Add end-to-end interaction flow smoke
- Boot the real scene and verify inspection allow/deny, normal vs emergency radio, Help filtering, wand allow/deny and review return-to-menu. - Document the flow coverage and smoke command; mark the 0.9.3 end-to-end audit complete.
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# UI copy and button inventory
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Status: dialogue, button-state, focus, modal-close, font/layout and destructive-action passes complete; end-to-end audit in progress for 0.9.3.
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Status: dialogue, button-state, focus, modal-close, font/layout, destructive-action and end-to-end passes complete; capture/smoke sign-off remains for 0.9.3.
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## Screen inventory
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@@ -181,10 +181,24 @@ Regression coverage lives in `test_accessibility.gd` (target-chip width/cap) and
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translator workflow remains a 0.10.0 task; this pass uses deterministic long
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strings and the maximum supported HUD scale.
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## End-to-end interaction flows
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`smoke_ui_flows.gd` boots the real scene and verifies, in order:
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- inspection opens, then allow and deny both close the panel;
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- a normal radio click sends and spends battery;
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- an emergency hold sends once, spends battery and starts cooldown;
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- Help opens, filters to radio controls and closes;
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- the wand opens at The Joke Shop, then allow and deny close it;
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- returning from the review restores the venue menu.
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`smoke_campaign.gd` covers review continue plus checkpoint resume, and
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`smoke_timeline.gd` covers review → timeline → review. These are end-to-end
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scene smokes, not just panel-unit tests.
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## Remaining audit work
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- Player-facing labels are now routed through `content/strings.en.json`; numeric
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values, empty-state clears and debug-only text remain in code by design.
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- Focus/hover/pressed/disabled states and keyboard/gamepad rings are recorded above.
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- Long strings and 0.75×/1.75× HUD scale are covered above.
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- Capture every dialog/button state and run `screen_designs.py compare` plus the pinned judge.
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