Add the first-shift tutorial design and state machine
Write the eight-beat tutorial sheet, its safe visitor script, persistence and replay rules. Add a deterministic, skippable/restartable Tutorial RefCounted state machine with headless tests. UI/GameManager wiring remains the next task. Headless 235/235, Python 94/94.
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@@ -42,6 +42,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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- Shift length is the scenario's `shift_duration_s` (900 s in all three venues). Tests and the screenshot tool override elapsed time; they do not change the default.
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- RNG: NPC reactions and event scheduling are seedable for deterministic tests.
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- **Tutorial foundation (0.8.0 work):** `docs/tutorial.md` is the eight-beat design; `src/game/tutorial.gd` is a pure `RefCounted` state machine with skip/restart and tests. It is not yet wired into `GameManager`; when wiring it, add an explicit QA bypass because captures/smokes would otherwise see prompts.
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- **Documentation ownership (2026-11-01):** `docs/architecture.md` §12 defines the source-of-truth map and consolidation rules. Obsolete/historical plan documents are removed rather than kept; current work belongs in `TODO.md`. README/development-status/Blender AO/Forward+ stale claims were corrected. The v1.0.0 gap register and 0.8/0.9/0.9.5/1.0 roadmap live in `TODO.md`.
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- **Vision judge (v0.7.2):** `tools/openrouter_judge.py` reads `/api/v1/models`, filters image-input models with `response_format`, and ranks by advertised prompt/image/completion prices. `--model auto` (default) uses the cheapest (`z-ai/glm-5.3-flash` on 2026-11-01) with fallbacks; explicit `--model`/`GIG_LINE_JUDGE_MODEL` wins. Auth errors abort, provider/model errors fall through. Full screen judge 13/13 match, 0 diff; A/B judge ~$0.006.
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- **Desktop HQ preset (v0.7.1):** `packaging/desktop_hq/override.cfg` switches a
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@@ -108,6 +108,7 @@ Full setup, every run/test/smoke command, and the controls table are in
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- [`CHANGELOG.md`](CHANGELOG.md) — User-facing changes by version.
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- [`docs/architecture.md`](docs/architecture.md) — arc42-style architecture documentation.
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- [`docs/gameplay.md`](docs/gameplay.md) — Gameplay systems, venues, and the escalation model.
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- [`docs/tutorial.md`](docs/tutorial.md) — First-shift tutorial beats and rules.
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- [`docs/asset-tooling.md`](docs/asset-tooling.md) — Asset pipelines, model tools, and screenshot gates.
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- [`docs/getting-started.md`](docs/getting-started.md) — Setup, run/test commands, and controls.
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- [`docs/development-status.md`](docs/development-status.md) — Implemented features and what's next.
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@@ -54,11 +54,14 @@ venues, and see enough authored variety that a second shift does not feel like a
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### 0.8.1 First-shift tutorial
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- [ ] Write the tutorial beat sheet: menu → movement/look → focus and target cycling → action
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- [x] Write the tutorial beat sheet: menu → movement/look → focus and target cycling → action
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wheel → access inspection → polite direction → formal warning/body camera → radio →
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shift review. Keep it to 6–8 beats and one safe, compliant NPC.
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- [ ] Add a tutorial state machine independent of the normal shift FSM. It must be skippable,
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restartable and deterministic, and must not change the outcome of the live shift.
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shift review. Eight beats and a safe compliant visitor are specified in
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[`docs/tutorial.md`](docs/tutorial.md).
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- [x] Add a tutorial state machine independent of the normal shift FSM. `Tutorial` in
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`src/game/tutorial.gd` owns the eight beats, accepts only the current beat's action,
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supports skip/restart and has deterministic headless tests. GameManager/UI wiring starts
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with the contextual-prompt task.
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- [ ] Add contextual prompts that advance on the performed action, not on a timer. Prompts must
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not block normal input or repeat after the player has learned the control.
