Add session shell and close world presentation follow-ups
Session shell - Startup venue menu (src/game/ui/start_menu.gd): keyboard + mouse, replaces the live-shift boot and V as the player-facing venue path (V stays a debug bind). - Pause overlay on Esc (src/game/ui/pause_overlay.gd): resume, restart shift, settings, quit to menu. - Settings panel (src/game/ui/settings_panel.gd): mouse look sensitivity and HUD font scale, persisted via Save into user://settings.json and loaded on boot. - Shift review "Run another shift" now returns to the venue menu. - New smoke: src/test/smoke_session_shell.gd (menu -> shift -> pause -> settings -> menu), passes headless and windowed. World and presentation - Skyline backdrop restored with a transparent asset and an alpha-scissor unshaded material; fixes the opaque black slab from the earlier attempt and the unimported texture path. - Steps and landing are a StaticBody3D with per-tread colliders, so the guard and NPCs walk up instead of clipping through. - Marquee Label3D scaled up (72 -> 160) so STEP LINE reads from the sidewalk. - Focus torus and name tag enlarged for 2-3 m readability. - Routine traffic despawns after an idle lifetime (NpcAvatar.ephemeral), so the 16-NPC cap no longer fills with standers; authored events stay for the shift. Docs and tests - PLAN.md test/CI section corrected to the custom headless runner and Gitea Actions. - README controls table, smoke checklist, test count, and status lists refreshed. - TODO/DONE/MEMORY updated; completed sections moved to DONE.md. - Headless suite 77 -> 88 passing (settings round-trip, step colliders, skyline alpha, session-shell UI behavior, traffic lifetime).
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@@ -204,6 +204,9 @@ godot --path . --script res://src/test/take_screenshot.gd
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# Windowed control smoke: focus ring + action wheel, saves PNGs, exits 1 on failure
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godot --path . --script res://src/test/smoke_focus_radial.gd
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# Session-shell smoke: menu → shift → pause → settings → menu (headless or windowed)
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godot --headless --path . --script res://src/test/smoke_session_shell.gd
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```
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The unit test runner is the project's own lightweight harness (no editor plugin required) so CI can run it without the editor.
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@@ -216,7 +219,9 @@ The unit test runner is the project's own lightweight harness (no editor plugin
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| Space / left click | Action wheel for the focused person |
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| A / D or ←/→ | Step through the action wheel (while it is open) |
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| Space / left click | Confirm the highlighted action (while the wheel is open) |
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| Esc / right click | Close the top panel; Esc with nothing open releases / captures the mouse |
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| Esc / right click | Close the top panel; Esc with nothing open pauses the shift (Esc again resumes) |
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| ← / → or ↑ / ↓ | Navigate the venue menu and the pause / settings panels |
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| Enter | Start the highlighted venue from the menu, or confirm in a panel |
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| 1 / 2 / 3 | Quick gestures without the wheel: raise hand, point, head shake (Level 1) |
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| Q | Polite direction (Level 1) |
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| 4 | Formal warning (Level 2) |
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@@ -226,7 +231,7 @@ The unit test runner is the project's own lightweight harness (no editor plugin
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| E | Inspect access artifacts / close inspection |
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| C | Handheld wand screening (wand venues only) |
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| A / D | Allow / deny entry during inspection or wand check |
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| V | Cycle venue: Hollywood Blvd → The Joke Shop → TV Studio (restarts shift) |
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| V | Cycle venue (debug shortcut; restart via V restarts the current shift) |
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| Tab | Cycle target among nearby NPCs (aim-free alternative) |
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| G | Toggle flashlight (widens NPC perception at night) |
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| L | Lock / unlock the restricted door (thwarts forced entry) |
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@@ -253,31 +258,40 @@ Implemented so far:
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- Godot 4.3 project scaffold, input map, procedural world builder
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- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
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- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
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- Headless unit tests: **77 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, navmesh, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone and action wheel)
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- Headless unit tests: **88 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell)
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- Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event
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- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
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- Control pass: focus cone on NPC heads with a billboarded gold ring and name, action wheel (LMB/Space) with de-escalation-first slices, mouse-look freeze while a panel is open, acceleration-based walking, and named input actions (`action_menu`, `confirm`, `cancel`, `inspect`, `wand`)
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- Session shell: venue start menu (keyboard + mouse), Esc pause overlay (resume / restart / settings / quit to menu), settings panel with mouse-look sensitivity and HUD font scale persisted to `user://settings.json`, and "Run another shift" returning to the venue menu
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- World presentation: skyline backdrop rendered with an alpha material, walkable step and landing colliders, larger marquee text, and larger focus ring / name tag
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- Routine traffic despawns after a while at its waypoint so the crowd cap no longer fills with idle standers
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- Visual polish pass (v0.2.0): phase-based lighting (sun/sky/ambient per shift phase), street lamps with night-mode bulbs and omni lights, glowing marquee signage, crosswalk, planters and low-poly street trees, NPC height/brightness variety, denser routine traffic — day and late-night screenshot sets
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- Assets pass: authored textures in `assets/textures/` (brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art) generated by `tools/generate_textures.py`, soft sun shadows, humanoid NPC rigs with archetype props + procedural walk bob and attention head-turn, inspection artifact cards, escalation vignette, mode icons, and a body-camera overlay (REC + shift clock)
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Not yet implemented: body-camera replay timeline, venue selection startup menu, pause/settings shell, eye-contact and request-reason verbs, crowd rubbernecking, emergency aftermath, editor-based GUT integration, and crowd performance profiling/LOD (see `TODO.md`).
