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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