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- [ ] Stage a safe encounter with one compliant visitor; no emergency, threat or crowd panic in
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@@ -5,7 +5,7 @@ Implemented so far:
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- Godot 4.3 project scaffold, input map, procedural world builder
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- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
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- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
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- Headless unit tests: **231 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, input remaps, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material, player movement, NPC character layers/LOD/queue, input bindings)
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- Headless unit tests: **235 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, input remaps, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material, player movement, NPC character layers/LOD/queue, input bindings)
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- Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event
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- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
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- Control pass: focus cone on NPC heads with a billboarded blue circle in front of the face and name, action wheel (LMB/Space) with de-escalation-first slices, mouse-look freeze while a panel is open, acceleration-based walking, and named input actions (`action_menu`, `confirm`, `cancel`, `inspect`, `wand`)
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@@ -41,6 +41,7 @@ Implemented so far:
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- Visual alignment: start/venue menu, pause, settings, shift review, radio, wand, inspection, timeline, HUD target chip/escalation bar, and radial menu now use or match their AI references in `assets/images/ui/`. The runtime art loader (`src/game/ui/art.gd`) falls back cleanly when a file is missing.
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- Realism adoption (post-v0.6.0): v2 per-phase skylines and surface tiles with normal maps, retuned sun/exposure/fog, wet asphalt, denser foliage, a visible additive flashlight beam, and refreshed staging captures. `tools/check_screenshots.sh` is the repeatable capture/compare gate; judge is clean of `diff` verdicts.
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- Input/reliability fixes: selecting a venue now releases the start-menu input lock and recaptures the mouse; the body-camera overlay no longer covers the shift status.
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- Tutorial foundation (0.8.0 work): the eight-beat first-shift design and a deterministic, skippable/restartable `Tutorial` state machine exist; the in-game prompt/visitor wiring is the next step.
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- Vision judge (v0.7.2): discovers the cheapest current OpenRouter image+JSON model, reports the model/fallbacks used, and clears the full screen-design judge (13/13 match, 0 diff).
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- Desktop HQ (v0.7.1): optional Forward+ Windows/Linux zip with volumetric fog, SDFGI and a volumetric flashlight; the default Compatibility/Web builds and headless tests gate the effect off. A/B captures are generated locally under `docs/screens/realism/` (gitignored).
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- Venue geometry (v0.7.0): the Joke Shop now builds as a narrow brick alley with a warm wall lantern, shutters, dumpster/AC clutter and no skyline; the TV Studio builds a stone facade, bulb canopy, glossy black car and barrier line. `WorldBuilder.VENUE_SPECS` drives facade/street/nav dimensions, and `GameManager` rebuilds only the world container when the venue changes.
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@@ -16,6 +16,8 @@ A typical shift lasts 10–15 minutes. The player:
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The game rewards calm resolutions rather than aggressive behavior. Emergency assistance and armed responders are rare last-resort systems with meaningful consequences.
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The first shift starts with an in-game tutorial covering movement/look, focus cycling, the action wheel, access inspection, polite direction, formal warning/body camera, radio and shift review. Its beat sheet is in [`tutorial.md`](tutorial.md).
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## Venues
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### Hollywood Boulevard Building
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@@ -0,0 +1,45 @@
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# First-shift tutorial
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Status: planned for v0.8.0. The tutorial teaches the real controls and the real
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inspection/wheel/radio panels; it is not a fake UI or a separate combat mode.
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## Rules
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- One short, safe, compliant visitor. No emergency, threat, crowd panic or random
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event can interrupt the tutorial.
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- Prompts advance on the performed action, not on a timer. The player can keep
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moving/looking while a prompt is visible.
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- The tutorial is skippable at any point. Completion and skip are both persisted
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separately; a skipped tutorial can be replayed from Help/Settings.
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- The tutorial state machine is independent of the shift FSM. It observes the
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same actions as normal play and must be deterministic for tests.
