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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-35
@@ -6,6 +6,7 @@ extends Node
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const Rules := preload("res://src/core/rules.gd")
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const Strings := preload("res://src/core/strings.gd")
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const AccessArtifact := preload("res://src/core/access_artifact.gd")
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const AccessLoadout := preload("res://src/core/access_loadout.gd")
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const AccessVerifier := preload("res://src/core/access_verifier.gd")
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const DoorState := preload("res://src/core/door_state.gd")
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const WandScreener := preload("res://src/core/wand_screener.gd")
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@@ -19,6 +20,7 @@ const NpcAvatar := preload("res://src/game/npc_avatar.gd")
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const NpcProfile := preload("res://src/core/npc_profile.gd")
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const AudioFeedback := preload("res://src/game/audio_feedback.gd")
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const Hud := preload("res://src/game/ui/hud.gd")
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const ActionRadial := preload("res://src/game/ui/action_radial.gd")
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const RadioPanel := preload("res://src/game/ui/radio_panel.gd")
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const ShiftReview := preload("res://src/game/ui/shift_review.gd")
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@@ -57,8 +59,10 @@ const PHASE_LIGHTING := {
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},
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}
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var hud: Hud = null
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var radial: ActionRadial = null
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var radio_panel: RadioPanel = null
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var shift_review_panel: ShiftReview = null
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var _focused_avatar: Node3D = null
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var audio: AudioFeedback = null
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var verifier := AccessVerifier.new()
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var wand_screener := WandScreener.new()
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@@ -88,6 +92,9 @@ var _door_rng := RandomNumberGenerator.new()
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## Aim-free targeting: cycle through nearby NPCs with Tab (accessibility).
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const NEARBY_RADIUS := 12.0
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## Upper bound on live avatars. Routine traffic is dropped at the cap; scripted
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## events evict the oldest unfocused NPC so authored moments still spawn.
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const MAX_LIVE_NPCS := 16
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var _nearby_index := -1
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func _ready() -> void:
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@@ -102,7 +109,10 @@ func _ready() -> void:
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guard = _build_guard()
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scene_root.add_child(guard)
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guard.global_position = Vector3(0, 1.6, -2.5)
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# Stand on the landing in front of the door, facing the street where guests
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# arrive. The building volume now starts behind the door (world_builder).
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guard.global_position = Vector3(0, 0.1, -2.0)
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guard.rotation.y = PI
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guard.picked_target.connect(_on_guard_target)
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guard.cleared_target.connect(_on_guard_clear)
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@@ -126,6 +136,9 @@ func _build_guard() -> GuardController:
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g.name = "Guard"
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var head := Node3D.new()
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head.name = "Head"
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# Eye height. The guard root sits on the floor, so this keeps the camera at
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# ~1.7 m while gravity/floor snapping handles the steps (ADR-0007).
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head.position = Vector3(0, 1.6, 0)
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g.add_child(head)
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var camera := Camera3D.new()
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camera.name = "Camera3D"
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@@ -185,20 +198,52 @@ var inspector_current_events: Array = []
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func _build_ui() -> void:
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hud = Hud.new()
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add_child(hud)
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_add_crosshair()
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audio = AudioFeedback.new()
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add_child(audio)
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radial = ActionRadial.new()
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add_child(radial)
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radial.confirmed.connect(_on_radial_confirmed)
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radial.cancelled.connect(_cancel_radial)
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radio_panel = RadioPanel.new()
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add_child(radio_panel)
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radio_panel.hide()
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radio_panel.submitted.connect(_on_radio_submitted)
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radio_panel.cancelled.connect(func():
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radio_panel.hide()
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hud.set_action_hint(""))
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hud.set_action_hint("")
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_refresh_freeze())
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shift_review_panel = ShiftReview.new()
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add_child(shift_review_panel)
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shift_review_panel.hide()
