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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@@ -15,7 +15,7 @@ func _init() -> void:
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pass
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## Verify a single person's set of artifacts (person_artifacts: Array[AccessArtifact]).
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func verify(person_artifacts: Array, policy: AccessPolicy) -> Dictionary:
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func verify(person_artifacts: Array, policy: AccessPolicy, already_screened: bool = false) -> Dictionary:
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var reasons: Array[String] = []
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var issues: Array[String] = []
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var checked: Array[String] = []
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@@ -48,7 +48,7 @@ func verify(person_artifacts: Array, policy: AccessPolicy) -> Dictionary:
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# Wand screening is processed by the interaction layer (false alarms), but a
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# policy can hard-require it; a refused screen blocks entry.
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if policy.wand_screening_required and not person_screened(person_artifacts):
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if policy.wand_screening_required and not already_screened and not person_screened(person_artifacts):
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issues.append("Screening required")
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return _result(false, reasons, issues, checked)
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