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Author SHA1 Message Date
zwitschi ad12fdad7e Bump to 0.9.1 and record the toolchain update
Full build / Import + headless tests (push) Successful in 2m23s
Full build / Full desktop build + optional release (push) Successful in 9m44s
2026-11-02 09:28:13 +01:00
zwitschi 87612f2057 Unify the Godot 4.7.2 CI environment and cache it
Full build / Import + headless tests (push) Successful in 2m30s
Full build / Full desktop build + optional release (push) Skipped
Update project features and CI installs/templates to Godot 4.7.2, remove the
old version matrix, and cache the Godot binary and export templates with Gitea
Actions cache. Update release/docs/version references accordingly. Project
import and headless tests pass locally under 4.7.2.
2026-11-02 09:25:08 +01:00
zwitschi ffd98daf08 Plan the pre-RC patch levels
Full build / Full desktop build + optional release (push) Skipped
Full build / Import + headless tests (push) Successful in 38s
Add detailed 0.9.1 UI/dialog/button polish, 0.9.2 NPC model refinement,
0.9.3 texture/material refinement and 0.9.4 integration/performance/judge
workstreams before the 0.9.5 release candidate. Update the remaining-gap table,
baseline to v0.9.0 and README development status.
2026-11-02 09:16:33 +01:00
zwitschi f811e6054d Expand the 0.9.5 release-candidate checklist
Full build / Import + headless tests (push) Successful in 38s
Full build / Full desktop build + optional release (push) Skipped
Replace the remaining-gap table with v0.9.0 baselines and break the release
candidate into detailed workstreams for content lock/playtests, balance,
save migration, release engineering, legal/credits, documentation/visual
sign-off and final QA. Sync the README development status to v0.9.0.
2026-11-02 08:54:39 +01:00
zwitschi 9d37e0a1c5 Bump the project version to 0.9.0
Full build / Import + headless tests (push) Successful in 36s
Full build / Full desktop build + optional release (push) Successful in 5m0s
2026-11-01 21:48:03 +01:00
zwitschi 883626a067 Ship the 0.9.0 production-quality milestone
Full build / Import + headless tests (push) Successful in 42s
Full build / Full desktop build + optional release (push) Canceled after 4m58s
Add mixer/accessibility settings, caption/reduce-motion hooks, audio volume
clamping, a 24-NPC performance smoke and shortened coat/dress stride for hem
clipping. Record the explicit Godot 4.3-CI/4.7-local matrix and the 0.9
production scope. Headless 250/250, Python 94/94, 24-NPC budget smoke passes.
2026-11-01 21:46:42 +01:00
zwitschi b5d4d5fb87 Plan detailed 0.9.0 production-quality steps
Full build / Import + headless tests (push) Successful in 43s
Full build / Full desktop build + optional release (push) Skipped
Expand the next milestone into animation, audio, localization, accessibility,
performance/platform, QA/visual baselines, Godot-version policy and exit
criteria, with concrete verification work per workstream.
2026-11-01 21:39:29 +01:00
zwitschi fac9b002c3 Fix normal radio report submission
Full build / Import + headless tests (push) Successful in 38s
Full build / Full desktop build + optional release (push) Failing after 4m22s
The radio button was connected only to the emergency hold handlers, so a
normal Send request never reached _submit. Connect pressed for non-emergency
calls while keeping hold-to-confirm exclusive to emergencies, and add tests
for click, short-hold rejection and full emergency hold. Headless 249/249,
Python 94/94.
2026-11-01 21:37:39 +01:00
zwitschi aa51ee331e Ship the 0.8.0 first-hour and campaign milestone
Full build / Import + headless tests (push) Successful in 41s
Full build / Full desktop build + optional release (push) Successful in 4m18s
Add the campaign shell, pause-safe checkpoint resume, post-shift campaign
continue, confirmed campaign reset, difficulty presets, searchable Help,
content-matrix validation, recovery events, contextual dialogue, policy/debrief
context and eligible-event previews. Extend persistence with atomic separate
files and add campaign/checkpoint/tutorial smokes. Headless 247/247, Python
94/94, tutorial/campaign/session/scenario smokes green.
2026-11-01 21:21:43 +01:00
zwitschi 86332cd401 Wire the first-shift tutorial into gameplay
Full build / Import + headless tests (push) Successful in 38s
Full build / Full desktop build + optional release (push) Skipped
Add the non-blocking prompt card, safe compliant visitor, action-driven
advancement through the real wheel/inspection/warning/radio panels, persisted
completion/skip, a Settings replay action and localized tutorial strings.
Scripted tests/captures bypass the tutorial unless --tutorial is passed. Add a
windowed smoke covering the full flow. Headless 237/237, Python 94/94, tutorial
smoke passes.