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shift_review_panel.restart_requested.connect(restart_shift)
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func _add_crosshair() -> void:
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var layer := CanvasLayer.new()
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layer.layer = 9
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layer.name = "Crosshair"
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var center := CenterContainer.new()
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center.set_anchors_preset(Control.PRESET_FULL_RECT)
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center.mouse_filter = Control.MOUSE_FILTER_IGNORE
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layer.add_child(center)
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var box := Control.new()
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box.custom_minimum_size = Vector2(16, 16)
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box.mouse_filter = Control.MOUSE_FILTER_IGNORE
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center.add_child(box)
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var h := ColorRect.new()
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h.color = Color(1, 1, 1, 0.75)
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h.size = Vector2(12, 2)
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h.position = Vector2(2, 7)
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h.mouse_filter = Control.MOUSE_FILTER_IGNORE
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box.add_child(h)
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var v := ColorRect.new()
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v.color = Color(1, 1, 1, 0.75)
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v.size = Vector2(2, 12)
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v.position = Vector2(7, 2)
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v.mouse_filter = Control.MOUSE_FILTER_IGNORE
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box.add_child(v)
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add_child(layer)
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func _ensure_lighting() -> void:
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_sun = DirectionalLight3D.new()
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_sun.name = "Sun"
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@@ -239,7 +284,12 @@ func _apply_phase_lighting() -> void:
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if world_builder:
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world_builder.set_night_mode(cfg.get("night", false))
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func _spawn_npc(profile: NpcProfile, intent: String, _npc_id: String) -> void:
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func _spawn_npc(profile: NpcProfile, intent: String, npc_id: String, event: Dictionary = {}) -> void:
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_purge_npcs()
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if npcs.size() >= MAX_LIVE_NPCS and event.get("kind", "routine") == "routine":
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return
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if npcs.size() >= MAX_LIVE_NPCS:
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_evict_oldest_npc()
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npc_counter += 1
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var avatar := NpcAvatar.new()
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avatar.name = "Npc_%d" % npc_counter
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@@ -250,10 +300,35 @@ func _spawn_npc(profile: NpcProfile, intent: String, _npc_id: String) -> void:
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# of every NPC walking to the entrance (TODO: Core Simulation — NPC Perception).
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var target_pos: Vector3 = selected_scenario.waypoint_for_intent(intent)
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var door_pos: Vector3 = selected_scenario._location_or_default("entrance", Vector3(0, 0.5, 1.2))
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avatar.setup(profile, intent, npc_counter * 991 + 17, spawn_pos, target_pos, door_pos)
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var spawn_profile: NpcProfile = profile.duplicate(true) if profile else profile
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var override: Dictionary = event.get("override_access", {})
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var seed_value := npc_counter * 991 + 17
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if spawn_profile and selected_scenario.access_policy.wand_screening_required:
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var items: Array[String] = []
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for item in AccessLoadout.roll_carried_items(seed_value, override):
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items.append(str(item))
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spawn_profile.carried_items = items
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avatar.setup(spawn_profile, intent, seed_value, spawn_pos, target_pos, door_pos, npc_id, override)
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scene_root.add_child(avatar)
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npcs.append(avatar)
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## Drop references to freed avatars so the cap and Tab cycling stay accurate.
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func _purge_npcs() -> void:
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for i in range(npcs.size() - 1, -1, -1):
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if not is_instance_valid(npcs[i]):
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npcs.remove_at(i)
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## Make room for a scripted event by removing the oldest NPC the player is not
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## currently focused on.
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func _evict_oldest_npc() -> void:
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for i in npcs.size():
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var npc: Node = npcs[i]
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if npc == targeted_npc or npc == _focused_avatar:
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continue
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npcs.remove_at(i)
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npc.queue_free()
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return
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## Spawn a dispatched responder avatar when a radio call's arrival delay elapses
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## (TODO: Escalation and Radio — Responder Dispatch). The responder walks to the
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## entrance and resolves the incident with command/restraint/evacuation/arrest.
