Implement control pass: focus cone, action wheel, named inputs, boot fixes
- Venue-correct access artifacts (AccessLoadout) and screened-aware verify - Cone focus on NPC heads with billboarded ring + display name (ADR-0008) - Action wheel with de-escalation-first slices (ADR-0009); Esc/RMB cancel - Procedural NPC face/hair/neck/shoes (ADR-0010); named input actions - Fix GameManager parse error (radial typed as ActionRadial) - Fix first-person camera height and guard spawning inside the building - Move building volume back so the door/awning/marquee are visible - Pull the event scheduler once per simulated second; cap live NPCs - Regenerate README screenshots; update TODO/DONE/MEMORY/README; 77 tests Adds src/test/smoke_focus_radial.gd for the windowed focus/radial smoke.
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# TODO
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Checked against `PLAN.md`, ADRs 0001–0010, `README.md`, `DONE.md`, and `src/` (Godot 4.3
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prototype, release **v0.2.1**, 57 headless tests). Do the control pass first; it unblocks
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everything that uses focus or verbs.
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Godot 4.3 prototype. Release **v0.2.1** is live on the host. The working tree (uncommitted)
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has the access-loadout fix and the ADR-0007–0010 control pass; headless suite **77/77** and a
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windowed focus/radial smoke pass.
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Host `REQUIRE_SIGNIN_VIEW` stays deferred.
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## Player control, focus ring, and radial action menu
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## World and presentation follow-ups (found during the control smoke)
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Design: `PLAN.md` → "Player Control, Focus, and Action Menu" and ADRs 0007–0010.
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### Locomotion
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- [ ] Stop stealing WASD: wand off `W` (wheel + optional `C`); allow/deny `A`/`D` only while
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inspect/wand is open; polite direction off `Q` as a required bind.
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- [ ] Accel/decel on walk; gravity only when airborne; `floor_snap_length` for the steps.
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- [ ] Mouse look only while captured and no modal UI is open. Freeze walk+look while the radial
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(and inspect/wand opened from it) is up. Recapture on close.
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- [ ] `Esc` closes the top modal first; with nothing open it still toggles mouse capture.
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### Focus and head ring
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- [ ] Replace the 8 m hairline ray as the primary picker with a focus cone (range ~10 m, head
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inside a ~90 px / 10° circle around the crosshair; closest to center wins; occluded heads
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skipped). Keep `Tab` as the 12 m cycle.
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- [ ] Small grace so walk-bob does not drop focus.
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- [ ] Billboarded ring on the focused avatar `Head`; gold idle, brighter while the radial is open;
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one at a time. Optional `display_name` under the ring. No internal type name in the world.
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- [ ] Add a small screen-center crosshair so the focus circle has a visible origin.
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### Radial HUD
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- [ ] New `src/game/ui/action_radial.gd` doughnut: open on LMB or `Space` when someone is focused.
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Opening click does not pick a slice. Slices (top, clockwise, de-escalation first): raise
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hand, point, head shake, polite direction, inspect, wand (grey if no wand), warning, block,
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radio assist. Emergency stays on `R` only.
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- [ ] Highlight by mouse angle, or `A`/`D` / arrows. Click slice or `Space` confirms. `Esc` / RMB
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closes with no action and no recorder event.
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- [ ] Inspect / wand / radio slices close the wheel then open the existing panels. Freeze until
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that panel closes.
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- [ ] Number keys `1`–`6` may remain as closed-menu shortcuts; they must not fire while the wheel
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is open.
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### NPC display
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- [ ] Procedural rig: neck, shoes, hair cap from seed, two eye spheres so the head has a front.
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Keep props, height variation, walk bob, notice-head-turn. Collision capsule matches height.
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Named `Head` node stays the attach point.
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### Input, copy, tests
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- [ ] Update `project.godot` input map (`action_menu`, `confirm`, `cancel` includes RMB, wand on
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`C`). Update `hud.controls` and the README table + smoke checklist.
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- [ ] Headless tests `src/test/tests/test_focus_and_radial.gd`: cone picks the centered head;
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highlight wrap; cancel writes no recorder event; `W` does not open wand.
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## Access artifacts actually match the venue
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`GameManager._artifacts_for` maps `NpcType` → a wristband or free `RECOGNITION`. Joke Shop
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events set `override_access` `{has_ticket, has_id}` and nobody reads it, so club guests inspect
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as "recognized staff" instead of ID/ticket. Studio counterfeit/follow events have the same hole.
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- [ ] Build artifacts from the event (`override_access`, carried items) and the venue policy,
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not from `NpcType` alone.
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- [ ] Joke Shop: valid ID+ticket, ID without ticket, expired/mismatched/missing ID, no ID when
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required. Recognition must not auto-grant on every `AUTHORIZED_GUEST`.
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- [ ] Give some guests `carried_items` (keys / belt / phone / prohibited) so wand alerts are not
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always clear.
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- [ ] Studio: counterfeit wristband/credential and "follow authorized guest" use the scripted
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event data, not the generic type map.
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- [ ] Headless tests: Joke Shop `guest_no_id` is not granted by recognition; `guest_valid`
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grants only with ID+ticket; wand venues still require `controller.screened`.