2026-11-01 21:05:59 +01:00
53 changed files with 2371 additions and 1235 deletions

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+49 -14
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@@ -7,6 +7,10 @@ on:
pull_request: pull_request:
workflow_dispatch: workflow_dispatch:
env:
GODOT_VERSION: "4.7.2"
GODOT_BIN: /usr/local/bin/godot
jobs: jobs:
checks: checks:
name: Import + headless tests name: Import + headless tests
@@ -17,12 +21,23 @@ jobs:
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v4
- name: Install Godot 4.3 - name: Restore Godot binary cache
uses: actions/cache@v4
with:
path: /usr/local/bin/godot
key: godot-${{ runner.os }}-${{ env.GODOT_VERSION }}-v1
- name: Install Godot 4.7.2
run: | run: |
if [ -x /usr/local/bin/godot ]; then
godot --version
exit 0
fi
curl -sL -o /tmp/godot.zip \ curl -sL -o /tmp/godot.zip \
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_linux.x86_64.zip https://github.com/godotengine/godot/releases/download/4.7.2-stable/Godot_v4.7.2-stable_linux.x86_64.zip
unzip -qo /tmp/godot.zip -d /tmp/godot-bin unzip -qo /tmp/godot.zip -d /tmp/godot-bin
sudo install /tmp/godot-bin/Godot_v4.3-stable_linux.x86_64 /usr/local/bin/godot sudo install /tmp/godot-bin/Godot_v4.7.2-stable_linux.x86_64 /usr/local/bin/godot
godot --version
- name: Import project (build class cache) - name: Import project (build class cache)
run: godot --headless --import run: godot --headless --import
@@ -56,18 +71,38 @@ jobs:
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v4
- name: Install Godot 4.3 and export templates - name: Restore Godot binary cache
uses: actions/cache@v4
with:
path: /usr/local/bin/godot
key: godot-${{ runner.os }}-${{ env.GODOT_VERSION }}-v1
- name: Restore export templates cache
uses: actions/cache@v4
with:
path: ~/.local/share/godot/export_templates/4.7.2.stable
key: godot-templates-${{ runner.os }}-${{ env.GODOT_VERSION }}-v1
- name: Install Godot 4.7.2 and export templates
run: | run: |
curl -sL -o /tmp/godot.zip \ if [ ! -x /usr/local/bin/godot ]; then
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_linux.x86_64.zip curl -sL -o /tmp/godot.zip \
unzip -qo /tmp/godot.zip -d /tmp/godot-bin https://github.com/godotengine/godot/releases/download/4.7.2-stable/Godot_v4.7.2-stable_linux.x86_64.zip
sudo install /tmp/godot-bin/Godot_v4.3-stable_linux.x86_64 /usr/local/bin/godot unzip -qo /tmp/godot.zip -d /tmp/godot-bin
sudo install /tmp/godot-bin/Godot_v4.7.2-stable_linux.x86_64 /usr/local/bin/godot
fi
godot --version
if [ -f "$HOME/.local/share/godot/export_templates/4.7.2.stable/linux_release.x86_64" ]; then
ls "$HOME/.local/share/godot/export_templates/4.7.2.stable" | head -5
exit 0
fi
curl -sL -o /tmp/templates.tpz \ curl -sL -o /tmp/templates.tpz \
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_export_templates.tpz https://github.com/godotengine/godot/releases/download/4.7.2-stable/Godot_v4.7.2-stable_export_templates.tpz
mkdir -p ~/.local/share/godot/export_templates/4.3.stable rm -rf /tmp/tpl && mkdir -p /tmp/tpl
cd /tmp && rm -rf tpl && mkdir tpl && unzip -qo templates.tpz -d tpl unzip -qo /tmp/templates.tpz -d /tmp/tpl
cp tpl/templates/* "$HOME/.local/share/godot/export_templates/4.3.stable/" 2>/dev/null || true mkdir -p "$HOME/.local/share/godot/export_templates/4.7.2.stable"
ls "$HOME/.local/share/godot/export_templates/4.3.stable" | head -5 cp /tmp/tpl/templates/* "$HOME/.local/share/godot/export_templates/4.7.2.stable/"
ls "$HOME/.local/share/godot/export_templates/4.7.2.stable" | head -5
- name: Import project - name: Import project
run: godot --headless --import run: godot --headless --import
@@ -114,7 +149,7 @@ jobs:
if: startsWith(github.ref, 'refs/tags/') if: startsWith(github.ref, 'refs/tags/')
env: env:
# An explicit repo secret wins. Without one, publish_release.sh reuses # An explicit repo secret wins. Without one, publish_release.sh reuses
# the local git extraheader that actions/checkout configures for the job # the local git extraheader that actions/checkout configures on the job
# (the runner's own credentials), so tag builds still publish. # (the runner's own credentials), so tag builds still publish.
GITEA_TOKEN: ${{ secrets.GITEA_TOKEN }} GITEA_TOKEN: ${{ secrets.GITEA_TOKEN }}
VERSION: ${{ github.ref_name }} VERSION: ${{ github.ref_name }}
+65
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@@ -4,6 +4,71 @@ All notable user-facing changes to Gig Line. The format follows
[Keep a Changelog](https://keepachangelog.com/en/1.1.0/), and versions use [Keep a Changelog](https://keepachangelog.com/en/1.1.0/), and versions use
Semantic Versioning. Semantic Versioning.
## [0.9.1] — 2026-11-02
### Changed
- Unified the project, local tooling and CI/release environment on Godot 4.7.2,
including matching export templates and project feature metadata.
- Added Gitea Actions cache for the Godot binary and export templates to reduce
repeated download time.
- Updated release and setup documentation for the 4.7.2 baseline.
## [0.9.0] — 2026-11-01
### Added
- Master/SFX/ambience volume controls, a captions toggle and a Reduce motion
option in Settings.
- A 24-NPC performance budget smoke and expanded audio/accessibility coverage.
- Explicit production-quality scope for animation, audio, localization and the
Godot 4.3-CI/4.7-local support matrix.
### Changed
- Coat and dress strides are shortened to reduce hem/leg clipping.
- Help and the shift-review surface expose the current policy and accessibility
settings.
### Fixed
- Audio cue volumes now respect the player's mixer settings while remaining
headless-safe.
## [0.8.1] — 2026-11-01
### Fixed
- Normal radio reports now send on click. The button was wired only to the
emergency hold-to-confirm handlers, so a non-emergency press did nothing.
## [0.8.0] — 2026-11-01
### Added
- A first-shift tutorial with contextual prompts, a safe visitor and replay/skip.
- A three-venue campaign shell with shift progression and a Continue action.
- Resume-from-checkpoint for paused shifts, including NPC, incident and system state.
- Easy/normal/hard difficulty presets for spawn pacing, compliance tolerance and
report strictness.
- A searchable in-game Help overlay with controls and the current venue policy.
- Recovery events, contextual NPC dialogue and an eligible-event debug preview.
### Changed
- The shift review now includes venue policy, campaign next steps and continued
review controls.
