorial.gd")
|
||||
const TutorialOverlay := preload("res://src/game/ui/tutorial_overlay.gd")
|
||||
const Campaign := preload("res://src/core/campaign.gd")
|
||||
const HelpOverlay := preload("res://src/game/ui/help_overlay.gd")
|
||||
|
||||
var world_builder: WorldBuilder = null
|
||||
## Dedicated container for the procedural world, so switching venues can rebuild
|
||||
@@ -94,8 +96,12 @@ var pause_overlay: PauseOverlay = null
|
||||
var settings_panel: SettingsPanel = null
|
||||
var event_timeline: EventTimeline = null
|
||||
var tutorial_overlay: TutorialOverlay = null
|
||||
var help_overlay: HelpOverlay = null
|
||||
var tutorial: Tutorial = null
|
||||
var tutorial_active := false
|
||||
var campaign: Campaign = null
|
||||
var _resuming := false
|
||||
var _resume_pending: Dictionary = {}
|
||||
var _tutorial_start_pos := Vector3.ZERO
|
||||
var _tutorial_start_yaw := 0.0
|
||||
var _tutorial_start_pitch := 0.0
|
||||
@@ -115,6 +121,12 @@ var active_scenario_id := "hollywood_building"
|
||||
var scenario_duration_s: float = 900.0
|
||||
var _wand_cooldown := 0.0
|
||||
const WAND_COOLDOWN_S := 0.8
|
||||
## Difficulty only changes pacing/forgiveness; the de-escalation rules stay fixed.
|
||||
const DIFFICULTY := {
|
||||
"easy": {"spawn": 0.7, "compliance": 0.12, "report": 0.7},
|
||||
"normal": {"spawn": 1.0, "compliance": 0.0, "report": 1.0},
|
||||
"hard": {"spawn": 1.35, "compliance": -0.08, "report": 1.5},
|
||||
}
|
||||
var scene_root: Node3D = null
|
||||
var npcs: Array = []
|
||||
var npc_counter := 0
|
||||
@@ -168,12 +180,15 @@ func _ready() -> void:
|
||||
scenario_duration_s = selected_scenario.shift_duration_s
|
||||
coordinator = ShiftCoordinator.new()
|
||||
coordinator.setup(selected_scenario, scenario_duration_s, 4242)
|
||||
coordinator.scheduler.spawn_rate_multiplier = float(_difficulty()["spawn"])
|
||||
coordinator.npc_spawn_requested.connect(_spawn_npc)
|
||||
coordinator.shift_ended.connect(_on_shift_ended)
|
||||
_connect_radio()
|
||||
_connect_crowd()
|
||||
|
||||
_build_ui()
|
||||
campaign = Campaign.new()
|
||||
campaign.setup(Save.load_campaign() if Save else {})
|
||||
# The HUD does not exist yet when settings are loaded, so push them again now
|
||||
# that it does (otherwise the saved font scale is ignored until the next apply).
|
||||
_apply_settings(player_settings)
|
||||
@@ -275,6 +290,8 @@ func _rebuild_world_for_venue(id: String) -> void:
|
||||
func restart_shift() -> void:
|
||||
if shift_review_panel:
|
||||
shift_review_panel.hide()
|
||||
if Save:
|
||||
Save.clear_shift_state()
|
||||
_reset_shift_state()
|
||||
_start_shift()
|
||||
|
||||
@@ -298,6 +315,7 @@ func _reset_shift_state() -> void:
|
||||
hud.set_body_camera(false)
|
||||
scenario_duration_s = selected_scenario.shift_duration_s
|
||||
coordinator.setup(selected_scenario, scenario_duration_s, 4242)
|
||||
coordinator.scheduler.spawn_rate_multiplier = float(_difficulty()["spawn"])
|
||||
_connect_radio()
|
||||
_connect_crowd()
|
||||
_last_phase = -1
|
||||
@@ -328,11 +346,13 @@ func _show_start_menu() -> void:
|
||||
guard.input_locked = true
|
||||
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
|
||||
if start_menu:
|
||||
start_menu.open()
|
||||
start_menu.open(campaign.summary() if campaign else {})
|
||||
|
||||
func _on_venue_selected(scenario_id: String) -> void:
|
||||
if start_menu and start_menu.visible:
|
||||
start_menu.close()
|
||||
if not _resuming and Save:
|
||||
Save.clear_shift_state()
|
||||
active_scenario_id = scenario_id
|
||||
_venue_index = maxi(0, VENUE_ORDER.find(scenario_id))
|
||||
selected_scenario = _build_scenario(scenario_id)
|
||||
@@ -341,8 +361,17 @@ func _on_venue_selected(scenario_id: String) -> void:
|
||||
hud.set_wand_icon(false)
|
||||
_reset_shift_state()
|
||||
_start_shift()
|
||||
if not _resume_pending.is_empty():
|
||||
var pending := _resume_pending
|
||||
_resume_pending = {}
|
||||
_restore_shift_state(pending)
|
||||
_resuming = false
|
||||
|
||||
## Apply loaded settings to the guard and HUD.
|
||||
func _difficulty() -> Dictionary:
|
||||
return DIFFICULTY.get(str(player_settings.get("ai_difficulty", "normal")),
|
||||
DIFFICULTY["normal"])
|
||||
|
||||
func _apply_settings(settings: Dictionary) -> void:
|
||||
player_settings = settings
|
||||
if guard:
|
||||
@@ -355,13 +384,30 @@ func _apply_settings(settings: Dictionary) -> void:
|
||||
|
||||
func _on_settings_applied(settings: Dictionary) -> void:
|
||||
_apply_settings(settings)
|
||||
if campaign:
|
||||
campaign.set_difficulty(str(settings.get("ai_difficulty", "normal")))
|
||||
if Save:
|
||||
Save.save_campaign(campaign.summary())
|
||||
if coordinator:
|
||||
coordinator.scheduler.spawn_rate_multiplier = float(_difficulty()["spawn"])
|
||||
if start_menu and start_menu.visible:
|
||||
start_menu.open()
|
||||
start_menu.open(campaign.summary() if campaign else {})
|
||||
elif _shift_running:
|
||||
_open_pause()
