Implement control pass: focus cone, action wheel, named inputs, boot fixes
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- 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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zwitschi committed 2026-10-31 15:58:01 +01:00
1 parent 69484866db
commit f11b441c07
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@@ -15,7 +15,7 @@ func _init() -> void:
pass
## Verify a single person's set of artifacts (person_artifacts: Array[AccessArtifact]).
func verify(person_artifacts: Array, policy: AccessPolicy) -> Dictionary:
func verify(person_artifacts: Array, policy: AccessPolicy, already_screened: bool = false) -> Dictionary:
var reasons: Array[String] = []
var issues: Array[String] = []
var checked: Array[String] = []
@@ -48,7 +48,7 @@ func verify(person_artifacts: Array, policy: AccessPolicy) -> Dictionary:
# Wand screening is processed by the interaction layer (false alarms), but a
# policy can hard-require it; a refused screen blocks entry.
if policy.wand_screening_required and not person_screened(person_artifacts):
if policy.wand_screening_required and not already_screened and not person_screened(person_artifacts):
issues.append("Screening required")
return _result(false, reasons, issues, checked)