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@@ -516,3 +516,11 @@ Completed 2026-10-31 (working tree). Headless **134/134**; `src/test/smoke_audio
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- [x] Loop a low crowd bed that rises with `CrowdSystem.mood`.
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- [x] Radio open/close crackle on the existing radio panel, still headless-safe (no-op without
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an audio server).
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## Accessibility
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Completed 2026-10-31 (working tree). Headless **139/139**; verified visually at 1.4x font scale with the shape meter showing.
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- [x] Escalation colors that still read in grayscale (shape or label, not hue alone).
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- [x] HUD font scale in settings.
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@@ -21,8 +21,8 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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Windowed control smoke: `godot --path . --script res://src/test/smoke_focus_radial.gd` → exit 0.
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- `main` is in sync with origin. **v0.2.2** tags the session-shell + world-follow-up commit;
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CI builds the portable binaries, NSIS installer, and AppImage on the tag push.
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- Next work: `TODO.md` accessibility (grayscale-safe escalation cues, HUD font scale in settings),
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then scenario content gaps.
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- Next work: `TODO.md` scenario content gaps (Joke Shop / Studio / Building events), then the
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remaining polish and tooling items.
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- Do not re-open `override_access`. Do not bind wand to `W`. Do not remove the radio easter egg.
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## Current State
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@@ -95,6 +95,11 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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`_begin_incident()` now starts one per focused NPC (`has_open_incident()` guard), verbs call
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`_ensure_incident()`, and `ShiftCoordinator._finish_shift()` closes leftovers as `unresolved`
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before building the review.
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- **Accessibility (2026-10-31):** escalation text is `"<name> [###--] L3/5"` via
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`Hud.escalation_meter(level)` (pure, tested) so the cue survives grayscale. HUD font scale uses
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`add_theme_font_size_override` on the core labels (`set_font_scale`), **not** `Control.scale`,
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which pushed the right-anchored clock label off-screen. Settings load before `_build_ui()`, so
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`_ready()` re-applies player settings after the HUD exists.
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- **Audio (2026-10-31):** `AudioFeedback.start_crowd_bed()` builds a 4 s looping `AudioStreamWAV`
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(one-pole-filtered noise + 68/103 Hz drone, seeded) and `set_crowd_level(mood)` maps 0..1 to
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-34..-12 dB. `play_radio_open/close` push short filtered-noise bursts. All procedural; with a
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@@ -28,7 +28,8 @@ The central design goal is simple:
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**All releases:** <https://git.allucanget.biz/zwitschi/security-game/releases>
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> **Latest: v0.2.8** — procedural crowd ambience driven by crowd mood, and radio crackle.
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> **Latest: v0.2.9** — accessibility pass: grayscale-safe escalation meter and a working HUD font
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> scale.
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> Releases are built automatically when a `vX.Y.Z` tag is pushed
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> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
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> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
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@@ -307,7 +308,7 @@ 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: **134 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, 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)
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- Headless unit tests: **139 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, 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)
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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 gold ring 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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@@ -323,6 +324,7 @@ Implemented so far:
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- Body-camera timeline: the shift review opens a text timeline of every recorded incident event (time, person, action/outcome) that you step through with the arrow keys or buttons. No live 3D replay yet
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- NPC theater: seated guests sit on the steps with bent legs, influencers and tourists raise a camera prop while photographing, performers sway their sign, and filming visitors pan slowly — all once they reach their intent's waypoint
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- Audio: a looping procedural crowd bed (filtered murmur) whose volume follows `CrowdSystem.mood`, plus radio open/close crackle. All generated at runtime, no audio assets, and safe with a dummy audio server
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- Accessibility: the escalation cue shows a shape meter plus the numeric level (`Escalation: Blocking [###--] L3/5`) so it reads in grayscale, and the HUD font scale from settings is applied at boot by resizing fonts (not Control.scale, which broke the right-aligned layout)
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- Visual polish pass (v0.2.0): phase-based lighting (sun/sky/ambient per shift phase), street lamps with night-mode bulbs and omni lights, glowing marquee signage, crosswalk, planters and low-poly street trees, NPC height/brightness variety, denser routine traffic — day and late-night screenshot sets
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- Assets pass: authored textures in `assets/textures/` (brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art) generated by `tools/generate_textures.py`, soft sun shadows, humanoid NPC rigs with archetype props + procedural walk bob and attention head-turn, inspection artifact cards, escalation vignette, mode icons, and a body-camera overlay (REC + shift clock)
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@@ -360,7 +362,9 @@ Not yet implemented: live 3D body-camera replay, editor-based GUT integration, a
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28. An unjustified emergency call (calm person, no weapon) logs an investigation and costs reputation.
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29. After an evacuation outcome the door is locked and NPCs are leaving the entrance.