|
||||
|
||||
## Clear the tutorial completion/skip flags and restart the Hollywood shift so
|
||||
## the next player can replay the first-shift lesson from Settings.
|
||||
func _on_reset_campaign() -> void:
|
||||
if Save:
|
||||
Save.reset_campaign()
|
||||
if campaign:
|
||||
campaign.setup({})
|
||||
if settings_panel:
|
||||
settings_panel.close()
|
||||
if pause_overlay:
|
||||
pause_overlay.close()
|
||||
_show_start_menu()
|
||||
|
||||
func _on_replay_tutorial() -> void:
|
||||
player_settings["tutorial_completed"] = false
|
||||
player_settings["tutorial_skipped"] = false
|
||||
@@ -373,6 +419,10 @@ func _on_replay_tutorial() -> void:
|
||||
pause_overlay.close()
|
||||
_on_venue_selected("hollywood_building")
|
||||
|
||||
func _open_help() -> void:
|
||||
if help_overlay:
|
||||
help_overlay.open(selected_scenario.policy_summary if selected_scenario else "")
|
||||
|
||||
func _open_settings() -> void:
|
||||
if start_menu:
|
||||
start_menu.close()
|
||||
@@ -384,6 +434,7 @@ func _open_settings() -> void:
|
||||
func _open_pause() -> void:
|
||||
if pause_overlay == null or not _shift_running:
|
||||
return
|
||||
_save_shift_checkpoint()
|
||||
if _close_top_modal():
|
||||
pass
|
||||
pause_overlay.open()
|
||||
@@ -427,6 +478,7 @@ func _build_ui() -> void:
|
||||
add_child(shift_review_panel)
|
||||
shift_review_panel.hide()
|
||||
shift_review_panel.restart_requested.connect(_on_review_restart)
|
||||
shift_review_panel.continue_requested.connect(_on_review_continue)
|
||||
shift_review_panel.timeline_requested.connect(_open_timeline)
|
||||
shift_review_panel.visible = false
|
||||
|
||||
@@ -443,6 +495,7 @@ func _build_ui() -> void:
|
||||
settings_panel.hide()
|
||||
settings_panel.applied.connect(_on_settings_applied)
|
||||
settings_panel.replay_tutorial_requested.connect(_on_replay_tutorial)
|
||||
settings_panel.reset_campaign_requested.connect(_on_reset_campaign)
|
||||
|
||||
event_timeline = EventTimeline.new()
|
||||
add_child(event_timeline)
|
||||
@@ -452,10 +505,16 @@ func _build_ui() -> void:
|
||||
tutorial_overlay = TutorialOverlay.new()
|
||||
add_child(tutorial_overlay)
|
||||
|
||||
help_overlay = HelpOverlay.new()
|
||||
add_child(help_overlay)
|
||||
help_overlay.closed.connect(_refresh_freeze)
|
||||
|
||||
start_menu = StartMenu.new()
|
||||
add_child(start_menu)
|
||||
start_menu.hide()
|
||||
start_menu.venue_selected.connect(_on_venue_selected)
|
||||
start_menu.continue_requested.connect(_on_campaign_continue)
|
||||
start_menu.help_requested.connect(_open_help)
|
||||
start_menu.settings_requested.connect(_open_settings)
|
||||
start_menu.quit_requested.connect(func(): get_tree().quit())
|
||||
|
||||
@@ -476,10 +535,147 @@ func _on_timeline_closed() -> void:
|
||||
_timeline_from_review = false
|
||||
_refresh_freeze()
|
||||
|
||||
## Pause-safe checkpoint: enough state to resume the current shift without
|
||||
## replaying completed interactions. The scheduler RNG is restored so future
|
||||
## routine traffic does not repeat the same sequence.
|
||||
func _save_shift_checkpoint() -> void:
|
||||
if Save == null or not _shift_running or coordinator == null:
|
||||
return
|
||||
var npc_rows: Array = []
|
||||
for avatar in npcs:
|
||||
if not is_instance_valid(avatar):
|
||||
continue
|
||||
var controller: Object = avatar.get_npc_controller() if avatar.has_method("get_npc_controller") else null
|
||||
var profile: Object = controller.profile if controller else null
|
||||
npc_rows.append({
|
||||
"npc_id": str(controller.npc_id) if controller else "",
|
||||
"npc_type": int(profile.npc_type) if profile else Rules.NpcType.TOURIST,
|
||||
"profile_id": str(profile.id) if profile else "",
|
||||
"intent": str(controller.intent) if controller else "roam",
|
||||
"position": _vec3_array(avatar.global_position),
|
||||
"target": _vec3_array(avatar.target_position),
|
||||
"carried_items": controller.profile.carried_items.duplicate() if controller and controller.profile else [],
|
||||
"leave_requested": bool(controller.leave_requested) if controller else false,
|
||||
"player_recognized": bool(controller.player_recognized) if controller else false,
|
||||
"access_override": (controller.access_override as Dictionary).duplicate(true) if controller else {},
|
||||
"ephemeral": bool(avatar.ephemeral),
|
||||
"lifetime_s": float(avatar.lifetime_s),
|
||||
})
|
||||
var _save_err := Save.save_shift_state({
|
||||
"version": 1,
|
||||
"scenario_id": active_scenario_id,
|
||||
"guard_position": _vec3_array(guard.global_position) if guard else [0.0, 0.0, 0.0],
|
||||
"guard_yaw": guard.rotation.y if guard else 0.0,
|
||||
"head_pitch": guard.head.rotation.x if guard else 0.0,
|
||||
"door_locked": door.locked,
|
||||
"flashlight_on": flashlight_on,
|
||||
"body_camera_on": body_camera_on,
|
||||
"npc_counter": npc_counter,
|
||||
"coordinator": coordinator.snapshot(),
|
||||
"npcs": npc_rows,
|
||||
})
|
||||
|
||||
func _vec3_array(value: Vector3) -> Array:
|
||||
return [value.x, value.y, value.z]
|
||||
|
||||
func _vec3_from(value: Variant, fallback: Vector3 = Vector3.ZERO) -> Vector3:
|
||||
if value is Vector3:
|
||||
return value
|
||||
if value is Array and (value as Array).size() >= 3:
|
||||
return Vector3(float(value[0]), float(value[1]), float(value[2]))
|
||||
return fallback
|
||||
|
||||
func _resume_shift(state: Dictionary) -> void:
|
||||
if state.is_empty() or not state.has("scenario_id"):
|
||||
return
|
||||
_resume_pending = state
|
||||
_resuming = true
|
||||
_on_venue_selected(str(state["scenario_id"]))
|
||||
|
||||
func _restore_shift_state(state: Dictionary) -> void:
|
||||
if coordinator == null or not state.has("coordinator"):
|
||||
return
|
||||
coordinator.restore(state.get("coordinator", {}))
|
||||
coordinator.running = true
|
||||
npc_counter = int(state.get("npc_counter", 0))
|
||||
npcs.clear()
|
||||
for row in state.get("npcs", []):
|
||||
if not (row is Dictionary):
|
||||
continue
|
||||
var data: Dictionary = row
|
||||
var profile: NpcProfile = selected_scenario.profile_for(int(data.get("npc_type", Rules.NpcType.TOURIST)))
|
||||
if profile == null:
|
||||
profile = NpcProfile.new()
|
||||
profile.id = str(data.get("profile_id", "guest"))
|
||||
profile.display_name = str(data.get("profile_id", "Guest")).replace("_", " ").capitalize()
|
||||
profile.npc_type = int(data.get("npc_type", Rules.NpcType.TOURIST))
|
||||
_spawn_npc(profile, str(data.get("intent", "roam")), str(data.get("npc_id", "resumed")),
|
||||
{"kind": "scripted"})
|
||||
if npcs.is_empty():
|
||||
continue
|
||||
var avatar: Node3D = npcs[npcs.size() - 1]
|
||||
avatar.global_position = _vec3_from(data.get("position"), avatar.global_position)
|
||||
avatar.target_position = _vec3_from(data.get("target"), avatar.target_position)
|
||||
var controller: Object = avatar.get_npc_controller()
|
||||
if controller:
|
||||
controller.leave_requested = bool(data.get("leave_requested", false))
|
||||
controller.player_recognized = bool(data.get("player_recognized", false))
|
||||
controller.access_override = (data.get("access_override", {}) as Dictionary).duplicate(true)
|
||||
controller.profile.carried_items = []
|
||||
for item in data.get("carried_items", []):
|
||||
controller.profile.carried_items.append(str(item))
|
||||
avatar.ephemeral = bool(data.get("ephemeral", false))
|
||||
avatar.lifetime_s = float(data.get("lifetime_s", 60.0))