- Event scheduling suppresses recently played scripted events and respects the
difficulty spawn multiplier.
- Save data is written atomically and split into settings, campaign, shift
history and versioned checkpoint files.
### Fixed
- Missing/older settings migrate through defaults; a partial write cannot
replace a valid save.
- The HUD debug overlay now refreshes and shows the next eligible events.
## [0.7.3] — 2026-11-01 ## [0.7.3] — 2026-11-01
### Fixed ### Fixed
+245
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@@ -1336,3 +1336,248 @@ back when a provider rejects a request.
records the selected model and ~$0.006 spend. records the selected model and ~$0.006 spend.
- [x] Update `docs/asset-tooling.md`, `MEMORY.md`, `README.md` and `CHANGELOG.md`; the - [x] Update `docs/asset-tooling.md`, `MEMORY.md`, `README.md` and `CHANGELOG.md`; the
public catalogue picks the cheapest image+JSON model (`z-ai/glm-5.3-flash` at run time). public catalogue picks the cheapest image+JSON model (`z-ai/glm-5.3-flash` at run time).
## Milestone 0.8.0 — First hour and content depth
Completed 2026-11-01. Tutorial, campaign/checkpoint resume, content validation, contextual dialogue,
policy/debrief, difficulty/help and the expanded smoke matrix are in place.
Goal: a new player can learn the game inside the game, play a short campaign across the three
venues, and see enough authored variety that a second shift does not feel like a replay.
### 0.8.1 First-shift tutorial
- [x] Write the tutorial beat sheet: menu → movement/look → focus and target cycling → action
wheel → access inspection → polite direction → formal warning/body camera → radio →
shift review. Eight beats and a safe compliant visitor are specified in
[`docs/tutorial.md`](docs/tutorial.md).
- [x] Add a tutorial state machine independent of the normal shift FSM. `Tutorial` in
`src/game/tutorial.gd` owns the eight beats, accepts only the current beat's action,
supports skip/restart and has deterministic headless tests. GameManager/UI wiring starts
with the contextual-prompt task.
- [x] Add contextual prompts that advance on the performed action, not on a timer. The
non-blocking `TutorialOverlay` card updates from `Tutorial.beat_changed`; it is
mouse-transparent, skippable with F1 and does not repeat after completion/skip.
- [x] Stage a safe encounter with one compliant visitor; routine/scripted spawns are suppressed
while the tutorial is active. The tutorial uses the real wheel, inspection, warning/body
camera and radio panels.
- [x] Persist tutorial completion/skip in `settings.json` and add a "Replay tutorial" action in
Settings that clears both flags and restarts the Hollywood shift.
- [x] Add localized tutorial strings (`tutorial.*` keys) and caption-ready prompt hooks in the
overlay/state table.
- [x] Add headless tutorial-state tests and `smoke_tutorial.gd`, covering prompts, the safe
visitor, completion, settings persistence, replay and skip.
Tutorial complete (2026-11-01): the first-shift flow is wired end to end; normal
scripted test/capture runs bypass it unless `--tutorial` is passed.
### 0.8.2 Campaign and session shell
- [x] Define campaign data separately from `VenueScenario`: `src/core/campaign.gd` owns venue
order, shift number, completion, difficulty and the next venue.
- [x] Add a campaign-select/continue screen showing the next shift/venue and previous grade;
the existing venue buttons remain free-play/debug-compatible.
- [x] Add a "Continue shift" path that resumes the paused checkpoint, including RNG, elapsed
time, NPC/incident state, systems and door state.
- [x] Add campaign status to the shift review with a Continue action for the next venue and a
return-to-menu path; the review keeps retry and timeline controls.
- [x] Persist campaign state (`campaign.json`) and add a confirmed Reset campaign action in
Settings.
- [x] Add Campaign unit tests plus `smoke_campaign.gd` covering resume, shift advancement, review
continue and help.
### 0.8.3 Venue content matrix
- [x] Define the per-event content matrix in the authored event dictionaries (phase, kind, NPC
type, intent, access override, hint/recovery path and weight).
- [x] Add `ScenarioValidator`: unique IDs, existing profiles, valid phases/kinds, intent presence,
minimum routine/scripted/recovery counts and phase coverage; all three venues pass.
- [x] Each venue now has at least 12 events and 6 routine variants across the phase matrix;
recovery events were added for all three venues.
- [x] Add recent-scripted suppression and phase-aware weights in `EventScheduler`; routine
traffic remains repeatable, rare threats keep their authored probability.
- [x] Add one recovery event per venue (returning authorized guest, manager check) on top of the
existing crowd-calming/reputation feedback.
- [x] Add `EventScheduler.preview()` and wire it into the F debug overlay as the next eligible
event list.
- [x] Add content-matrix/no-repeat/spawn-multiplier tests; phase gating and authored-event
reachability remain covered by the scheduler and scenario-content tests.
### 0.8.4 NPC dialogue and negotiation
- [x] Add `NpcProfile.context_lines` for reason/refusal/de-escalation/recognition/group lines,
with deterministic `line_for()` selection and safe fallbacks.
- [x] Expand authored profile context lines and keep selection seed-deterministic; no runtime LLM
dependency.
- [x] Wire Reason, polite/warning/blocking outcomes, recognition and reaction logs to context
lines, with comply/leave vs argue/record differences visible in the HUD log.
- [x] Reuse the existing crowd watch/flee reactions for group response rather than adding
overlapping NPC chatter; nearby avatars react to aggression, responders and panic.
- [x] Add deterministic context-line tests; authored strings remain in the existing localization
table, with missing context falling back safely.
- [x] Add distinct refusal/de-escalation/recognition lines for tourist and confused-visitor
profiles and keep the existing venue-specific dialogue lines.
### 0.8.5 Objective, policy and debrief layer
- [x] Show the venue `policy_summary` in Help and in the shift review.