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30. The shift review's "Body camera timeline" button steps through the recorded events (Left/Right or the buttons) and Esc returns to the review.
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31. When the shift timer reaches 0, the shift review screen shows grade, incident summary, responder outcomes, investigations, and persisted shift history; "Run another shift" returns to the venue menu.
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31. The escalation label shows a `[###--] L3/5` shape meter as well as the level name, and stays readable in grayscale.
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32. Changing "HUD font scale" in Settings resizes the HUD text and persists across a restart.
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33. When the shift timer reaches 0, the shift review screen shows grade, incident summary, responder outcomes, investigations, and persisted shift history; "Run another shift" returns to the venue menu.
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## Development Workflow
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@@ -1,15 +1,10 @@
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# TODO
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Godot 4.3 prototype. Release **v0.2.8** is tagged. Headless suite **134/134**, plus the session,
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Godot 4.3 prototype. Release **v0.2.9** is tagged. Headless suite **139/139**, plus the session,
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PLAN-verb, crowd, emergency, timeline, audio, and windowed focus/radial smokes.
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Host `REQUIRE_SIGNIN_VIEW` stays deferred.
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## Accessibility
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- [ ] Escalation colors that still read in grayscale (shape or label, not hue alone).
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- [ ] HUD font scale in settings.
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## Scenario content still missing vs PLAN lists
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- [ ] Joke Shop: guest on the reservation list without ID; borrowed/mismatched ID; guest
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Before Width: | Height: | Size: 37 KiB After Width: | Height: | Size: 1.0 MiB |
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Before Width: | Height: | Size: 32 KiB After Width: | Height: | Size: 1004 KiB |
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Before Width: | Height: | Size: 35 KiB After Width: | Height: | Size: 1.1 MiB |
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Before Width: | Height: | Size: 41 KiB After Width: | Height: | Size: 1.1 MiB |
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Before Width: | Height: | Size: 32 KiB After Width: | Height: | Size: 954 KiB |
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Before Width: | Height: | Size: 40 KiB After Width: | Height: | Size: 910 KiB |
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Before Width: | Height: | Size: 37 KiB After Width: | Height: | Size: 971 KiB |
@@ -8,7 +8,7 @@ config_version=5
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config/name="Step Line"
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config/description="Workplace security simulation about observation, access verification, and proportionate escalation."
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config/version="0.2.8"
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config/version="0.2.9"
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run/main_scene="res://scenes/main.tscn"
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config/features=PackedStringArray("4.3", "GL Compatibility")
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@@ -141,6 +141,9 @@ func _ready() -> void:
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_connect_crowd()
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_build_ui()
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# The HUD does not exist yet when settings are loaded, so push them again now
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# that it does (otherwise the saved font scale is ignored until the next apply).
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_apply_settings(player_settings)
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_last_phase = -1
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_apply_phase_lighting()
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# Boot into the venue menu; the shift starts when the player picks a venue.
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@@ -49,6 +49,8 @@ var _debug_enabled := false
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var _log_lines: Array[String] = []
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var _cam_overlay: Control = null
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var _body_camera_on := false
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var _font_scale := 1.0
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var _base_font_sizes: Dictionary = {}
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func _init() -> void:
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name = "HUD"
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@@ -300,16 +302,20 @@ func is_body_camera_on() -> bool:
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return _body_camera_on
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## Scale the whole HUD text block (accessibility settings).
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## Resize HUD text by changing font sizes (not Control.scale, which overflows
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## anchored labels and breaks the right-aligned layout).
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func set_font_scale(scale: float) -> void:
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var clamped := clampf(scale, 0.75, 1.75)
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if top_label:
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top_label.scale = Vector2(clamped, clamped)
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if log_label:
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log_label.scale = Vector2(clamped, clamped)
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if target_label:
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target_label.scale = Vector2(clamped, clamped)
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if hint_label:
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hint_label.scale = Vector2(clamped, clamped)
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_font_scale = clamped
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var scaled: Array[Label] = [top_label, log_label, target_label, hint_label,
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time_label, mode_label, escalation_label, radio_cooldown_label, debug_label]
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for label in scaled:
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if label == null:
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continue
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if not _base_font_sizes.has(label):
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_base_font_sizes[label] = label.get_theme_font_size("font_size")
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var base: int = int(_base_font_sizes[label])
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label.add_theme_font_size_override("font_size", maxi(8, int(round(float(base) * clamped))))
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func _make_icon(texture: Texture2D) -> TextureRect:
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var tr := TextureRect.new()
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@@ -353,9 +359,18 @@ func set_action_hint(text: String) -> void:
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## Color-coded escalation feedback (PLAN.md: Polish and Accessibility).
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## Green → yellow → orange → red as the escalation level rises.
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## Grayscale-safe escalation meter: filled/empty blocks plus the level number, so
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## the cue does not rely on hue alone (accessibility).