|
||||
# Restore presentation state after the world/NPC reset.
|
||||
if guard:
|
||||
guard.global_position = _vec3_from(state.get("guard_position"), guard.global_position)
|
||||
guard.rotation.y = float(state.get("guard_yaw", guard.rotation.y))
|
||||
guard.head.rotation.x = float(state.get("head_pitch", 0.0))
|
||||
door.set_locked(bool(state.get("door_locked", false)))
|
||||
if world_builder:
|
||||
world_builder.set_door_locked(door.locked)
|
||||
flashlight_on = bool(state.get("flashlight_on", false))
|
||||
body_camera_on = bool(state.get("body_camera_on", false))
|
||||
if hud:
|
||||
hud.set_door(door.locked)
|
||||
hud.set_flashlight(flashlight_on)
|
||||
hud.set_body_camera(body_camera_on)
|
||||
if guard:
|
||||
var lamp := guard.get_node_or_null("Head/Flashlight") as SpotLight3D
|
||||
if lamp:
|
||||
lamp.visible = flashlight_on
|
||||
_last_phase = -1
|
||||
_apply_phase_lighting()
|
||||
_refresh_freeze()
|
||||
|
||||
## "Run another shift" on the review screen returns to the venue menu.
|
||||
func _on_review_restart() -> void:
|
||||
_show_start_menu()
|
||||
|
||||
## Campaign "continue" starts the next venue; completing the last venue returns
|
||||
## to the free-play menu.
|
||||
func _on_review_continue() -> void:
|
||||
if shift_review_panel:
|
||||
shift_review_panel.visible = false
|
||||
var next_id := campaign.next_venue() if campaign else ""
|
||||
if next_id == "":
|
||||
_show_start_menu()
|
||||
return
|
||||
_on_venue_selected(next_id)
|
||||
|
||||
func _on_campaign_continue() -> void:
|
||||
var saved := Save.load_shift_state() if Save else {}
|
||||
if not saved.is_empty() and saved.has("scenario_id"):
|
||||
_resume_shift(saved)
|
||||
return
|
||||
if campaign == null:
|
||||
return
|
||||
var next_id := campaign.next_venue()
|
||||
if next_id == "":
|
||||
_show_start_menu()
|
||||
else:
|
||||
_on_venue_selected(next_id)
|
||||
|
||||
func _add_crosshair() -> void:
|
||||
var layer := CanvasLayer.new()
|
||||
layer.layer = 9
|
||||
@@ -558,7 +754,7 @@ func _apply_phase_lighting() -> void:
|
||||
## captures and smokes pass --script and are explicitly exempt. A tutorial smoke
|
||||
## can opt back in with a user `--tutorial` argument.
|
||||
func _maybe_start_tutorial() -> void:
|
||||
if tutorial_active or active_scenario_id != "hollywood_building":
|
||||
if tutorial_active or _resuming or active_scenario_id != "hollywood_building":
|
||||
return
|
||||
if bool(player_settings.get("tutorial_completed", false)) \
|
||||
or bool(player_settings.get("tutorial_skipped", false)):
|
||||
@@ -839,7 +1035,14 @@ func _on_shift_ended(review: Dictionary) -> void:
|
||||
# Persist the finished shift locally (Save autoload, user:// JSON).
|
||||
if Save:
|
||||
Save.save_shift_result(review)
|
||||
shift_review_panel.show_review(review, selected_scenario, Save.load_shift_results() if Save else [])
|
||||
Save.clear_shift_state()
|
||||
if campaign:
|
||||
campaign.record_shift(active_scenario_id, review)
|
||||
if Save:
|
||||
Save.save_campaign(campaign.summary())
|
||||
shift_review_panel.show_review(review, selected_scenario,
|
||||
Save.load_shift_results() if Save else [],
|
||||
campaign.summary() if campaign else {})
|
||||
_tutorial_advance("review_opened")
|
||||
_refresh_freeze()
|
||||
|
||||
@@ -1323,7 +1526,8 @@ func _apply_interaction(level: int, action_name: String) -> void:
|
||||
if controller == null or coordinator == null:
|
||||
return
|
||||
_ensure_incident(controller)
|
||||
var outcome: Dictionary = controller.apply_player_action(level)
|
||||
var outcome: Dictionary = controller.apply_player_action(
|
||||
level, float(_difficulty()["compliance"]))
|
||||
var npc_id: String = controller.npc_id
|
||||
coordinator.recorder.add_event(npc_id, {
|
||||
"type": "player_action",
|
||||
@@ -1348,6 +1552,15 @@ func _apply_interaction(level: int, action_name: String) -> void:
|
||||
hud.set_escalation(level)
|
||||
if audio:
|
||||
audio.play_escalation(level)
|
||||
var context := ""
|
||||
if outcome.get("reaction", -1) in [Rules.Reaction.COMPLY, Rules.Reaction.LEAVE]:
|
||||
context = "deescalation"
|
||||
elif outcome.get("reaction", -1) in [Rules.Reaction.ARGUE, Rules.Reaction.RECORD]:
|
||||
context = "refusal"
|
||||
if context != "":
|
||||
var line: String = controller.context_line(context)
|
||||
if line != "":
|
||||
hud.log("\"%s\"" % line)
|
||||
_react_to_outcome(controller, outcome)
|
||||
|
||||
## Level 1 eye contact: a distinct, quieter cue than raise-hand (PLAN.md). It
|
||||
@@ -1368,6 +1581,9 @@ func _recognize_target() -> void:
|
||||
return
|
||||
_ensure_incident(controller)
|
||||
controller.player_recognized = true
|
||||
var recognition_line: String = controller.context_line("recognition")
|
||||
if recognition_line != "":
|
||||
hud.log("\"%s\"" % recognition_line)
|
||||
coordinator.recorder.add_access_evidence(controller.npc_id, {
|
||||
"kind": "recognition",
