Add NPC theater poses: sit, photo, film, perform
Once an NPC reaches its intent waypoint it now does something instead of standing in an idle T-pose: - sit: the rig settles 0.34 m into a seat and the legs swing forward on the steps - photo/film: influencers and tourists raise their camera prop briefly (a sine pulse, so it reads as taking a shot rather than a permanently raised arm) - perform: performers sway the sign board they carry Pose selection lives in NpcAvatar.theater_pose() (intent + arrived); the math is in pure helpers (crouch_for_pose, prop_lift_for_pose, sway_for_pose) so it is headless-testable. Prop/leg nodes are captured at build time and animated from their rest offsets. Performers also get a hand-held board and post. Tests/docs - Headless suite 120 -> 127 (test_npc_theater.gd). - Verified visually with a staged sit/photo/perform lineup in front of the entrance. - README, TODO section moved to DONE, MEMORY. Version 0.2.7.
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@@ -28,8 +28,8 @@ The central design goal is simple:
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**All releases:** <https://git.allucanget.biz/zwitschi/security-game/releases>
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> **Latest: v0.2.6** — body-camera timeline in the shift review, stepping through every recorded
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> incident event.
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> **Latest: v0.2.7** — NPC theater: guests sit on the steps, tourists and influencers raise a
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> camera, performers play their sign.
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> Releases are built automatically when a `vX.Y.Z` tag is pushed
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> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
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> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
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@@ -305,7 +305,7 @@ 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: **120 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, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline)
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- Headless unit tests: **127 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, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses)
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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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@@ -319,10 +319,11 @@ Implemented so far:
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- Flashlight aims straight ahead and lights the person/door being checked instead of the ground in front of the guard
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- Emergency aftermath: the `evacuation` outcome locks the door and clears the entrance, an emergency call that the situation did not justify opens an investigation and applies the false-report hit, and the shift review names the responder outcome and any investigations
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- Body-camera timeline: the shift review opens a text timeline of every recorded incident event (time, person, action/outcome) that you step through with the arrow keys or buttons. No live 3D replay yet
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- NPC theater: seated guests sit on the steps with bent legs, influencers and tourists raise a camera prop while photographing, performers sway their sign, and filming visitors pan slowly — all once they reach their intent's waypoint
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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: live 3D body-camera replay, editor-based GUT integration, and crowd performance profiling/LOD (see `TODO.md`).
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Not yet implemented: live 3D body-camera replay, ambience audio, editor-based GUT integration, and crowd performance profiling/LOD (see `TODO.md`).
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### Smoke Test Checklist
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