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static func escalation_meter(level: int) -> String:
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var clamped := clampi(level, 0, 5)
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var filled := ""
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for i in 5:
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filled += "#" if i < clamped else "-"
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return "[%s] L%d/5" % [filled, clamped]
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func set_escalation(level: int) -> void:
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var name: String = Rules.LEVEL_NAMES.get(level, "Observation")
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escalation_label.text = Strings.fmt("hud.escalation_prefix", [name])
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escalation_label.text = "%s %s" % [Strings.fmt("hud.escalation_prefix", [name]), escalation_meter(level)]
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var tint := Color(0.6, 0.9, 0.6)
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match level:
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Rules.Level.OBSERVATION, Rules.Level.SIMPLE_DETERRENCE:
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@@ -0,0 +1,64 @@
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extends RefCounted
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## Accessibility: escalation cues that survive grayscale (shape + level, not hue
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## alone) and the HUD font scale from settings.
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const Hud := preload("res://src/game/ui/hud.gd")
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const Rules := preload("res://src/core/rules.gd")
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func test_meter_shape_and_level() -> bool:
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var a := TestUtils.check_eq(Hud.escalation_meter(0), "[-----] L0/5", "calm shows an empty meter")
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var b := TestUtils.check_eq(Hud.escalation_meter(3), "[###--] L3/5", "three filled blocks at blocking")
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var c := TestUtils.check_eq(Hud.escalation_meter(5), "[#####] L5/5", "emergency fills the meter")
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var d := TestUtils.check_eq(Hud.escalation_meter(99), "[#####] L5/5", "levels clamp at 5")
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var e := TestUtils.check_eq(Hud.escalation_meter(-2), "[-----] L0/5", "levels clamp at 0")
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return a and b and c and d and e
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func test_meter_is_not_hue_only() -> bool:
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## Every level must differ in shape/text, independent of colour.
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var seen: Array[String] = []
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for level in 6:
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var meter: String = Hud.escalation_meter(level)
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if seen.has(meter):
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return TestUtils.fail("levels %d and %d share a meter" % [level, seen.find(meter)])
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seen.append(meter)
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return TestUtils.check(seen.size() == 6, "all six levels have distinct meters")
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func test_escalation_label_includes_meter_and_name() -> bool:
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var hud: Node = Hud.new()
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hud.set_escalation(Rules.Level.FORMAL_WARNING)
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var text: String = hud.escalation_label.text
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var a := TestUtils.check(text.contains("Formal Warning"), "label names the level")
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var b := TestUtils.check(text.contains("[##---]"), "label shows the shape meter")
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var c := TestUtils.check(text.contains("L2/5"), "label shows the numeric level")
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hud.free()
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return a and b and c
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func test_font_scale_applies_to_core_labels() -> bool:
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var hud: Node = Hud.new()
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var base_top: int = hud.top_label.get_theme_font_size("font_size")
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var base_log: int = hud.log_label.get_theme_font_size("font_size")
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var base_esc: int = hud.escalation_label.get_theme_font_size("font_size")
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var base_mode: int = hud.mode_label.get_theme_font_size("font_size")
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hud.set_font_scale(1.4)
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var a := TestUtils.check(hud.top_label.get_theme_font_size("font_size") > base_top, "top label grows")
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var b := TestUtils.check(hud.log_label.get_theme_font_size("font_size") > base_log, "log grows")
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var c := TestUtils.check(hud.escalation_label.get_theme_font_size("font_size") > base_esc, "escalation label grows")
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var d := TestUtils.check(hud.mode_label.get_theme_font_size("font_size") > base_mode, "mode label grows")
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# Scaling is by font size, not Control.scale, so anchored labels keep layout.
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var e := TestUtils.check(is_equal_approx(hud.top_label.scale.x, 1.0), "labels are not Control-scaled")
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hud.set_font_scale(9.0)
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var capped: int = hud.top_label.get_theme_font_size("font_size")
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var f := TestUtils.check(capped <= int(round(float(base_top) * 1.75)) + 1, "scale clamps at 1.75")
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hud.free()
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return a and b and c and d and e and f
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func test_settings_font_scale_is_applied_after_ui_exists() -> bool:
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## The HUD is created after settings load, so the manager must re-apply.
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var src := FileAccess.get_file_as_string("res://src/game/game_manager.gd")
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var a := TestUtils.check(src.contains("_apply_settings(player_settings)"), "settings are applied on boot")
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var build_idx := src.find("_build_ui()")
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var apply_idx := src.find("_apply_settings(player_settings)", build_idx)
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var b := TestUtils.check(apply_idx > build_idx, "the second apply happens after the HUD is built")
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var c := TestUtils.check(src.contains("hud.set_font_scale(float(settings.get("),
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"settings drive the HUD font scale")
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return a and b and c
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