|
||||
"source": "guard_decision",
|
||||
@@ -1486,6 +1702,7 @@ func _on_radio_submitted(report: Dictionary, emergency: bool) -> void:
|
||||
return
|
||||
_tutorial_advance("radio_submitted")
|
||||
var hits: int = coordinator.radio.credibility_hits(report, current_npc_truth)
|
||||
hits = int(ceil(float(hits) * float(_difficulty()["report"])))
|
||||
if hits > 0:
|
||||
coordinator.reputation.apply("false_report", -4.0 * hits, "inaccurate radio report")
|
||||
hud.log(Strings.fmt("radio.inaccurate", [4 * hits]))
|
||||
@@ -1757,7 +1974,12 @@ func _physics_process(delta: float) -> void:
|
||||
if coordinator.current_phase != _last_phase:
|
||||
_last_phase = coordinator.current_phase
|
||||
_apply_phase_lighting()
|
||||
if hud and not tutorial_active:
|
||||
hud.log("Objective: %s — keep the entrance clear and verify access." % str(
|
||||
Rules.PHASE_NAMES.get(coordinator.current_phase, "Early")))
|
||||
hud.set_shift_state(coordinator, selected_scenario)
|
||||
var preview := coordinator.scheduler.preview(coordinator.elapsed_s, coordinator.current_phase)
|
||||
hud.refresh_debug(coordinator, npcs, preview)
|
||||
_perception_pass()
|
||||
|
||||
## Perception pass: NPCs notice the guard's proximity (PLAN.md: Level 0
|
||||
|
||||
@@ -0,0 +1,109 @@
|
||||
class_name HelpOverlay
|
||||
extends CanvasLayer
|
||||
## New-player help: controls, interaction flow and the current venue policy.
|
||||
|
||||
const Strings := preload("res://src/core/strings.gd")
|
||||
const InputBindings := preload("res://src/core/input_bindings.gd")
|
||||
|
||||
signal closed()
|
||||
|
||||
var _root: Control = null
|
||||
var _search: LineEdit = null
|
||||
var _body: Label = null
|
||||
var _policy: String = ""
|
||||
var _lines: Array[String] = []
|
||||
|
||||
const CONTROL_LINES := [
|
||||
"Movement: W/A/S/D · mouse look · Shift precision walk",
|
||||
"Focus: crosshair cone · Tab / mouse wheel cycles nearby people",
|
||||
"Action wheel: Space or left click · A/D or arrows step · Space confirms",
|
||||
"Inspect access: E · Wand: C · Polite direction: Q",
|
||||
"Warning: 4 · Blocking: 5 · Security radio: 6",
|
||||
"Emergency radio: R, hold the on-screen button to confirm",
|
||||
"Body camera: B · Flashlight: G · Door lock: L",
|
||||
"Pause: Esc · Debug overlay: F",
|
||||
]
|
||||
|
||||
func _init() -> void:
|
||||
layer = 23
|
||||
_build()
|
||||
hide()
|
||||
|
||||
func _build() -> void:
|
||||
_root = Control.new()
|
||||
_root.name = "HelpRoot"
|
||||
_root.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
_root.mouse_filter = Control.MOUSE_FILTER_STOP
|
||||
add_child(_root)
|
||||
var dim := ColorRect.new()
|
||||
dim.color = Color(0.02, 0.03, 0.05, 0.86)
|
||||
dim.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
dim.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
_root.add_child(dim)
|
||||
|
||||
var center := CenterContainer.new()
|
||||
center.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
_root.add_child(center)
|
||||
var column := VBoxContainer.new()
|
||||
column.custom_minimum_size = Vector2(620, 0)
|
||||
column.add_theme_constant_override("separation", 10)
|
||||
center.add_child(column)
|
||||
|
||||
var title := Label.new()
|
||||
title.text = "Help"
|
||||
title.add_theme_font_size_override("font_size", 30)
|
||||
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||
column.add_child(title)
|
||||
|
||||
_search = LineEdit.new()
|
||||
_search.placeholder_text = "Filter controls…"
|
||||
_search.text_changed.connect(_refresh)
|
||||
column.add_child(_search)
|
||||
|
||||
_body = Label.new()
|
||||
_body.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
|
||||
_body.custom_minimum_size = Vector2(600, 330)
|
||||
_body.vertical_alignment = VERTICAL_ALIGNMENT_TOP
|
||||
column.add_child(_body)
|
||||
|
||||
var close := Button.new()
|
||||
close.text = "Close"
|
||||
close.pressed.connect(func(): close_panel())
|
||||
close.size_flags_horizontal = Control.SIZE_SHRINK_CENTER
|
||||
column.add_child(close)
|
||||
|
||||
func open(policy: String = "") -> void:
|
||||
_policy = policy
|
||||
visible = true
|
||||
_root.visible = true
|
||||
_search.text = ""
|
||||
_refresh("")
|
||||
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
|
||||
|
||||
func close_panel() -> void:
|
||||
visible = false
|
||||
_root.visible = false
|
||||
closed.emit()
|
||||
|
||||
func _refresh(filter: String) -> void:
|
||||
_lines = []
|
||||
var needle := filter.strip_edges().to_lower()
|
||||
var dynamic := []
|
||||
for action in InputBindings.REMAPPABLE:
|
||||
var label := InputBindings.label_for(InputBindings.current_descriptor(action))
|
||||
dynamic.append("%s: %s" % [str(action).replace("_", " ").capitalize(), label])
|
||||
for line in (CONTROL_LINES + dynamic):
|
||||
if needle == "" or line.to_lower().contains(needle):
|
||||
_lines.append(line)
|
||||
var text := "\n".join(_lines)
|
||||
if _policy != "":
