Update README, MEMORY, and TODO to reflect current prototype and track remaining PLAN gaps
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@@ -141,7 +141,10 @@ The unit test runner is the project's own lightweight harness (no editor plugin
| 6 | Security assistance radio (Level 4) |
| R | Emergency radio, hold on-screen button ~1.6s (Level 5) |
| E | Inspect access artifacts / close inspection |
| A / D | Allow / deny entry during inspection |
| W | Handheld wand screening (wand venues only) |
| A / D | Allow / deny entry during inspection or wand check |
| T | Cycle dialogue tone (Professional / Friendly / Firm / Suspicious) |
| Tab | Cycle target among nearby NPCs (aim-free alternative) |
| F | Toggle debug overlay |
## Architecture
@@ -170,7 +173,7 @@ This section follows the structure of the arc42 architecture documentation templ
### 2. Constraints
- The first implementation should be small enough for a playable vertical slice.
- The engine is Godot 4 with GDScript; the prototype has not yet been implemented.
- The engine is Godot 4 with GDScript; a playable prototype vertical slice is implemented.
- Venue-specific policies must be configurable rather than hard-coded into individual NPCs.
- The game must preserve the de-escalation-first design described in [`PLAN.md`](PLAN.md).
- The project uses the repository workflow described in [`AGENTS.md`](AGENTS.md).
@@ -306,9 +309,9 @@ Architecture decisions are recorded as ADRs:
- [`PLAN.md`](PLAN.md) — Game design plan and scenario details.
- [`AGENTS.md`](AGENTS.md) — Development and collaboration workflow.
- [`TODO.md`](TODO.md) — Active checkbox task list, when created.
- [`DONE.md`](DONE.md) — Completed task sections, when created.
- [`MEMORY.md`](MEMORY.md) — Persistent session notes, when created.
- [`TODO.md`](TODO.md) — Active checkbox task list.
- [`DONE.md`](DONE.md) — Completed task sections.
- [`MEMORY.md`](MEMORY.md) — Persistent session notes.
- [`docs/adr/`](docs/adr/) — Architecture Decision Records.
## Development Status
@@ -318,10 +321,10 @@ Implemented so far:
- Godot 4.3 project scaffold, input map, procedural world builder
- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
- Headless unit tests: 25 passing (access rules, escalation, radio cooldown/battery, NPC reaction determinism, scenario data, full-shift simulation)
- First-person prototype with interaction HUD, access inspection, radio report form (incl. emergency hold-to-confirm), debug overlay, and shift review
- 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)
- 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
Not yet implemented: wand-screening interaction, dispatched responder avatar in the world, dialogue tone picker, localization, audio, editor-based tooling.
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`).
### Smoke Test Checklist