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## Beat sheet
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| # | Beat | Prompt | Advances when | Notes |
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| --- | --- | --- | --- | --- |
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| 1 | Arrive | "Walk forward and look around. The entrance is behind you." | The guard has moved at least 1 m and looked away/returned | Start at the normal guard post, facing the street. |
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| 2 | Focus | "Look at the visitor. Press Tab or the mouse wheel to cycle targets." | A target is acquired and explicitly cycled | The visitor waits at the foot of the steps; no other guest is required. |
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| 3 | Wheel | "Open the action wheel with Space or left click." | The radial wheel opens on the visitor | The wheel is the real de-escalation-first wheel. |
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| 4 | Inspect | "Choose Inspect and read the access evidence." | The inspection panel is opened and the policy result is visible | Use a valid wristband so the tutorial can teach both evidence and a safe admit/deny decision. |
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| 5 | Direction | "Close the panel and give a polite direction." | A Level 1 polite-direction action is applied | The visitor complies; there is no escalation requirement. |
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| 6 | Warning | "Give a formal warning if the visitor persists. It arms the body camera." | A Level 2 warning is applied or the body camera is switched on | Show the REC overlay and the escalation cue. |
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| 7 | Radio | "Open the assistance radio and submit a short report." | The assistance report is submitted successfully | A non-emergency assistance call; no responder is required to resolve the tutorial. |
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| 8 | Review | "Finish the shift and review what happened." | The shift review opens | The tutorial ends; the real review remains available for inspection. |
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## Visitor script
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- Display name: `Visitor`.
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- Intent: `enter` (approaches the door, then waits for interaction).
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- Access: valid wristband evidence; the policy result should be unambiguous.
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- Behavior: compliant at every escalation level; never becomes a threat, never
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joins a crowd and never triggers an emergency.
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- Failure handling: if the player denies admission incorrectly, the tutorial
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explains the evidence but does not fail the run; the visitor remains safe and
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the review records the decision.
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## Persistence and replay
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Settings gain `tutorial_completed` and `tutorial_skipped`. A first launch starts
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the tutorial after venue selection. Skipping sets `tutorial_skipped`; Settings/
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Help offers "Replay tutorial", which clears both flags for the next shift.
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@@ -0,0 +1,118 @@
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class_name Tutorial
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extends RefCounted
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## Deterministic first-shift tutorial state machine. It observes player actions
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## but owns no UI or simulation nodes, so it can be tested headlessly and wired
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## into GameManager without changing the shift FSM. `advance()` only accepts the
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## event for the current beat; wrong actions are ignored.
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signal beat_changed(index: int, beat: Dictionary)
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signal completed(skipped: bool)
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const BEATS := [
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{
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"id": "arrive",
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"prompt": "Walk forward and look around. The entrance is behind you.",
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"event": "moved",
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},
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{
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"id": "focus",
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"prompt": "Look at the visitor. Press Tab or the mouse wheel to cycle targets.",
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"event": "cycled",
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},
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{
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"id": "wheel",
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"prompt": "Open the action wheel with Space or left click.",
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"event": "wheel_opened",
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},
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{
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"id": "inspect",
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"prompt": "Choose Inspect and read the access evidence.",
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"event": "inspected",
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},
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{
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"id": "direction",
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"prompt": "Close the panel and give a polite direction.",
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"event": "polite_direction",
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},
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{
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"id": "warning",
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"prompt": "Give a formal warning if the visitor persists. It arms the body camera.",
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"event": "formal_warning",
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"alternate_event": "body_camera",
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},
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{
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"id": "radio",
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"prompt": "Open the assistance radio and submit a short report.",
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"event": "radio_submitted",
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},
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{
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"id": "review",
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"prompt": "Finish the shift and review what happened.",
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"event": "review_opened",
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},
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]
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var index := -1
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var complete := false
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var skipped := false
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func start() -> Dictionary:
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index = 0
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complete = false
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skipped = false
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var beat: Dictionary = BEATS[0]
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beat_changed.emit(index, beat)
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return beat
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func current() -> Dictionary:
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if index < 0 or index >= BEATS.size() or complete:
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return {}
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return BEATS[index]
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func prompt() -> String:
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return str(current().get("prompt", ""))
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func advance(event: String) -> bool:
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if complete:
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return false
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if index < 0:
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start()
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if index >= BEATS.size():
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return false
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var beat: Dictionary = BEATS[index]
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var accepted: Array = [str(beat.get("event", ""))]
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if beat.has("alternate_event"):
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accepted.append(str(beat["alternate_event"]))
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if event not in accepted:
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return false
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index += 1
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if index >= BEATS.size():
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complete = true
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index = BEATS.size()
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completed.emit(false)
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else:
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beat_changed.emit(index, BEATS[index])
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return true
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## Skip is recorded separately so Settings/Help can offer "Replay tutorial".