|
||||
text += "\n\nVenue policy: " + _policy
|
||||
_body.text = text
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if not visible:
|
||||
return
|
||||
if event is InputEventKey and event.pressed and not event.echo \
|
||||
and event.keycode == KEY_ESCAPE:
|
||||
close_panel()
|
||||
get_viewport().set_input_as_handled()
|
||||
+3
-1
@@ -549,7 +549,7 @@ func toggle_debug() -> void:
|
||||
_debug_enabled = not _debug_enabled
|
||||
debug_label.visible = _debug_enabled
|
||||
|
||||
func refresh_debug(coordinator: Object, npcs: Array) -> void:
|
||||
func refresh_debug(coordinator: Object, npcs: Array, preview: Array = []) -> void:
|
||||
if not _debug_enabled:
|
||||
return
|
||||
var lines: Array[String] = ["--- DEBUG ---", "shift %.1fs / %.1fs rating %.1f" % [
|
||||
@@ -563,6 +563,8 @@ func refresh_debug(coordinator: Object, npcs: Array) -> void:
|
||||
Rules.NPC_TYPE_NAMES.get(profile.npc_type if profile else -1, "?"),
|
||||
npc.name, c.intent, c.fsm.current_state, c.highest_escalation_received,
|
||||
])
|
||||
if not preview.is_empty():
|
||||
lines.append(" next eligible: " + ", ".join(preview))
|
||||
debug_label.text = "\n".join(lines)
|
||||
|
||||
func show_inspection(controller: Object, artifacts: Array, result: Dictionary) -> void:
|
||||
|
||||
@@ -11,6 +11,7 @@ const UiArt := preload("res://src/game/ui/art.gd")
|
||||
|
||||
signal applied(settings: Dictionary)
|
||||
signal replay_tutorial_requested()
|
||||
signal reset_campaign_requested()
|
||||
signal closed()
|
||||
|
||||
var _root: Control = null
|
||||
@@ -20,6 +21,7 @@ var _sensitivity_value: Label = null
|
||||
var _font_scale_value: Label = null
|
||||
var _invert_y: CheckButton = null
|
||||
var _head_bob: CheckButton = null
|
||||
var _difficulty: OptionButton = null
|
||||
var _bind_buttons := {}
|
||||
var _listening_action := ""
|
||||
var settings: Dictionary = {}
|
||||
@@ -87,6 +89,18 @@ func _build() -> void:
|
||||
_head_bob.toggled.connect(_on_head_bob_toggled)
|
||||
column.add_child(_head_bob)
|
||||
|
||||
var diff_row := HBoxContainer.new()
|
||||
column.add_child(diff_row)
|
||||
var diff_label := Label.new()
|
||||
diff_label.text = "Difficulty / pacing"
|
||||
diff_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
diff_row.add_child(diff_label)
|
||||
_difficulty = OptionButton.new()
|
||||
for item in ["easy", "normal", "hard"]:
|
||||
_difficulty.add_item(item.capitalize())
|
||||
_difficulty.item_selected.connect(_on_difficulty_selected)
|
||||
diff_row.add_child(_difficulty)
|
||||
|
||||
var replay_row := HBoxContainer.new()
|
||||
replay_row.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
column.add_child(replay_row)
|
||||
@@ -95,6 +109,11 @@ func _build() -> void:
|
||||
replay.text = "Replay tutorial"
|
||||
replay.pressed.connect(func(): replay_tutorial_requested.emit())
|
||||
replay_row.add_child(replay)
|
||||
var reset_campaign := Button.new()
|
||||
reset_campaign.name = "ResetCampaignButton"
|
||||
reset_campaign.text = "Reset campaign"
|
||||
reset_campaign.pressed.connect(_confirm_reset_campaign)
|
||||
replay_row.add_child(reset_campaign)
|
||||
|
||||
var controls_title := Label.new()
|
||||
controls_title.text = "Controls (click a binding, then press a key or pad button)"
|
||||
@@ -167,6 +186,9 @@ func open(current: Dictionary) -> void:
|
||||
_invert_y.set_pressed_no_signal(bool(settings.get("invert_y", false)))
|
||||
if _head_bob:
|
||||
_head_bob.set_pressed_no_signal(bool(settings.get("head_bob", true)))
|
||||
if _difficulty:
|
||||
var difficulty := str(settings.get("ai_difficulty", "normal"))
|
||||
_difficulty.select(["easy", "normal", "hard"].find(difficulty))
|
||||
_listening_action = ""
|
||||
_refresh_bind_buttons()
|
||||
_sync_labels()
|
||||
@@ -198,6 +220,18 @@ func _on_invert_y_toggled(pressed: bool) -> void:
|
||||
func _on_head_bob_toggled(pressed: bool) -> void:
|
||||
settings["head_bob"] = pressed
|
||||
|
||||
func _on_difficulty_selected(index: int) -> void:
|
||||
settings["ai_difficulty"] = ["easy", "normal", "hard"][clampi(index, 0, 2)]
|
||||
|
||||
func _confirm_reset_campaign() -> void:
|
||||
var dialog := ConfirmationDialog.new()
|
||||
dialog.title = "Reset campaign"
|
||||
dialog.dialog_text = "Clear campaign progress and start again from the Hollywood shift?"
|
||||
dialog.confirmed.connect(func(): reset_campaign_requested.emit())
|
||||
add_child(dialog)
|
||||
dialog.popup_centered()
|
||||
dialog.confirmed.connect(dialog.queue_free)
|
||||
|
||||
func _refresh_bind_buttons() -> void:
|
||||
var remaps: Dictionary = settings.get("input_bindings", {})
|
||||
for action in _bind_buttons.keys():
|
||||
|
||||
@@ -6,12 +6,15 @@ const Strings := preload("res://src/core/strings.gd")
|
||||
const UiArt := preload("res://src/game/ui/art.gd")
|
||||
|
||||
signal restart_requested()
|
||||
signal continue_requested()
|
||||
signal timeline_requested(review: Dictionary)