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- [ ] The skyline backdrop was removed: `assets/textures/ai/game_ready/skyline.png` has an
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opaque black background, so the planes rendered as black slabs with window dots. Re-add
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the backdrop only with a transparent asset or a keyed shader.
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- [ ] Guard settles ~0.5 m above the ground after spawning on the landing. Check the capsule
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offset and the spawn `y`, and verify eye height while walking the steps.
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- [ ] Steps and the landing are visual-only (no collider). The guard walks through them; add
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simple step colliders or restage the landing so it does not intersect the walk path.
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- [ ] Marquee text (`STEP LINE`) is tiny from the sidewalk. Scale the Label3D up.
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- [ ] Focus ring and name tag are small at 2–3 m. Consider a larger torus / font after a
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real playtest.
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- [ ] NPC crowd cap (`MAX_LIVE_NPCS`) silently drops routine traffic at 16. Add a short
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despawn/lifetime for ordinary guests so the entrance does not fill up with standers.
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## Session shell
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@@ -85,11 +34,13 @@ The game boots into a live 900 s shift. `Save` declares `settings.json` and neve
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- [ ] Shift review "Run another shift" returns to the venue menu, not a silent restart of the
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same scenario.
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## Remaining PLAN verbs (after the radial exists)
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## Remaining PLAN verbs (radial exists)
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- [ ] Eye contact as a Level 1 action (PLAN / glossary). Distinct from raise-hand.
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- [ ] Eye contact as a Level 1 action (PLAN / glossary). Distinct from raise-hand. Add a
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radial slice if it ships.
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- [ ] "I recognize this person" is a player decision recorded as evidence, not a pre-attached
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artifact on every staff/guest type.
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artifact on every staff/guest type. Staff still auto-recognize when `override_access` is
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empty (`AccessLoadout`).
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- [ ] Formal warning can activate the body-camera / security-light flag (PLAN Level 2). Overlay
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is currently always on; toggling should write an incident event.
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- [ ] Blocking stations the guard between the person and the door (PLAN Level 3). Today it only
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@@ -122,10 +73,11 @@ wants evacuation, a closed street, and an investigation when the call was unjust
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## NPC theater
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Intents `sit` / `photo` / `film` / `perform` already pick waypoints. Bodies still idle-stand.
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Intents `sit` / `photo` / `film` / `perform` already pick waypoints. ADR-0010 rig (face/hair)
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is in the working tree. Bodies still idle-stand at those spots.
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- [ ] Sit pose at `steps_end`. Photo: brief raise of the influencer/tourist prop. Performer
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stays put and plays the hat/sign. After the ADR-0010 rig pass, not before.
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stays put and plays the hat/sign.
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## Audio
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@@ -151,12 +103,11 @@ Intents `sit` / `photo` / `film` / `perform` already pick waypoints. Bodies stil
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## Documentation drift
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- [ ] README Development Status: test count is **57**, not 52. "Not yet implemented" should
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match this file (control pass, artifact wiring, session shell, replay, crowd presentation).
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- [x] README controls table, smoke checklist, test count, and implemented/not-yet lists
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refreshed for the control pass (77 tests).
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- [ ] `PLAN.md` Tech Stack / Planned Commands still say GUT and GitHub Actions; the project
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uses `src/test/test_runner.gd` and `.gitea/workflows/build.yml`.
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- [ ] MEMORY: drop "door_staff_lines not surfaced" (they log through `GameManager`) and the
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obsolete "prototype defaults to 300 s" decision.
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- [x] MEMORY: door_staff_lines log through `GameManager`; 300 s default removed.
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## Distribution follow-up (host config, deferred)
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@@ -164,15 +115,10 @@ Verified via API+host credentials (2026-10-31):
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- [x] Repo is **public** (`private:false`) and account has admin rights.
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- [x] Release `v0.2.1` now carries all five artifacts (portable binaries + NSIS installer +
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AppImage) — the two installers were missing after CI publish (script uploaded only the
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portables); `tools/publish_release.sh` fixed to include them and re-uploaded via API.
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AppImage).
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- [ ] **Remaining host setting**: instance-wide `[service] REQUIRE_SIGNIN_VIEW=true` makes
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anonymous browsing/downloads redirect to login (API-confirmed repo is public; this is a
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server `app.ini` setting, not an API or repo option).
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Advised path for the host admin: set `REQUIRE_SIGNIN_VIEW = false` in `app.ini` under
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`[service]`, restart Gitea, then verify `curl -sI https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.2.1`
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returns 200 (not a login redirect) and an anonymous asset download succeeds. Alternative:
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mirror downloads (Itch.io / GitHub Releases) for anonymous users.
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anonymous browsing/downloads redirect to login. Host admin: `REQUIRE_SIGNIN_VIEW = false`
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under `[service]` in `app.ini`, restart Gitea. Alternative: mirror downloads.
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## Open Polish
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@@ -182,4 +128,3 @@ Verified via API+host credentials (2026-10-31):
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- [ ] IDE/editor-based GUT integration. Until then the custom headless runner stays.
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- [ ] Optional later: author venues as `.tres` resources instead of `ScenarioFactory` functions.
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Not required for the control pass.
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