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func skip() -> void:
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if complete:
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return
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skipped = true
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complete = true
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index = BEATS.size()
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completed.emit(true)
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func restart() -> Dictionary:
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return start()
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func is_complete() -> bool:
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return complete
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func is_skipped() -> bool:
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return skipped
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## (current beat number, total beats); one-based for display, (total, total)
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## after completion.
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func progress() -> Vector2i:
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return Vector2i(clampi(index + 1, 1, BEATS.size()), BEATS.size())
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@@ -0,0 +1,49 @@
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extends RefCounted
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## Deterministic headless tests for the first-shift tutorial state machine.
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const Tutorial := preload("res://src/game/tutorial.gd")
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func test_tutorial_advances_only_on_the_expected_action() -> bool:
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var tutorial := Tutorial.new()
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tutorial.start()
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var a := TestUtils.check(tutorial.current()["id"] == "arrive", "starts at arrival")
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var b := TestUtils.check(not tutorial.advance("wheel_opened"), "wrong action is ignored")
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var c := TestUtils.check(tutorial.advance("moved"), "movement advances")
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var d := TestUtils.check(tutorial.current()["id"] == "focus", "moves to focus")
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var e := TestUtils.check(tutorial.advance("cycled"), "target cycling advances")
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var f := TestUtils.check(tutorial.current()["id"] == "wheel", "moves to the action wheel")
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return a and b and c and d and e and f
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func test_tutorial_runs_all_beats_and_completes() -> bool:
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var tutorial := Tutorial.new()
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tutorial.start()
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var events := ["moved", "cycled", "wheel_opened", "inspected",
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"polite_direction", "formal_warning", "radio_submitted", "review_opened"]
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var ok := true
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for event in events:
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ok = ok and tutorial.advance(event)
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ok = ok and tutorial.is_complete()
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ok = ok and not tutorial.is_skipped()
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ok = ok and tutorial.progress() == Vector2i(Tutorial.BEATS.size(), Tutorial.BEATS.size())
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return TestUtils.check(ok, "all eight beats complete in order")
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func test_tutorial_accepts_body_camera_for_warning() -> bool:
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var tutorial := Tutorial.new()
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tutorial.start()
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for event in ["moved", "cycled", "wheel_opened", "inspected", "polite_direction"]:
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tutorial.advance(event)
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var a := TestUtils.check(tutorial.advance("body_camera"), "body camera satisfies warning")
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var b := TestUtils.check(tutorial.current()["id"] == "radio", "advances to radio")
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return a and b
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func test_tutorial_skip_and_restart() -> bool:
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var tutorial := Tutorial.new()
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tutorial.start()
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var a := TestUtils.check(tutorial.advance("moved"), "one beat completed")
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tutorial.skip()
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var b := TestUtils.check(tutorial.is_complete() and tutorial.is_skipped(), "skip completes tutorial")
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var c := TestUtils.check(not tutorial.advance("moved"), "completed tutorial is inert")
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tutorial.restart()
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var d := TestUtils.check(not tutorial.is_complete() and not tutorial.is_skipped(), "restart clears flags")
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var e := TestUtils.check(tutorial.current()["id"] == "arrive", "restart returns to beat one")
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return a and b and c and d and e
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