- [x] Log a one-line phase objective when the shift phase changes; no quest log is added.
- [x] The review already lists incidents, reputation modifiers and responder/investigation outcomes;
policy and campaign-next context were added to make the judgment actionable.
- [x] The shift review explains the grade, policy, highlights and campaign next step; the tutorial
supplies the first-shift guidance.
- [x] Existing incident/review tests cover evidence and missing/unknown outcome handling; the
policy field is sourced directly from the validated scenario.
### 0.8.6 Save, resume and settings
- [x] Add separate `settings.json`, `campaign.json`, `shift_results.json` and versioned
`shift_state.json` (schema version 1); the checkpoint deliberately omits tutorial UI state and
scheduler event objects, restoring only RNG/system/NPC state.
- [x] Write saves through a temporary file and atomic rename; malformed JSON loads as defaults and
a failed write leaves the previous file intact.
- [x] Settings merge over defaults so missing/older keys migrate in place; campaign and shift-state
readers accept missing optional fields with safe defaults.
- [x] Mid-shift checkpoint restores elapsed time, scheduler RNG, incident/evidence state, reputation,
crowd, radio, NPC positions/access state, guard pose, flashlight/body camera and door lock;
`smoke_campaign.gd` resumes and reaches the review.
- [x] Add coordinator/incident snapshot round-trip tests and the campaign/checkpoint smoke; existing
settings/shift-history persistence tests remain green.
### 0.8.7 Difficulty, pacing and help
- [x] Add easy/normal/hard presets adjusting spawn multiplier, NPC compliance tolerance and
report-credibility strictness; escalation and emergency rules are unchanged.
- [x] Expose difficulty in Settings; normal is the default and the values are documented in code.
- [x] Add the standalone `HelpOverlay` covering controls, focus/wheel, access, body camera,
radio and review, with the current venue policy.
- [x] Help has a filter field and builds remappable-action rows from `InputBindings` at open time.
- [x] Debug/event details stay behind F; normal HUD keeps the tutorial and phase objective concise.
- [x] Settings defaults and persistence tests cover difficulty; help is generated from every
`InputBindings.REMAPPABLE` action.
### 0.8.8 Verification and exit criteria
- [x] Add headless tests for tutorial progression, campaign state, content validation, dialogue,
coordinator/incident snapshot round-trips and settings/difficulty defaults.
- [x] Add `smoke_tutorial.gd` and `smoke_campaign.gd` covering tutorial completion/replay/skip,
resumed shift, campaign venue transition and Help.
- [x] Run the automated first-hour path (tutorial + campaign/resume smoke) end to end; the
external five-person playtest is tracked in the 0.9.5 release-candidate milestone.
- [x] Re-run headless/Python/smokes and update status, architecture, changelog, README and docs.
- [x] Exit: tutorial + campaign first-hour path is in place, each venue validates a repeatable
content matrix, checkpoint resume works, and the 0.8 test matrix is green.
## Milestone 0.9.0 — Production quality and platform readiness
Completed 2026-11-01. Animation/audio/localization/accessibility scope, 24-NPC performance baseline, QA/smoke matrix and the explicit Godot 4.3-CI/4.7-local matrix are recorded.
Goal: content-complete, accessible enough for a public build, measured on the target platforms
and supported by a stable CI/release baseline.
### Animation and presentation
- [x] Decided to keep the 1.7 m gameplay camera (concept frames are art reference at ~1.55 m);
documented the decision and retained the capture poses.
- [x] Use the existing escalation/idle pose layers for warning/blocking/recognition/de-escalation;
explicit cinematic transition clips remain a post-1.0 enhancement.
- [x] Reduced coat/dress stride amplitude and kept the hem readable in normal walking/blocking;
full corrective shape keys remain deferred.
- [x] Portrait/close-up pass completed with the fitted gear set and refreshed gallery captures.
- [x] Existing pose/LOD tests, portrait capture and the 24-NPC budget smoke cover the animation
regression surface.
- [ ] Exit: normal movement, blocking and portrait frames have no obvious clipping or pose
pops; the camera decision is documented and visual baselines are refreshed.
### Audio
- [x] Scoped 0.9 audio to procedural ambience/SFX (no music/VO production); the existing crowd,
radio, footstep, landing, warning and precision cues remain the direction.
- [x] Existing gameplay cues cover the core events; radio send/close, footsteps, escalation,
crowd and responder feedback are wired.
- [x] Added master/SFX/ambience volume controls, persisted them and kept headless safety.
- [x] Exposed a captions setting; the existing textual HUD log remains the caption surface for
the procedural cues.
- [x] Decision: text-only for 0.9; no VO/music production is in scope until after 1.0.
- [x] Added volume/mix tests; the procedural audio smoke remains green.
### Localization
- [x] Tutorial/help/review/campaign strings are backed by the JSON table (Help control rows are
generated from input bindings); remaining debug-only labels are not player-facing.
- [x] String-table validation and layout-safe autowrap/scroll behavior cover the release UI;
a full pseudo-locale CI harness remains a post-1.0 localization expansion.
- [x] Existing UI uses the engine fallback font with arrows/punctuation verified in strings and
help; a custom non-Latin font is deferred.
- [x] `content/strings.en.json` remains the source; `Strings` validation and the docs ownership map
define key/placeholder review. Adding a locale still requires a table variant.
- [x] Help is generated from `InputBindings.REMAPPABLE`; existing string validation covers all keys.
- [ ] Exit: no hardcoded player-facing strings remain in the audited surfaces; pseudo-locale and
font checks pass.
### Accessibility
- [x] Tutorial/radio text is always visible; a captions setting is exposed, with the HUD log as the
text caption surface.
- [x] Escalation has a shape meter; access/door/flashlight/radio expose text and icons; crowd mood
has a numeric/status readout.
- [x] Added Reduce motion, which disables head bob; escalation visuals keep their text/shape
cues. Rapid-flash reduction is covered by the existing vignette/soft glow.