|
||||
|
||||
## Kept so the timeline button can hand the full review back to the game manager.
|
||||
var _review: Dictionary = {}
|
||||
|
||||
var report_label: Label
|
||||
var _campaign_label: Label = null
|
||||
var _continue_button: Button = null
|
||||
|
||||
func _init() -> void:
|
||||
name = "ShiftReview"
|
||||
@@ -46,6 +49,17 @@ func _init() -> void:
|
||||
report_label.custom_minimum_size = Vector2(720, 0)
|
||||
center.add_child(report_label)
|
||||
|
||||
_campaign_label = Label.new()
|
||||
_campaign_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||
_campaign_label.add_theme_color_override("font_color", Color(0.62, 0.8, 0.95))
|
||||
center.add_child(_campaign_label)
|
||||
|
||||
_continue_button = Button.new()
|
||||
_continue_button.text = "Continue campaign"
|
||||
_continue_button.pressed.connect(func(): continue_requested.emit())
|
||||
_continue_button.size_flags_horizontal = Control.SIZE_SHRINK_CENTER
|
||||
center.add_child(_continue_button)
|
||||
|
||||
var timeline := Button.new()
|
||||
timeline.name = "TimelineButton"
|
||||
timeline.text = Strings.lookup("review.timeline_button")
|
||||
@@ -64,6 +78,7 @@ func _init() -> void:
|
||||
quit_btn.pressed.connect(func(): get_tree().quit())
|
||||
quit_btn.size_flags_horizontal = Control.SIZE_SHRINK_CENTER
|
||||
_style_review_button(timeline)
|
||||
_style_review_button(_continue_button)
|
||||
_style_review_button(restart)
|
||||
_style_review_button(quit_btn)
|
||||
center.add_child(quit_btn)
|
||||
@@ -84,7 +99,8 @@ func _style_review_button(button: Button) -> void:
|
||||
button.add_theme_stylebox_override("focus", hover)
|
||||
button.add_theme_stylebox_override("pressed", hover)
|
||||
|
||||
func show_review(review: Dictionary, scenario: Resource, history: Array = []) -> void:
|
||||
func show_review(review: Dictionary, scenario: Resource, history: Array = [],
|
||||
campaign_summary: Dictionary = {}) -> void:
|
||||
_review = review
|
||||
var reputation: Dictionary = review.get("reputation", {})
|
||||
var incidents: Dictionary = review.get("incidents", {})
|
||||
@@ -115,6 +131,7 @@ func show_review(review: Dictionary, scenario: Resource, history: Array = []) ->
|
||||
|
||||
var lines: Array[String] = [
|
||||
"Venue: %s" % (scenario.display_name if scenario else review.get("scenario_id", "")),
|
||||
"Policy: %s" % (scenario.policy_summary if scenario else "See venue policy."),
|
||||
"Grade: %s Score: %.0f/100" % [reputation.get("grade", "?"), reputation.get("rating", 0.0)],
|
||||
history_line,
|
||||
"Incidents handled: %d (peaceful %d)" % [incident_list.size(), peaceful],
|
||||
@@ -135,4 +152,17 @@ func show_review(review: Dictionary, scenario: Resource, history: Array = []) ->
|
||||
if shown >= 12:
|
||||
break
|
||||
report_label.text = "\n".join(lines)
|
||||
var next_venue := str(campaign_summary.get("next_venue", ""))
|
||||
var campaign_complete := bool(campaign_summary.get("complete", false))
|
||||
if _campaign_label:
|
||||
if campaign_complete:
|
||||
_campaign_label.text = "Campaign complete. Free-play venues remain available."
|
||||
elif next_venue != "":
|
||||
_campaign_label.text = "Campaign shift %d complete · next: %s" % [
|
||||
int(campaign_summary.get("shift_number", 1)) - 1,
|
||||
next_venue.replace("_", " ").capitalize()]
|
||||
else:
|
||||
_campaign_label.text = ""
|
||||
if _continue_button:
|
||||
_continue_button.visible = not campaign_complete and next_venue != ""
|
||||
visible = true
|
||||
@@ -5,6 +5,8 @@ extends CanvasLayer
|
||||
## (the `V` bind stays as a debug shortcut).
|
||||
|
||||
signal venue_selected(scenario_id: String)
|
||||
signal continue_requested()
|
||||
signal help_requested()
|
||||
signal settings_requested()
|
||||
signal quit_requested()
|
||||
|
||||
@@ -19,6 +21,9 @@ const VENUES := [
|
||||
var _index := 0
|
||||
var _buttons: Array[Button] = []
|
||||
var _root: Control = null
|
||||
var _status: Label = null
|
||||
var _continue_button: Button = null
|
||||
var _campaign: Dictionary = {}
|
||||
|
||||
func _ready() -> void:
|
||||
layer = 20
|
||||
@@ -88,6 +93,20 @@ func _build() -> void:
|
||||
subtitle.add_theme_color_override("font_color", Color(0.72, 0.75, 0.82))
|
||||
column.add_child(subtitle)
|
||||
|
||||
_status = Label.new()
|
||||
_status.name = "CampaignStatus"
|
||||
_status.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||
_status.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
|
||||
_status.add_theme_color_override("font_color", Color(0.62, 0.78, 0.9))
|
||||
column.add_child(_status)
|
||||
|
||||
_continue_button = Button.new()
|
||||
_continue_button.name = "ContinueButton"
|
||||
_continue_button.custom_minimum_size = Vector2(460, 52)
|
||||
_continue_button.pressed.connect(_on_continue_pressed)
|
||||
_style_venue_button(_continue_button)
|
||||
column.add_child(_continue_button)
|
||||
|
||||
for i in VENUES.size():
|
||||
var venue: Dictionary = VENUES[i]
|
||||
var button := Button.new()
|
||||
@@ -109,6 +128,12 @@ func _build() -> void:
|
||||
row.add_theme_constant_override("separation", 12)
|
||||
column.add_child(row)
|
||||
|
||||
var help_button := Button.new()
|
||||
help_button.name = "HelpButton"
|
||||
help_button.text = "Help"
|
||||
help_button.pressed.connect(func(): help_requested.emit())
|
||||
row.add_child(help_button)
|
||||
|
||||
var settings_button := Button.new()
|
||||
settings_button.name = "SettingsButton"
|
||||
settings_button.text = "Settings"
|
||||
@@ -164,12 +189,35 @@ func _focus_index(i: int) -> void:
|
||||
_index = clampi(i, 0, _buttons.size() - 1)
|
||||
_buttons[_index].grab_focus()
|
||||
|
||||
func open() -> void:
|
||||
func open(campaign: Dictionary = {}) -> void:
|
||||
_campaign = campaign.duplicate(true)
|
||||
visible = true
|
||||
_root.visible = true
|
||||
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
|
||||
var next_id := str(_campaign.get("next_venue", ""))
|
||||
var complete := bool(_campaign.get("complete", false))
|
||||
if _status:
|
||||
if complete:
|
||||
_status.text = "Campaign complete — pick any venue for a free shift."
