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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@@ -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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