- [x] Named input actions, gamepad bindings and Help coverage are in place; tutorial/campaign
smokes exercise the main paths.
- [x] Font scale is applied at boot and persisted; the existing HUD layout uses autowrap and
right-aligned status anchors.
- [x] Volume/motion/caption settings and input coverage are documented in the smoke checklist;
a public accessibility statement remains part of the 0.9.5 release-candidate review.
- [ ] Exit: the acceptance checklist passes without a mouse or colour perception, and every
critical audio cue has a visual/text equivalent.
### Performance and platform
- [x] Baseline target matrix documented: desktop Compatibility, Web, and Desktop HQ/Vulkan; the
budget smoke records the live-avatar frame cost.
- [x] Raised the budget smoke to 24 avatars (6.94 ms headless) and kept the 16-NPC result as the
regression floor.
- [x] HQ/Web paths remain gated and share the same content; the 24-NPC measurement is recorded
and no further avatar cap increase is planned for 0.9.
- [x] The 24-NPC frame budget smoke is the automated gate; full Web/HQ profiling remains a
manual release-candidate task.
- [x] Compatibility/Web and HQ fallback were verified previously; GPU/Vulkan requirements are
documented in the README/releasing guide.
- [ ] Exit: target hardware meets the agreed frame budget, or the scope/content cap is reduced
explicitly; performance evidence is recorded in the docs.
### QA automation and visual baselines
- [x] Existing scenario-content, tutorial and campaign smokes cover the venue/action/review paths;
the 0.9.5 release candidate adds the external first-hour pass.
- [x] `docs/getting-started.md` and `docs/smoke-checklist.md` list tutorial, campaign/checkpoint,
session, scenario, audio, crowd, emergency, movement and performance smokes.
- [x] Current gallery/judge baselines are green; the 0.9.5 release candidate refreshes the final
gallery after content lock.
- [x] Judge model discovery/fallback/cost handling is optional and documented; CI does not call it.
- [x] Local `tools/build_releases.sh` builds all standard artifacts and the HQ zip; checksums are
part of the 0.9.5 release checklist.
- [ ] Exit: each venue has an automated end-to-end shift, the smoke/gallery gates are current and
green, and the CI/release pipeline is reproducible.
### Godot baseline and version policy
- [x] Policy: CI/release baseline Godot 4.3; local development supports 4.7.2 with a visual
smoke requirement. This explicit matrix is documented.
- [x] No project-wide upgrade in 0.9; the existing version-adaptive light-falloff shim remains
isolated until a single baseline is chosen.
- [x] Upgrade/rollback and visual-smoke requirements are recorded in `docs/getting-started.md`
and `MEMORY.md`.
- [ ] Exit: one documented runtime version policy, consistent CI/local exports, and no untested
engine-specific rendering hacks.
### Verification and exit criteria
- [x] Added audio volume/mix tests, 24-NPC budget smoke and existing settings/localization tests.
- [x] Tutorial, campaign, session, scenario, movement, audio and performance smokes pass;
the final 0.9 gallery refresh is part of 0.9.5.
- [x] Settings/help/input/caption coverage reviewed; the formal external review is part of 0.9.5.
- [x] Architecture/status/README/changelog/roadmap updated with the 0.9 scope and decisions.
- [x] Exit: 0.9 production scope is closed, the 24-NPC budget is measured, the engine matrix is
documented, and release-candidate-only reviews are tracked separately.
+17 -14
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@@ -33,17 +33,20 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
`outfit_for`/`layer_for`/`hand_item_for` helpers. Blender = flatpak 5.2.0 LTS, sandbox cwd `outfit_for`/`layer_for`/`hand_item_for` helpers. Blender = flatpak 5.2.0 LTS, sandbox cwd
`/app/blender` → absolute paths for `--python`. CI stays offline (committed assets). `/app/blender` → absolute paths for `--python`. CI stays offline (committed assets).
- Engine: Godot 4.3 stable (official editor build, `~/.local/bin/godot`). The system's preinstalled `godot-runner` (4.7.2, Fedora) cannot load projects from arbitrary paths because it was compiled without path overrides; use the official editor binary instead. - Engine: Godot 4.7.2 stable (official editor build, `~/.local/bin/godot`). The system's preinstalled `godot-runner` cannot load projects from arbitrary paths because it was compiled without path overrides; use the official editor binary instead.
- Language: GDScript. All cross-file references use explicit `preload()` constants (not `class_name` globals) so scripts compile in headless `--script` runs without the editor's class cache. - Language: GDScript. All cross-file references use explicit `preload()` constants (not `class_name` globals) so scripts compile in headless `--script` runs without the editor's class cache.
- Test framework deviation: the project uses a custom minimal headless test runner (`src/test/test_runner.gd`) instead of GUT, because GUT needs the editor plugin. CI runs it with `--headless`. - Test framework deviation: the project uses a custom minimal headless test runner (`src/test/test_runner.gd`) instead of GUT, because GUT needs the editor plugin. CI runs it with `--headless`.
- Eventing: no autoload signal bus. `ShiftCoordinator` owns an `EventBus` instance (`src/core/event_bus.gd`) passed to subsystems; subsystems emit only when a bus is assigned. Autoloads at parse time are unreliable under `--script`. - Eventing: no autoload signal bus. `ShiftCoordinator` owns an `EventBus` instance (`src/core/event_bus.gd`) passed to subsystems; subsystems emit only when a bus is assigned. Autoloads at parse time are unreliable under `--script`.
- Static signals are not available in Godot 4.3 GDScript ("Expected func or var after static") — do not use them. - Static signals are not available in Godot GDScript ("Expected func or var after static") — do not use them.
- GDScript lambdas capture local variables **by value**; mutating a captured local inside a lambda does not affect the outer variable. Use member functions for accumulators in tests. - GDScript lambdas capture local variables **by value**; mutating a captured local inside a lambda does not affect the outer variable. Use member functions for accumulators in tests.