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@@ -291,16 +366,27 @@ func _on_shift_ended(review: Dictionary) -> void:
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if Save:
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Save.save_shift_result(review)
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shift_review_panel.show_review(review, selected_scenario, Save.load_shift_results() if Save else [])
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_refresh_freeze()
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func _on_guard_target(target: Node3D) -> void:
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targeted_npc = target
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_set_focused_avatar(target)
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_begin_incident(target)
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func _on_guard_clear() -> void:
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targeted_npc = null
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_set_focused_avatar(null)
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hud.set_target_label("")
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hud.set_action_hint("")
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func _set_focused_avatar(avatar: Node3D) -> void:
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if _focused_avatar and is_instance_valid(_focused_avatar) and _focused_avatar.has_method("set_focus_visual"):
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_focused_avatar.set_focus_visual(false, false)
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_focused_avatar = avatar
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var menu_open := radial != null and radial.is_open
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if avatar and avatar.has_method("set_focus_visual"):
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avatar.set_focus_visual(true, menu_open)
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func _begin_incident(avatar: Node3D) -> void:
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var controller: Object = avatar.get_npc_controller() if avatar.has_method("get_npc_controller") else null
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if controller == null:
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@@ -309,8 +395,7 @@ func _begin_incident(avatar: Node3D) -> void:
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current_incident_active = true
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current_npc_truth = _read_npc_truth(controller)
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var profile: Object = controller.profile
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var label := "[%s] %s — %s" % [
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Rules.NPC_TYPE_NAMES.get((profile.npc_type if profile else -1), "?"),
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var label := "%s — %s" % [
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profile.display_name if profile else "?",
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controller.intent,
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]
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@@ -327,20 +412,62 @@ func _begin_incident(avatar: Node3D) -> void:
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# ------------------------------------------------------------------ input ---
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventKey and event.pressed and not event.echo:
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_handle_key(event.keycode)
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if event is InputEventKey and event.echo:
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return
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if event.is_action_pressed("cancel"):
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_handle_cancel(event is InputEventMouseButton)
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return
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if event is InputEventMouseButton and event.pressed:
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_handle_mouse_button(event)
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return
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if event is InputEventKey and event.pressed:
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_handle_key(event)
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func _handle_key(keycode: Key) -> void:
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func _handle_mouse_button(event: InputEventMouseButton) -> void:
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if event.button_index != MOUSE_BUTTON_LEFT:
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return
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if radial and radial.is_open:
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return
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if not _modal_blocks_radial() and targeted_npc != null:
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_open_radial()
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func _modal_blocks_radial() -> bool:
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if inspection_open or wand_open:
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return true
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if radio_panel and radio_panel.visible:
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return true
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if shift_review_panel and shift_review_panel.visible:
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return true
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return false
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func _handle_key(event: InputEvent) -> void:
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var keycode: Key = event.keycode
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if radial and radial.is_open:
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if event.is_action_pressed("confirm"):
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_confirm_radial()
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return
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match keycode:
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KEY_A, KEY_LEFT:
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radial.step(-1)
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KEY_D, KEY_RIGHT:
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radial.step(1)
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return
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if event.is_action_pressed("action_menu"):
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if targeted_npc != null and not _modal_blocks_radial():
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_open_radial()
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return
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if event.is_action_pressed("inspect"):
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if targeted_npc != null and not inspection_open and not wand_open:
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_toggle_inspection()
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return
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if event.is_action_pressed("wand"):
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if targeted_npc != null and not inspection_open and not wand_open:
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_toggle_wand_screening()
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return
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match keycode:
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KEY_E:
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if targeted_npc != null and not inspection_open:
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_toggle_inspection()
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KEY_Q:
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if targeted_npc != null and not inspection_open:
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_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "polite direction")
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KEY_W:
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if targeted_npc != null and not inspection_open:
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_toggle_wand_screening()
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KEY_TAB:
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_cycle_nearby_target()
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KEY_F:
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@@ -383,6 +510,113 @@ func _handle_action_key(keycode: Key) -> void:
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_:
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pass
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## `cancel` (Esc, RMB) closes the top modal. With nothing open, Esc toggles mouse
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## capture; RMB does nothing so it never grabs the mouse by accident.
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func _handle_cancel(from_mouse: bool) -> void:
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if _close_top_modal():
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return
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if from_mouse:
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return
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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else:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _close_top_modal() -> bool:
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if radial and radial.is_open:
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_cancel_radial()