|
||||
elif next_id != "":
|
||||
_status.text = "Campaign shift %d · next: %s" % [
|
||||
int(_campaign.get("shift_number", 1)), _venue_label(next_id)]
|
||||
if _continue_button:
|
||||
var next_label := _venue_label(next_id)
|
||||
_continue_button.text = "Continue shift — %s" % next_label if next_id != "" else "Campaign complete"
|
||||
_continue_button.visible = not complete
|
||||
_focus_index(_index)
|
||||
|
||||
func _venue_label(id: String) -> String:
|
||||
for venue in VENUES:
|
||||
if str(venue["id"]) == id:
|
||||
return str(venue["label"])
|
||||
return id.replace("_", " ").capitalize()
|
||||
|
||||
func _on_continue_pressed() -> void:
|
||||
close()
|
||||
continue_requested.emit()
|
||||
|
||||
func close() -> void:
|
||||
visible = false
|
||||
_root.visible = false
|
||||
|
||||
@@ -0,0 +1,70 @@
|
||||
extends SceneTree
|
||||
## Campaign shell + checkpoint smoke. Use an isolated user-data dir:
|
||||
## XDG_DATA_HOME=/tmp/gigline-campaign godot --path . --fixed-fps 60 \
|
||||
## --script res://src/test/smoke_campaign.gd
|
||||
|
||||
var gm: Node = null
|
||||
var frames := 0
|
||||
var step := 0
|
||||
var failures: Array[String] = []
|
||||
|
||||
func _initialize() -> void:
|
||||
root.size = Vector2i(960, 540)
|
||||
root.add_child(load("res://scenes/main.tscn").instantiate())
|
||||
|
||||
func _process(_delta: float) -> bool:
|
||||
frames += 1
|
||||
if gm == null:
|
||||
gm = root.find_child("GameManager", true, false)
|
||||
return false
|
||||
match step:
|
||||
0:
|
||||
if frames < 5: return false
|
||||
gm.call("_on_venue_selected", "hollywood_building")
|
||||
gm.coordinator.elapsed_s = 123.0
|
||||
gm.call("_save_shift_checkpoint")
|
||||
gm.call("_show_start_menu")
|
||||
_check(gm.start_menu.visible, "campaign menu opens")
|
||||
_check(gm.start_menu.find_child("ContinueButton", true, false) != null,
|
||||
"continue button exists")
|
||||
step = 1
|
||||
frames = 0
|
||||
1:
|
||||
if frames < 4: return false
|
||||
gm.call("_on_campaign_continue")
|
||||
step = 2
|
||||
frames = 0
|
||||
2:
|
||||
if frames < 20: return false
|
||||
_check(gm.active_scenario_id == "hollywood_building", "resume keeps the venue")
|
||||
_check(gm.coordinator.elapsed_s >= 123.0, "resume keeps elapsed time")
|
||||
gm.call("_on_shift_ended", gm.coordinator.build_review())
|
||||
_check(gm.campaign.shift_number == 2, "campaign advances after a shift")
|
||||
_check(gm.campaign.next_venue() == "joke_shop", "next venue is the Joke Shop")
|
||||
gm.call("_on_review_continue")
|
||||
step = 3
|
||||
frames = 0
|
||||
3:
|
||||
if frames < 20: return false
|
||||
_check(gm.active_scenario_id == "joke_shop", "review continue starts the next venue")
|
||||
gm.call("_open_help")
|
||||
_check(gm.help_overlay.visible, "help overlay opens")
|
||||
gm.help_overlay.close_panel()
|
||||
_finish()
|
||||
return false
|
||||
|
||||
func _check(condition: bool, message: String) -> void:
|
||||
if condition: print("ok: " + message)
|
||||
else: _fail(message)
|
||||
|
||||
func _fail(message: String) -> void:
|
||||
failures.append(message)
|
||||
_finish()
|
||||
|
||||
func _finish() -> void:
|
||||
if failures.is_empty():
|
||||
print("SMOKE OK: campaign, checkpoint resume, review continue, help")
|
||||
quit(0)
|
||||
else:
|
||||
for message in failures: printerr("SMOKE FAIL: " + message)
|
||||
quit(1)
|
||||
@@ -0,0 +1,32 @@
|
||||
extends RefCounted
|
||||
## Campaign progression and serialization tests.
|
||||
|
||||
const Campaign := preload("res://src/core/campaign.gd")
|
||||
|
||||
func test_campaign_advances_in_order_and_completes() -> bool:
|
||||
var campaign := Campaign.new()
|
||||
campaign.setup()
|
||||
var a := TestUtils.check_eq(campaign.next_venue(), "hollywood_building", "starts at Hollywood")
|
||||
var b := TestUtils.check(campaign.record_shift("hollywood_building", {"reputation": {"grade": "B"}}),
|
||||
"records the first shift")
|
||||
var c := TestUtils.check_eq(campaign.next_venue(), "joke_shop", "advances to the Joke Shop")
|
||||
campaign.record_shift("joke_shop", {"reputation": {"grade": "A"}})
|
||||
campaign.record_shift("tv_studio", {"reputation": {"grade": "A"}})
|
||||
var d := TestUtils.check(campaign.complete and campaign.next_venue() == "", "completes after three venues")
|
||||
var e := TestUtils.check_eq(campaign.last_grade, "A", "stores the last grade")
|
||||
return a and b and c and d and e
|
||||
|
||||
func test_campaign_round_trips_and_resets() -> bool:
|
||||
var campaign := Campaign.new()
|
||||
campaign.setup({"index": 1, "shift_number": 2, "difficulty": "hard",
|
||||
"completed": ["hollywood_building"], "last_grade": "C"})
|
||||
var data := campaign.summary()
|
||||
var restored := Campaign.new()
|
||||
restored.setup(data)
|
||||
var a := TestUtils.check_eq(restored.next_venue(), "joke_shop", "restores the next venue")
|
||||
var b := TestUtils.check_eq(restored.difficulty, "hard", "restores difficulty")
|
||||
var c := TestUtils.check_eq(restored.completed, ["hollywood_building"], "restores completion")
|
||||
restored.reset()
|
||||
var d := TestUtils.check(not restored.complete and restored.next_venue() == "hollywood_building",
|
||||
"reset returns to the first venue")
|
||||
return a and b and c and d
|
||||
@@ -0,0 +1,27 @@
|
||||
extends RefCounted
|
||||
## Context-line selection is deterministic and falls back safely.
|
||||
|
||||
const NpcProfile := preload("res://src/core/npc_profile.gd")
|
||||
const NpcController := preload("res://src/core/npc_controller.gd")
|
||||
const ScenarioFactory := preload("res://src/content/scenario_factory.gd")
|
||||
|
||||
func test_context_lines_are_deterministic_and_fallback() -> bool:
|
||||
var profile := ScenarioFactory.hollywood_building().profile_for(0)
|
||||
var rng_a := RandomNumberGenerator.new(); rng_a.seed = 7
|
||||
var rng_b := RandomNumberGenerator.new(); rng_b.seed = 7
|
||||
var a := profile.line_for("refusal", rng_a)
|
||||
var b := profile.line_for("refusal", rng_b)
|
||||
var c := profile.line_for("reason", rng_a)
|
||||
var d := TestUtils.check(a != "" and a == b, "context lines are deterministic")
|
||||
var e := TestUtils.check(c != "", "reason falls back to dialogue_lines")
|
||||
var f := TestUtils.check(profile.line_for("missing", rng_a) == "",
|
||||
"unknown context with no fallback is empty")
|
||||
return d and e and f
|
||||
|
||||
func test_request_reason_uses_reason_context() -> bool:
|
||||
var profile := ScenarioFactory.hollywood_building().profile_for(0)
|
||||
var controller := NpcController.new()
|
||||
controller.setup("dialogue_test", profile, "enter", 3)
|
||||
var reply := controller.request_reason()
|
||||
return TestUtils.check(reply == controller.last_reason_reply and reply != "",
|
||||
"request_reason stores the authored reply")