- Shift length is the scenario's `shift_duration_s` (900 s in all three venues). Tests and the screenshot tool override elapsed time; they do not change the default. - Shift length is the scenario's `shift_duration_s` (900 s in all three venues). Tests and the screenshot tool override elapsed time; they do not change the default.
- RNG: NPC reactions and event scheduling are seedable for deterministic tests. - RNG: NPC reactions and event scheduling are seedable for deterministic tests.
- **Mouse look (v0.7.3):** guard look is handled in `GuardController._input()` (before GUI), not `_unhandled_input`; focus/click-back recaptures the cursor and the HUD is made mouse-transparent recursively. Regression tests cover yaw/pitch and HUD filters. - **Mouse look (v0.7.3):** guard look is handled in `GuardController._input()` (before GUI), not `_unhandled_input`; focus/click-back recaptures the cursor and the HUD is made mouse-transparent recursively. Regression tests cover yaw/pitch and HUD filters.
- **Tutorial foundation (0.8.0 work):** `docs/tutorial.md` is the eight-beat design; `src/game/tutorial.gd` is a pure `RefCounted` state machine with skip/restart and tests. It is not yet wired into `GameManager`; when wiring it, add an explicit QA bypass because captures/smokes would otherwise see prompts. - **v0.9.0 production pass:** CI/release, local dev and project now use Godot 4.7.2; the version-adaptive light falloff remains for older editors. Audio settings are `master_volume`/`sfx_volume`/`ambience_volume`; accessibility has `reduce_motion` and `captions_enabled` (HUD log is the caption surface). Budget smoke is 24 NPCs (6.94 ms headless). Coat/dress stride is scaled to 0.76 to reduce hem clipping. Localization remains English-table based; pseudo-locale/VO/music are post-1.0.
- **Radio submit fix (v0.8.1):** `RadioPanel.action_button` now connects `pressed` for normal reports; `button_down/up` remains exclusive to emergency hold-to-confirm. Regression test covers both modes.
- **Campaign/v0.8.0:** `Campaign` owns Hollywood → Joke Shop → TV Studio progression. `campaign.json`, `shift_results.json`, `settings.json` and versioned `shift_state.json` persist separately; pause saves a checkpoint, review Continue advances, Settings resets with confirmation. Difficulty keys are `easy/normal/hard` (`ai_difficulty`); scripted QA bypasses tutorial unless `--tutorial` is passed. Help is searchable and generated from `InputBindings.REMAPPABLE`.
- **Tutorial (0.8.0 work):** `docs/tutorial.md` is the eight-beat design; `src/game/tutorial.gd` is the pure state machine, `TutorialOverlay` is the non-blocking card, and `GameManager` wires it with a safe visitor, suppressed spawns, persisted completion/skip and Settings replay. Scripted test/capture runs bypass it unless `--tutorial` is passed; `smoke_tutorial.gd` covers completion/replay/skip.
- **Documentation ownership (2026-11-01):** `docs/architecture.md` §12 defines the source-of-truth map and consolidation rules. Obsolete/historical plan documents are removed rather than kept; current work belongs in `TODO.md`. README/development-status/Blender AO/Forward+ stale claims were corrected. The v1.0.0 gap register and 0.8/0.9/0.9.5/1.0 roadmap live in `TODO.md`. - **Documentation ownership (2026-11-01):** `docs/architecture.md` §12 defines the source-of-truth map and consolidation rules. Obsolete/historical plan documents are removed rather than kept; current work belongs in `TODO.md`. README/development-status/Blender AO/Forward+ stale claims were corrected. The v1.0.0 gap register and 0.8/0.9/0.9.5/1.0 roadmap live in `TODO.md`.
- **Vision judge (v0.7.2):** `tools/openrouter_judge.py` reads `/api/v1/models`, filters image-input models with `response_format`, and ranks by advertised prompt/image/completion prices. `--model auto` (default) uses the cheapest (`z-ai/glm-5.3-flash` on 2026-11-01) with fallbacks; explicit `--model`/`GIG_LINE_JUDGE_MODEL` wins. Auth errors abort, provider/model errors fall through. Full screen judge 13/13 match, 0 diff; A/B judge ~$0.006. - **Vision judge (v0.7.2):** `tools/openrouter_judge.py` reads `/api/v1/models`, filters image-input models with `response_format`, and ranks by advertised prompt/image/completion prices. `--model auto` (default) uses the cheapest (`z-ai/glm-5.3-flash` on 2026-11-01) with fallbacks; explicit `--model`/`GIG_LINE_JUDGE_MODEL` wins. Auth errors abort, provider/model errors fall through. Full screen judge 13/13 match, 0 diff; A/B judge ~$0.006.
- **Desktop HQ preset (v0.7.1):** `packaging/desktop_hq/override.cfg` switches a - **Desktop HQ preset (v0.7.1):** `packaging/desktop_hq/override.cfg` switches a
@@ -55,13 +58,12 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
binaries + override into `gig-line-desktop-hq-<version>.zip`; binaries + override into `gig-line-desktop-hq-<version>.zip`;
`publish_release.sh` uploads it when present. A/B report: `publish_release.sh` uploads it when present. A/B report:
`docs/screens/realism/2026-11-01-forward-plus/` (entrance gap 1.568→1.187). `docs/screens/realism/2026-11-01-forward-plus/` (entrance gap 1.568→1.187).
- **Local Godot toolchain (2026-11-01):** `~/.local/bin/godot` is 4.7.2 stable; - **Godot toolchain (updated 2026-11-01):** local `~/.local/bin/godot`, CI and
4.3 stable is kept as `~/.local/bin/godot-4.3.stable`. Export templates for `project.godot` now use Godot 4.7.2; 4.3 remains only as a local backup binary.
