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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extends SceneTree
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## PLAN-verb smoke: starts a shift, focuses one person, then exercises the verbs
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## added after the radial pass — recognize, request reason, body camera, formal
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## warning (which must arm the body camera), and blocking (which must move the
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## guard between the person and the door). Also checks that an incident is
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## actually recorded, then closing it at shift end.
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##
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## Usage:
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## godot --headless --path . --script res://src/test/smoke_plan_verbs.gd
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## Exit code 0 = pass, 1 = failure.
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const MAX_FRAMES := 1200
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var frame := 0
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var gm: Node = null
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var started := false
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var step := 0
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var failures: Array[String] = []
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func _initialize() -> void:
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root.size = Vector2i(1280, 720)
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root.add_child(load("res://scenes/main.tscn").instantiate())
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func _process(_delta: float) -> bool:
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frame += 1
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if gm == null:
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gm = root.find_child("GameManager", true, false)
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return false
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if not started:
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gm.call("_on_venue_selected", "hollywood_building")
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started = true
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return false
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if frame > MAX_FRAMES:
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_fail("timeout before the verbs ran")
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return true
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if frame < 200:
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return false
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if step == 0:
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if gm.npcs.is_empty():
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_fail("no NPCs spawned to test the verbs on")
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return true
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var npc: Node = gm.npcs[0]
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gm.call("_on_guard_target", npc)
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var controller: Object = npc.get_npc_controller()
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gm.call("_recognize_target")
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_check(controller.player_recognized, "recognize marks the person as recognized")
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gm.call("_request_reason")
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_check(typeof(controller.last_reason_reply) == TYPE_STRING, "reason request returns a reply")
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gm.call("_set_body_camera", false, "smoke")
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_check(not gm.body_camera_on, "body camera can be switched off")
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gm.call("_apply_interaction", 2, "formal warning")
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_check(gm.body_camera_on, "formal warning arms the body camera")
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var before: Vector3 = gm.guard.global_position
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gm.call("_apply_interaction", 3, "blocking")
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_check(before.distance_to(gm.guard.global_position) > 0.05, "blocking moves the guard")
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_check(gm.coordinator.recorder.open_incidents_count() > 0 or gm.coordinator.recorder.incidents.size() > 0,
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"an incident was recorded")
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gm.coordinator.call("_finish_shift")
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_check(gm.coordinator.recorder.open_incidents_count() == 0, "open incidents close at shift end")
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_check(gm.coordinator.recorder.incidents.size() > 0, "shift history keeps the incident")
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step = 1
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if step == 1:
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_finish()
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return true
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return false
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func _check(condition: bool, message: String) -> void:
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if condition:
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print("ok: " + message)
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else:
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_fail(message)
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func _fail(message: String) -> void:
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failures.append(message)
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_finish()
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func _finish() -> void:
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if failures.is_empty():
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print("SMOKE OK: PLAN verbs (recognize, reason, body camera, warning, blocking)")
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quit(0)
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else:
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for message in failures:
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printerr("SMOKE FAIL: " + message)
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quit(1)
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