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return true
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if inspection_open:
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hud.hide_inspection()
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inspection_open = false
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_refresh_freeze()
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return true
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if wand_open:
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hud.hide_wand()
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wand_open = false
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_refresh_freeze()
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return true
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if radio_panel and radio_panel.visible:
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radio_panel.hide()
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hud.set_action_hint("")
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_refresh_freeze()
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return true
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return false
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func _open_radial() -> void:
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if targeted_npc == null:
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hud.log(Strings.lookup("hud.aim_first"))
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return
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var controller: Object = _targeted_controller()
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var p_name := "Person"
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if controller and controller.profile:
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p_name = str(controller.profile.display_name)
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var wand_ok := selected_scenario != null and selected_scenario.equipment.has("wand")
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radial.open_menu(p_name, wand_ok)
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if targeted_npc and targeted_npc.has_method("set_focus_visual"):
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targeted_npc.set_focus_visual(true, true)
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_refresh_freeze()
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func _confirm_radial() -> void:
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if radial == null or not radial.is_open:
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return
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var slice := radial.confirm_selected()
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radial.close_menu()
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if targeted_npc and targeted_npc.has_method("set_focus_visual"):
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targeted_npc.set_focus_visual(true, false)
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_refresh_freeze()
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if slice != "":
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_on_radial_confirmed(slice)
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func _cancel_radial() -> void:
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if radial == null or not radial.is_open:
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return
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radial.close_menu()
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if targeted_npc and targeted_npc.has_method("set_focus_visual"):
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targeted_npc.set_focus_visual(true, false)
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_refresh_freeze()
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func _on_radial_confirmed(slice_id: String) -> void:
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if radial and radial.is_open:
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radial.close_menu()
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if targeted_npc and targeted_npc.has_method("set_focus_visual"):
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targeted_npc.set_focus_visual(true, false)
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_refresh_freeze()
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match slice_id:
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"raise_hand":
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_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "raise hand")
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"point":
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_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "point")
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"head_shake":
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_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "head shake")
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"polite":
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_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "polite direction")
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"inspect":
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_toggle_inspection()
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"wand":
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_toggle_wand_screening()
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"warning":
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_apply_interaction(Rules.Level.FORMAL_WARNING, "formal warning")
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"block":
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_apply_interaction(Rules.Level.BLOCKING, "blocking")
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"radio":
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_open_radio(false)
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func _refresh_freeze() -> void:
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var freeze := inspection_open or wand_open
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if radial and radial.is_open:
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freeze = true
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if radio_panel and radio_panel.visible:
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freeze = true
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if shift_review_panel and shift_review_panel.visible:
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freeze = true
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if guard:
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guard.input_locked = freeze
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if freeze:
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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else:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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## Toggle the guard's flashlight. In evening/late phases it widens NPC
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## perception radius (PLAN.md: Level 3 — flashlight at night).
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func _toggle_flashlight() -> void:
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@@ -429,8 +663,13 @@ func _cycle_nearby_target() -> void:
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_nearby_index = (_nearby_index + 1) % nearby.size()
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var next_target: Node3D = nearby[_nearby_index]
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targeted_npc = next_target
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_set_focused_avatar(next_target)
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_begin_incident(next_target)
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hud.log(Strings.fmt("hud.targeting", [next_target.name]))
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var controller: Object = _targeted_controller()
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var who: String = next_target.name
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if controller and controller.profile and controller.profile.display_name != "":
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who = str(controller.profile.display_name)
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hud.log(Strings.fmt("hud.targeting", [who]))
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|
||||
func _apply_interaction(level: int, action_name: String) -> void:
|
||||
if targeted_npc == null:
|
||||
@@ -506,9 +745,11 @@ func _open_radio(emergency: bool) -> void:
|
||||
return
|
||||
radio_panel.open(controller, emergency, current_npc_truth)
|
||||
hud.set_action_hint("Fill in the radio report on screen.")
|
||||
_refresh_freeze()
|
||||
|
||||
func _on_radio_submitted(report: Dictionary, emergency: bool) -> void:
|
||||
hud.set_action_hint("")
|
||||
_refresh_freeze()
|
||||
var result: Dictionary = coordinator.radio.request_emergency(report) if emergency else coordinator.radio.request_assistance(report)
|
||||
if not result.get("ok", false):
|
||||
hud.log(Strings.fmt("radio.blocked", [result.get("reason", "unknown")]))
|
||||
@@ -540,14 +781,16 @@ func _toggle_inspection() -> void:
|
||||
if inspection_open:
|
||||
hud.hide_inspection()
|
||||
inspection_open = false
|
||||
_refresh_freeze()
|
||||
return
|
||||
var controller: Object = _targeted_controller()
|
||||
if controller == null:
|
||||
return
|
||||
inspection_open = true
|
||||
var artifacts := _artifacts_for(controller)
|
||||
var result: Dictionary = verifier.verify(artifacts, selected_scenario.access_policy)
|
||||
var result: Dictionary = verifier.verify(artifacts, selected_scenario.access_policy, controller.screened)
|
||||
hud.show_inspection(controller, artifacts, result)
|
||||
_refresh_freeze()