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Not yet implemented: body-camera replay timeline, eye-contact and request-reason verbs, crowd rubbernecking, emergency aftermath, editor-based GUT integration, and crowd performance profiling/LOD (see `TODO.md`).
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### Smoke Test Checklist
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1. `godot --path .` starts the game without script errors.
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2. The guard moves and looks around; the building, steps, and sidewalk are visible.
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3. NPCs spawn and approach the entrance during the first minutes.
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4. Looking at an NPC inside the focus cone shows a gold head ring, the person's name, and the HUD target line.
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5. `Space` or left click opens the action wheel; `A`/`D` highlight a slice, `Space` confirms it, `Esc`/right click cancels without a log entry.
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6. `E`/`C` open the inspection/wand panels from the wheel and freeze movement until they close; walking never fires the wand.
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7. Pressing `Q` produces a reaction log entry and reputation feedback.
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8. `E` opens access inspection showing venue-correct artifacts and policy result; `A`/`D` record a decision.
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9. `6` opens the assistance form; submitting shows dispatch feedback.
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10. `R` opens the emergency form; the button must be held ~1.6s or the call cancels.
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11. `G` toggles the flashlight (indicator appears in the HUD); `L` toggles the door lock (indicator turns red when locked).
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12. `F` toggles the debug overlay with NPC states and shift stats.
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13. NPCs route around the building using the navigation mesh (no stuck-at-wall behavior during a smoke run).
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14. When the shift timer reaches 0, the shift review screen shows grade, incident summary, and persisted shift history.
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1. `godot --path .` starts the game on the venue menu without script errors.
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2. Choosing a venue (click or ↑/↓ + Enter) starts that venue's shift and hides the menu.
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3. The guard moves and looks around; the building, steps, and sidewalk are visible.
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4. The guard's camera sits at eye height and the guard stands on the landing, not inside the building.
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5. Walking into the steps carries the guard up onto the landing (steps have colliders).
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6. The skyline backdrop shows silhouettes against the sky, not an opaque black slab.
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7. The `STEP LINE` marquee is readable from the sidewalk.
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8. NPCs spawn and approach the entrance during the first minutes.
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9. Looking at an NPC inside the focus cone shows a gold head ring, the person's name, and the HUD target line.
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10. `Space` or left click opens the action wheel; `A`/`D` highlight a slice, `Space` confirms it, `Esc`/right click cancels without a log entry.
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11. `E`/`C` open the inspection/wand panels from the wheel and freeze movement until they close; walking never fires the wand.
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12. Pressing `Q` produces a reaction log entry and reputation feedback.
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13. `E` opens access inspection showing venue-correct artifacts and policy result; `A`/`D` record a decision.
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14. `6` opens the assistance form; submitting shows dispatch feedback.
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15. `R` opens the emergency form; the button must be held ~1.6s or the call cancels.
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16. `G` toggles the flashlight (indicator appears in the HUD); `L` toggles the door lock (indicator turns red when locked).
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17. `F` toggles the debug overlay with NPC states and shift stats.
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18. `Esc` with nothing open pauses the shift; resume / restart / settings / quit-to-menu all work, and settings changes persist across a restart.
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19. NPCs route around the building using the navigation mesh (no stuck-at-wall behavior during a smoke run).
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20. When the shift timer reaches 0, the shift review screen shows grade, incident summary, and persisted shift history; "Run another shift" returns to the venue menu.
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## Development Workflow
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