Update README, MEMORY, and TODO to reflect current prototype and track remaining PLAN gaps
CI / headless-tests (push) Successful in 2m6s
CI / headless-tests (push) Successful in 2m6s
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@@ -141,7 +141,10 @@ The unit test runner is the project's own lightweight harness (no editor plugin
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| 6 | Security assistance radio (Level 4) |
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| R | Emergency radio, hold on-screen button ~1.6s (Level 5) |
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| E | Inspect access artifacts / close inspection |
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| A / D | Allow / deny entry during inspection |
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| W | Handheld wand screening (wand venues only) |
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| A / D | Allow / deny entry during inspection or wand check |
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| T | Cycle dialogue tone (Professional / Friendly / Firm / Suspicious) |
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| Tab | Cycle target among nearby NPCs (aim-free alternative) |
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| F | Toggle debug overlay |
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## Architecture
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@@ -170,7 +173,7 @@ This section follows the structure of the arc42 architecture documentation templ
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### 2. Constraints
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- The first implementation should be small enough for a playable vertical slice.
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- The engine is Godot 4 with GDScript; the prototype has not yet been implemented.
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- The engine is Godot 4 with GDScript; a playable prototype vertical slice is implemented.
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- Venue-specific policies must be configurable rather than hard-coded into individual NPCs.
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- The game must preserve the de-escalation-first design described in [`PLAN.md`](PLAN.md).
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- The project uses the repository workflow described in [`AGENTS.md`](AGENTS.md).
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@@ -306,9 +309,9 @@ Architecture decisions are recorded as ADRs:
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- [`PLAN.md`](PLAN.md) — Game design plan and scenario details.
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- [`AGENTS.md`](AGENTS.md) — Development and collaboration workflow.
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- [`TODO.md`](TODO.md) — Active checkbox task list, when created.
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- [`DONE.md`](DONE.md) — Completed task sections, when created.
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- [`MEMORY.md`](MEMORY.md) — Persistent session notes, when created.
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- [`TODO.md`](TODO.md) — Active checkbox task list.
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- [`DONE.md`](DONE.md) — Completed task sections.
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- [`MEMORY.md`](MEMORY.md) — Persistent session notes.
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- [`docs/adr/`](docs/adr/) — Architecture Decision Records.
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## Development Status
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@@ -318,10 +321,10 @@ 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: 25 passing (access rules, escalation, radio cooldown/battery, NPC reaction determinism, scenario data, full-shift simulation)
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- First-person prototype with interaction HUD, access inspection, radio report form (incl. emergency hold-to-confirm), debug overlay, and shift review
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- Headless unit tests: 41 passing (access rules, escalation, radio cooldown/battery, NPC reaction determinism, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings)
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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, dialogue tone picker, aim-free targeting, color-coded escalation feedback, procedural audio cues, debug overlay, and shift review
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Not yet implemented: wand-screening interaction, dispatched responder avatar in the world, dialogue tone picker, localization, audio, editor-based tooling.
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Not yet implemented: body-camera replay timeline, long (10-15 minute) shift lengths with phase-based lighting, venue selection screen, editor-based GUT integration, and RefCounted cycle cleanup (see `TODO.md`).
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### Smoke Test Checklist
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