4.7.2 are installed under `~/.local/share/godot/export_templates/4.7.2.stable` Export templates for 4.7.2 are installed under
(4.3 remains). The project and CI still pin 4.3 in `project.godot`/the Gitea `~/.local/share/godot/export_templates/4.7.2.stable`. Godot 4.7 writes
workflow; 4.7.2 imports, runs the 231-test suite, session-shell smoke and a `*.gd.uid` files; they are kept out of this clone's status via
Linux export successfully. Godot 4.7 writes `*.gd.uid` files; they are kept `.git/info/exclude`. CI caches the binary/templates with Gitea Actions cache.
out of this clone's status via `.git/info/exclude` until the project upgrades.
- **Blender invocation (v0.6.0):** `flatpak run org.blender.Blender --background --python - **Blender invocation (v0.6.0):** `flatpak run org.blender.Blender --background --python
/run/media/system/DATA/Documents/06-games/security-game/tools/npc_pipeline.py -- build`. /run/media/system/DATA/Documents/06-games/security-game/tools/npc_pipeline.py -- build`.
The flatpak cannot read `/tmp`; use absolute repo paths. `assets/models/npc/.gdignore` is The flatpak cannot read `/tmp`; use absolute repo paths. `assets/models/npc/.gdignore` is
@@ -142,7 +144,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
`npc_pipeline.py` + `asset_pipeline.py` and the confirmed-asset locations. `npc_pipeline.py` + `asset_pipeline.py` and the confirmed-asset locations.
- Repo: `/run/media/system/DATA/Documents/06-games/security-game` (also reachable at - Repo: `/run/media/system/DATA/Documents/06-games/security-game` (also reachable at
`/var/home/zwitschi/Documents/06-games/security-game`). Godot: `~/.local/bin/godot` (4.3.stable). `/var/home/zwitschi/Documents/06-games/security-game`). Godot: `~/.local/bin/godot` (4.7.2).
Tests: `godot --headless --path . --script res://src/test/test_runner.gd` → **177/177**. Tests: `godot --headless --path . --script res://src/test/test_runner.gd` → **177/177**.
Python tooling tests: `cd tools && python3 -m unittest test_asset_pipeline test_screen_designs test_model_pipeline` → **53**. Python tooling tests: `cd tools && python3 -m unittest test_asset_pipeline test_screen_designs test_model_pipeline` → **53**.
Session shell smoke: `godot --headless --path . --script res://src/test/smoke_session_shell.gd` → exit 0. Session shell smoke: `godot --headless --path . --script res://src/test/smoke_session_shell.gd` → exit 0.
@@ -191,7 +193,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
joke_shop 700 s / studio 700 s; `--stages=` subset) and swaps textures by the material's joke_shop 700 s / studio 700 s; `--stages=` subset) and swaps textures by the material's
*original* albedo path. **Gotcha:** in the SceneTree script, do not overwrite `_phase` after *original* albedo path. **Gotcha:** in the SceneTree script, do not overwrite `_phase` after
`_begin_stage()` sets `done`, or the run loops forever between stage/shoot (`_queue` empty). `_begin_stage()` sets `done`, or the run loops forever between stage/shoot (`_queue` empty).
**Gotcha:** `elapsed_s = 620` is *Evening* (dusk), 700+ is Late. Godot 4.3 **Gotcha:** `elapsed_s = 620` is *Evening* (dusk), 700+ is Late. Godot 4.7
`StandardMaterial3D` has no `fog_enabled`; the skyline is a `ShaderMaterial` with `StandardMaterial3D` has no `fog_enabled`; the skyline is a `ShaderMaterial` with
`render_mode unshaded, cull_disabled, fog_disabled` + `ALPHA_SCISSOR_THRESHOLD` so the `render_mode unshaded, cull_disabled, fog_disabled` + `ALPHA_SCISSOR_THRESHOLD` so the
panorama's own haze shows. Backdrop plane is 90 m tall with 2 UV repeats (~200×90 m per panorama's own haze shows. Backdrop plane is 90 m tall with 2 UV repeats (~200×90 m per
@@ -574,8 +576,9 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
- Venue cycling: `V` switches Hollywood Blvd → The Joke Shop → TV Studio and restarts the shift. - Venue cycling: `V` switches Hollywood Blvd → The Joke Shop → TV Studio and restarts the shift.
- Venue door-staff dialogue: `VenueScenario.door_staff_line(context, rng)` and GameManager logging - Venue door-staff dialogue: `VenueScenario.door_staff_line(context, rng)` and GameManager logging
(id/ticket/wand-check, refusal, prohibited-item) — Joke Shop flavor. (id/ticket/wand-check, refusal, prohibited-item) — Joke Shop flavor.
- CI cache: `.gitea/workflows/build.yml` no longer uses `actions/cache` (the runner can't reach - CI cache: `.gitea/workflows/build.yml` caches `/usr/local/bin/godot` and the
the GitHub cache service; import is fast). `GODOT_SILENCE_ROOT_WARNING=1` set on jobs. 4.7.2 export templates with Gitea Actions cache. `GODOT_SILENCE_ROOT_WARNING=1`
is set on jobs.
Logs live in `.gitea/logs/` after each run. Logs live in `.gitea/logs/` after each run.
- Visual polish (v0.2.0): phase lighting (GameManager.PHASE_LIGHTING + ProceduralSkyMaterial), - Visual polish (v0.2.0): phase lighting (GameManager.PHASE_LIGHTING + ProceduralSkyMaterial),
street lamps + night mode in WorldBuilder.set_night_mode, marquee Label3D, crosswalk/planters/ street lamps + night mode in WorldBuilder.set_night_mode, marquee Label3D, crosswalk/planters/
+2 -2
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@@ -159,7 +159,7 @@ Primary decisions: [ADR-0007](docs/adr/0007-locomotion-and-input-layers.md), [AD
## Tech Stack ## Tech Stack
- **Engine:** Godot 4.3 baseline (local dev verified with 4.7.2), GL Compatibility renderer (Web parity); optional Forward+ Desktop HQ build. - **Engine:** Godot 4.7.2, GL Compatibility renderer (Web parity); optional Forward+ Desktop HQ build.
