Add PLAN verbs and fix dead incident recording
Verbs (PLAN levels 1-3) - Eye contact: own Level 1 radial slice, logged as "eye contact". - Recognition is a player decision: "Recognize" sets NPCController.player_recognized, writes access evidence, and GameManager only then appends a RECOGNITION artifact. It is no longer implied by NPC type. - Body camera: real flag (off by default) driving the REC overlay; B toggles it and a formal warning arms it automatically, writing a body_camera incident event. - Blocking stations the guard 0.9 m from the person toward the entrance and turns to face them, instead of only emitting the escalation level. - Request reason: Level 3 ask answered from the NPC's seeded dialogue_lines. - Radial grows to 12 slices (174 px outer radius, centered labels). Incident recording fix - IncidentRecorder.start_incident() was never called, so add_event / add_access_evidence / add_escalation silently no-opped and the shift review always reported zero incidents. Incidents now open on focus (guarded by has_open_incident), verbs call _ensure_incident, and ShiftCoordinator closes leftovers as "unresolved" before building the review. Copy and docs - 9 new string keys (eye contact, body camera, recognition, reason, station). - README controls, 26-step smoke checklist, test count, status lists. - TODO section moved to DONE; MEMORY records the verb design and the recorder bug. Verification: headless 98/98, smoke_plan_verbs.gd + smoke_session_shell.gd + windowed smoke_focus_radial.gd all pass. Version bumped to 0.2.3.
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@@ -78,6 +78,19 @@ func close_incident(npc_id: String, outcome: String) -> Dictionary:
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func open_incidents_count() -> int:
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return _open_incidents.size()
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## True when an incident is already open for this NPC (avoids duplicating one
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## incident every time the player re-focuses the same person).
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func has_open_incident(npc_id: String) -> bool:
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return _open_incidents.has(npc_id)
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## Close every still-open incident at shift end so the review does not silently
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## drop interactions the player never resolved. Returns how many were closed.
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func close_all_open(outcome: String = "unresolved") -> int:
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var ids: Array = _open_incidents.keys()
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for npc_id in ids:
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close_incident(str(npc_id), outcome)
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return ids.size()
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func to_dict() -> Dictionary:
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return {
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"incidents": incidents.duplicate(true),
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@@ -34,6 +34,11 @@ var guard_noticed := false
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## Whether this NPC has passed the handheld wand screening (The Joke Shop).
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var screened := false
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## Whether the guard has declared they recognize this person (a player decision
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## recorded as evidence, PLAN.md: Authorized Access).
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var player_recognized := false
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## Last reply the NPC gave when asked for their reason for entry.
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var last_reason_reply := ""
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## Event-level access payload (`has_id`, `has_ticket`, statuses). Empty means
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## venue/type defaults from AccessLoadout.
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var access_override: Dictionary = {}
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@@ -150,6 +155,16 @@ func tick_return(delta: float) -> bool:
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func decide_leave() -> bool:
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return leave_requested
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## Level 3 ask: request the person's reason for entry (PLAN.md). Pure and
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## headless-testable; returns the line this NPC answers with ("" if silent).
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func request_reason() -> String:
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var lines: Array[String] = profile.dialogue_lines if profile else []
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if lines.is_empty():
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last_reason_reply = ""
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return ""
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last_reason_reply = lines[rng.randi_range(0, lines.size() - 1)]
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return last_reason_reply
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## Perception pass: given the guard's distance (meters), return a perception
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## result describing how the NPC reacts to the guard's presence. Pure and
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## headless-testable; the presentation layer feeds it the real distance.
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@@ -119,6 +119,8 @@ func _finish_shift() -> void:
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return
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_shift_finished = true
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running = false
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# Interactions the player never resolved still belong in this shift's review.
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recorder.close_all_open("unresolved")
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var review := build_review()
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event_bus.shift_state_changed.emit({"running": false, "review": review})
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shift_ended.emit(review)
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