|
||||
# Venue door-staff flavor: an applicable check line (PLAN.md: door-staff dialogue).
|
||||
var line := _door_context_line()
|
||||
if line != "":
|
||||
@@ -565,6 +808,7 @@ func _toggle_wand_screening() -> void:
|
||||
hud.hide_wand()
|
||||
hud.set_wand_icon(false)
|
||||
wand_open = false
|
||||
_refresh_freeze()
|
||||
return
|
||||
if not selected_scenario.equipment.has("wand"):
|
||||
hud.log(Strings.lookup("hud.no_wand"))
|
||||
@@ -579,6 +823,7 @@ func _toggle_wand_screening() -> void:
|
||||
var result: Dictionary = wand_screener.screen(items)
|
||||
wand_open = true
|
||||
hud.show_wand(controller, result)
|
||||
_refresh_freeze()
|
||||
var wand_line := selected_scenario.door_staff_line("wand_check", _door_rng)
|
||||
if wand_line != "":
|
||||
hud.log(wand_line)
|
||||
@@ -589,6 +834,7 @@ func decide_wand(allowed: bool) -> void:
|
||||
if controller == null:
|
||||
hud.hide_wand()
|
||||
wand_open = false
|
||||
_refresh_freeze()
|
||||
return
|
||||
var profile: Object = controller.profile
|
||||
var items: Array = profile.carried_items if profile else []
|
||||
@@ -624,6 +870,7 @@ func decide_wand(allowed: bool) -> void:
|
||||
controller.screened = true
|
||||
hud.hide_wand()
|
||||
wand_open = false
|
||||
_refresh_freeze()
|
||||
# Short scan cooldown: the wand must “recharge” between guests (PLAN.md: feel).
|
||||
_wand_cooldown = WAND_COOLDOWN_S
|
||||
|
||||
@@ -632,15 +879,17 @@ func decide_access(allowed: bool) -> void:
|
||||
if controller == null:
|
||||
hud.hide_inspection()
|
||||
inspection_open = false
|
||||
_refresh_freeze()
|
||||
return
|
||||
# Screening-before-entry: at wand venues, a guest must be screened first.
|
||||
if allowed and selected_scenario.access_policy.wand_screening_required and not controller.screened:
|
||||
hud.log(Strings.lookup("hud.screen_first"))
|
||||
hud.hide_inspection()
|
||||
inspection_open = false
|
||||
_refresh_freeze()
|
||||
return
|
||||
var artifacts := _artifacts_for(controller)
|
||||
var result: Dictionary = verifier.verify(artifacts, selected_scenario.access_policy)
|
||||
var result: Dictionary = verifier.verify(artifacts, selected_scenario.access_policy, controller.screened)
|
||||
var granted: bool = result.get("granted", false)
|
||||
coordinator.recorder.add_access_evidence(controller.npc_id, {
|
||||
"decided": allowed,
|
||||
@@ -672,6 +921,7 @@ func decide_access(allowed: bool) -> void:
|
||||
audio.play_deny()
|
||||
hud.hide_inspection()
|
||||
inspection_open = false
|
||||
_refresh_freeze()
|
||||
|
||||
## Venue-specific opening line for the access inspection (e.g. The Joke Shop's
|
||||
## ID / ticket check lines). Returns "" when the venue has no matching lines.
|
||||
@@ -685,23 +935,10 @@ func _door_context_line() -> String:
|
||||
return ""
|
||||
|
||||
func _artifacts_for(controller: Object) -> Array:
|
||||
var profile: Object = controller.profile
|
||||
var npc_type: int = profile.npc_type if profile else -1
|
||||
var out: Array = []
|
||||
match npc_type:
|
||||
Rules.NpcType.AUTHORIZED_GUEST, Rules.NpcType.AUTHORIZED_STAFF:
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.RECOGNITION, Rules.ArtifactStatus.VALID, {"known": true}))
|
||||
Rules.NpcType.DELIVERY:
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.CREDENTIAL, Rules.ArtifactStatus.VALID, {"role": "delivery"}))
|
||||
Rules.NpcType.TRESPASSER:
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.COUNTERFEIT, {"color": "red", "date": "2024-01-01"}))
|
||||
Rules.NpcType.TOURIST:
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.MISSING, {}))
|
||||
Rules.NpcType.CONFUSED_VISITOR:
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.AMBIGUOUS, {"color": "gold"}))
|
||||
_:
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.MISSING, {}))
|
||||
return out
|
||||
var profile: NpcProfile = controller.profile as NpcProfile
|
||||
var override: Dictionary = controller.access_override
|
||||
var policy = selected_scenario.access_policy if selected_scenario else null
|
||||
return AccessLoadout.build(profile, policy, override)
|
||||
|
||||
func _read_npc_truth(controller: Object) -> Dictionary:
|
||||
var profile: Object = controller.profile
|
||||
|
||||
Reference in new issue
Block a user