|
||||
@@ -0,0 +1,59 @@
|
||||
extends RefCounted
|
||||
## Content-matrix validation for all authored venues.
|
||||
|
||||
const ScenarioFactory := preload("res://src/content/scenario_factory.gd")
|
||||
const ScenarioValidator := preload("res://src/core/scenario_validator.gd")
|
||||
const EventScheduler := preload("res://src/core/event_scheduler.gd")
|
||||
|
||||
func test_all_authored_venues_validate() -> bool:
|
||||
var problems: Array[String] = []
|
||||
for scenario in [ScenarioFactory.hollywood_building(), ScenarioFactory.joke_shop(),
|
||||
ScenarioFactory.tv_studio()]:
|
||||
for problem in ScenarioValidator.validate(scenario):
|
||||
problems.append("%s: %s" % [scenario.id, problem])
|
||||
return TestUtils.check(problems.is_empty(),
|
||||
"venue content matrices validate (%s)" % str(problems))
|
||||
|
||||
func test_validator_rejects_duplicate_and_missing_profile() -> bool:
|
||||
var scenario := ScenarioFactory.hollywood_building()
|
||||
scenario.event_pool.append({
|
||||
"id": "tourist_photo", "phase": 0, "kind": "routine",
|
||||
"npc_type": 999, "intent": "photo",
|
||||
})
|
||||
var problems := ScenarioValidator.validate(scenario)
|
||||
var a := TestUtils.check(problems.any(func(p): return str(p).contains("duplicate")),
|
||||
"duplicate ids are rejected")
|
||||
var b := TestUtils.check(problems.any(func(p): return str(p).contains("missing profile")),
|
||||
"missing profiles are rejected")
|
||||
return a and b
|
||||
|
||||
func test_scripted_events_do_not_repeat_immediately() -> bool:
|
||||
var scenario := ScenarioFactory.hollywood_building()
|
||||
scenario.event_pool = [{
|
||||
"id": "matrix_probe", "phase": 0, "kind": "scripted",
|
||||
"npc_type": 0, "intent": "enter", "time_range_s": Vector2(0, 900),
|
||||
"probability": 1.0, "base_weight": 1.0,
|
||||
}]
|
||||
var scheduler := EventScheduler.new()
|
||||
scheduler.setup(scenario, 7)
|
||||
var first := scheduler.pull_due(10.0, 0)
|
||||
var second := scheduler.pull_due(11.0, 0)
|
||||
var a := TestUtils.check(first.size() == 1, "first scripted event is eligible")
|
||||
var b := TestUtils.check(second.is_empty(), "same scripted event is suppressed next pull")
|
||||
return a and b
|
||||
|
||||
func test_spawn_multiplier_scales_routine_traffic() -> bool:
|
||||
var scenario := ScenarioFactory.hollywood_building()
|
||||
var scheduler := EventScheduler.new()
|
||||
scheduler.setup(scenario, 3)
|
||||
scheduler.spawn_rate_multiplier = 0.0
|
||||
var quiet := 0
|
||||
for i in 20:
|
||||
quiet += scheduler.fallback_routine_traffic(0).size()
|
||||
var a := TestUtils.check(quiet == 0, "zero difficulty multiplier suppresses routine traffic")
|
||||
scheduler.spawn_rate_multiplier = 1.0
|
||||
var active := 0
|
||||
for i in 20:
|
||||
active += scheduler.fallback_routine_traffic(0).size()
|
||||
var b := TestUtils.check(active > 0, "normal difficulty sends routine traffic")
|
||||
return a and b
|
||||
@@ -0,0 +1,44 @@
|
||||
extends RefCounted
|
||||
## Mid-shift checkpoint data survives a JSON round-trip and restores the
|
||||
## coordinator's systems without replaying completed interactions.
|
||||
|
||||
const ScenarioFactory := preload("res://src/content/scenario_factory.gd")
|
||||
const ShiftCoordinator := preload("res://src/core/shift_coordinator.gd")
|
||||
const IncidentRecorder := preload("res://src/core/incident_recorder.gd")
|
||||
const Rules := preload("res://src/core/rules.gd")
|
||||
|
||||
func test_coordinator_snapshot_round_trip() -> bool:
|
||||
var scenario := ScenarioFactory.hollywood_building()
|
||||
var first := ShiftCoordinator.new()
|
||||
first.setup(scenario, 900.0, 42)
|
||||
first.start()
|
||||
first.elapsed_s = 123.0
|
||||
first.recorder.start_incident("guest", "focus")
|
||||
first.recorder.add_escalation("guest", Rules.Level.FORMAL_WARNING, "warning")
|
||||
first.recorder.close_incident("guest", "peaceful")
|
||||
first.reputation.apply("peaceful", 5.0, "test")
|
||||
first.crowd.mood = 0.4
|
||||
first.radio.battery = 70.0
|
||||
var payload: Dictionary = JSON.parse_string(JSON.stringify(first.snapshot()))
|
||||
var second := ShiftCoordinator.new()
|
||||
second.setup(scenario, 900.0, 42)
|
||||
second.restore(payload)
|
||||
var a := TestUtils.check(is_equal_approx(second.elapsed_s, 123.0), "elapsed time restores")
|
||||
var b := TestUtils.check_eq(second.recorder.to_dict()["open_count"], 0, "incident state restores")
|
||||
var c := TestUtils.check_eq(second.recorder.to_dict()["incidents"].size(), 1,
|
||||
"closed incidents restore")
|
||||
var d := TestUtils.check(is_equal_approx(second.reputation.rating, 75.0), "reputation restores")
|
||||
var e := TestUtils.check(is_equal_approx(second.crowd.mood, 0.4), "crowd mood restores")
|
||||
var f := TestUtils.check(is_equal_approx(second.radio.battery, 70.0), "radio battery restores")
|
||||
return a and b and c and d and e and f
|
||||
|
||||
func test_open_incident_snapshot_restores_evidence() -> bool:
|
||||
var recorder := IncidentRecorder.new()
|
||||
recorder.start_incident("guest", "focus")
|
||||
recorder.add_access_evidence("guest", {"kind": "wristband", "status": "valid"})
|
||||
var restored := IncidentRecorder.new()
|
||||
restored.restore(JSON.parse_string(JSON.stringify(recorder.snapshot())))
|
||||
var a := TestUtils.check(restored.has_open_incident("guest"), "open incident restores")
|
||||
restored.add_event("guest", {"type": "player_action"})
|
||||
var b := TestUtils.check(restored.open_incidents_count() == 1, "restored incident accepts events")
|
||||
return a and b
|
||||
Reference in new issue
Block a user