Commit Graph
6 Commits
Author SHA1 Message Date
Gig Line Dev 98c31fe44c Audit and fix NPC, door-staff and UI dialogue
Full build / Import + headless tests (push) Successful in 40s
Full build / Full desktop build + optional release (push) Skipped
- Route the Reason verb through authored reason contexts and give every shared archetype an in-character answer.
- Add Hollywood wristband and TV Studio ticket/credential door-staff lines.
- Clarify radio cancellation, Ask terminology, start hints and campaign-reset copy.
- Record the dialogue audit and length findings in docs/ui-copy.md; add regression tests.
2026-11-02 14:44:01 +01:00
zwitschi f11b441c07 Implement control pass: focus cone, action wheel, named inputs, boot fixes
Full build / Import + headless tests (push) Successful in 22s
Full build / Full desktop build + optional release (push) Skipped
- Venue-correct access artifacts (AccessLoadout) and screened-aware verify
- Cone focus on NPC heads with billboarded ring + display name (ADR-0008)
- Action wheel with de-escalation-first slices (ADR-0009); Esc/RMB cancel
- Procedural NPC face/hair/neck/shoes (ADR-0010); named input actions
- Fix GameManager parse error (radial typed as ActionRadial)
- Fix first-person camera height and guard spawning inside the building
- Move building volume back so the door/awning/marquee are visible
- Pull the event scheduler once per simulated second; cap live NPCs
- Regenerate README screenshots; update TODO/DONE/MEMORY/README; 77 tests

Adds src/test/smoke_focus_radial.gd for the windowed focus/radial smoke.
2026-10-31 15:58:01 +01:00
zwitschi 0b5cd772a5 Mitigate CI cache timeouts and wire venue door-staff dialogue
Full build / Import + headless tests (push) Successful in 33s
Full build / Full desktop build + optional release (push) Skipped
- Drop actions/cache@v4 from the checks job: the Gitea runner cannot reach
  GitHub's cache service (/twirp/...CacheService timeouts, ~2min retries);
  Godot import is fast enough without it. Add GODOT_SILENCE_ROOT_WARNING=1.
- Document the cache situation and re-enable path in docs/RELEASING.md
- VenueScenario.door_staff_line(context, rng): seeded-random venue lines
- GameManager logs id/ticket/wand-check, refusal, and prohibited-item lines
  from the venue scenario (Joke Shop flavor) during inspection/screening
- Test coverage: all Joke Shop contexts, unknown contexts, empty venues,
  deterministic seeded picks (54 tests pass)
2026-10-31 13:13:25 +01:00
zwitschi 1e972a7490 Implement TODO backlog: LATE phase fix, protester, CALL_SOMEONE, door lock, flashlight, persistence, navmesh, JSON localization, and release tooling
CI / headless-tests (push) Successful in 55s
- Fix LATE shift phase (start 700s) so the violent-threat event is reachable
- Add PROTESTER archetype (rules, profile, colors, events in public venues)
- Add CALL_SOMEONE reaction (FSM -> ARGUING, influencer/trespasser/protester weights)
- Door lock: DoorState core class, L binding, red/green visual indicator,
  locked doors thwart FORCE_ENTRY
- Flashlight: G binding, SpotLight3D, perception radius bonus at evening/late
- Persistence: save shift results via Save autoload, history + best score on
  review screen, round-trip test
- Navigation: flat NavigationRegion3D navmesh, NavigationAgent3D path following
  with direct-movement fallback; steps made visual-only so NPCs reach entrance
- Localization: strings moved to content/strings.en.json (loader keeps
  lookup/fmt signatures; coverage test over all keys)
- Distribution: export_presets.cfg (Linux/Windows/macOS), tools/build_releases.sh,
  docs/RELEASING.md, prominent README Downloads section
- Remove stale signal_bus.gd (invalid static-signal experiment)
- Tests: 53 passing across 9 suites
2026-10-31 12:51:13 +01:00
zwitschi 81b5d5ce5a Implement NPC perception, returning trespassers, responder dispatch, wand screening, and accessibility polish
CI / headless-tests (push) Successful in 2m11s
2026-10-31 12:31:13 +01:00
zwitschi 439e0a4281 Implement prototype: venue-driven simulation core, scenarios, tests, and playable entrance scene
CI / headless-tests (push) Canceled after 49s
- Godot 4.3 project scaffold with first-person guard, procedural world,
  interaction HUD, access inspection, radio forms, debug overlay, shift review
- Simulation core: ShiftCoordinator, VenueScenario, EventScheduler, NPCController/FSM,
  AccessVerifier, EscalationManager, RadioSystem, IncidentRecorder,
  ReputationEvaluator, CrowdSystem, EventBus
- Three authored scenarios (Hollywood Blvd building, The Joke Shop, TV studio)
- Custom headless test runner (25 tests) replacing editor-dependent GUT,
  plus GitHub Actions CI
- Documentation workflow live: README, PLAN (tech stack), TODO/DONE, MEMORY
2026-10-31 11:37:54 +01:00