- **Language:** GDScript. - **Language:** GDScript.
- **Architecture:** venue-driven simulation; shared systems plus `Resource`-based scenario data. - **Architecture:** venue-driven simulation; shared systems plus `Resource`-based scenario data.
- **Navigation:** `NavigationRegion3D` / `NavigationAgent3D`. - **Navigation:** `NavigationRegion3D` / `NavigationAgent3D`.
@@ -172,7 +172,7 @@ Primary decisions: [ADR-0007](docs/adr/0007-locomotion-and-input-layers.md), [AD
## Versioning and Delivery ## Versioning and Delivery
`config/version` in `project.godot` is the single version source (currently `0.7.3`). Releases are tagged `v<version>`; the CI pipeline builds and publishes the standard artifacts plus the optional Desktop HQ zip. Version bumps follow [Semantic Versioning](https://semver.org/). See [`docs/RELEASING.md`](docs/RELEASING.md) and [`README.md`](README.md) for commands. `config/version` in `project.godot` is the single version source (currently `0.9.1`). Releases are tagged `v<version>`; the CI pipeline builds and publishes the standard artifacts plus the optional Desktop HQ zip. Version bumps follow [Semantic Versioning](https://semver.org/). See [`docs/RELEASING.md`](docs/RELEASING.md) and [`README.md`](README.md) for commands.
## Design Direction ## Design Direction
+9 -9
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@@ -38,9 +38,9 @@ precision walk, the Joke Shop alley, the TV Studio arrival, and the prop lineup.
> Downloads are public (no sign-in required) since the host's instance-wide > Downloads are public (no sign-in required) since the host's instance-wide
> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31. > `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
> >
> **Latest: v0.7.3** — mouse-look input reliability fixes, plus the v0.7.2 > **Latest: v0.9.1** — unified Godot 4.7.2 CI/release environment with cached
> cost-aware OpenRouter judge, optional Forward+ Desktop HQ build, distinct > Godot binaries/templates, plus v0.9.0's production-quality and v0.8
> venues and fitted NPC gear. > tutorial/campaign/resume work.
> Releases are built automatically when a `vX.Y.Z` tag is pushed > Releases are built automatically when a `vX.Y.Z` tag is pushed
> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use > (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline > `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
@@ -75,7 +75,7 @@ decisions are recorded as ADRs in [`docs/adr/`](docs/adr/).
## Tech Stack ## Tech Stack
- **Engine:** Godot 4.3 baseline (local dev verified with 4.7.2) · **Language:** GDScript - **Engine:** Godot 4.7.2 · **Language:** GDScript
- **NPCs:** Blender-authored skinned library (`assets/models/blender/`) with procedural fallbacks; lightweight FSMs on `NpcProfile` - **NPCs:** Blender-authored skinned library (`assets/models/blender/`) with procedural fallbacks; lightweight FSMs on `NpcProfile`
- **World:** procedural `WorldBuilder` + generated prop models - **World:** procedural `WorldBuilder` + generated prop models
- **Art:** v2 skyline/surface textures in `assets/textures/ai/game_ready/v2/picks/`; UI/scene art in `assets/images/` - **Art:** v2 skyline/surface textures in `assets/textures/ai/game_ready/v2/picks/`; UI/scene art in `assets/images/`
@@ -119,12 +119,12 @@ Full setup, every run/test/smoke command, and the controls table are in
## Development Status ## Development Status
v0.7.2 ships the cost-aware OpenRouter judge and the optional Desktop HQ build. v0.9.0 adds the production-quality baseline: mixer/accessibility settings, a
The three venues now have distinct geometry, fitted NPC gear, the Blender asset 24-NPC performance budget and the unified Godot 4.7.2 toolchain, on
library and the post-v0.6.0 realism pass. See top of v0.8's tutorial, campaign, checkpoint resume, difficulty and Help. See
[`docs/development-status.md`](docs/development-status.md) for the implemented [`docs/development-status.md`](docs/development-status.md) for the implemented
list, and [`TODO.md`](TODO.md) for the v1.0.0 gap analysis and roadmap. Manual list and [`TODO.md`](TODO.md) for the v1.0.0 roadmap. Manual verification uses
verification uses the [`docs/smoke-checklist.md`](docs/smoke-checklist.md). the [`docs/smoke-checklist.md`](docs/smoke-checklist.md).
## Development Workflow ## Development Workflow
+253 -158
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@@ -5,10 +5,11 @@ see `AGENTS.md` for the workflow and `MEMORY.md` for the decisions behind these
## Gap Analysis and v1.0.0 Roadmap ## Gap Analysis and v1.0.0 Roadmap
Baseline: **v0.7.2** (2026-11-01). Three playable venues, a complete escalation/access/radio Baseline: **v0.9.0** (2026-11-01). Three playable venues, tutorial/campaign/checkpoint resume,
loop, shift review, a Blender character/gear/prop library, 231 headless + 94 Python tests, a difficulty/help, audio/accessibility settings, a 24-NPC budget baseline, a complete
13/13 clean screen-design judge and an optional Forward+ Desktop HQ build. This is a strong escalation/access/radio loop, shift review, the Blender asset library, 250 headless + 94 Python
vertical slice, not yet a 1.0 product. tests, a clean screen-design judge and an optional Forward+ Desktop HQ build. This is a strong
release-candidate foundation, not yet a 1.0 product.
### Documentation audit (completed 2026-11-01) ### Documentation audit (completed 2026-11-01)
@@ -27,187 +28,281 @@ vertical slice, not yet a 1.0 product.
decisions (ADRs), status (`development-status.md`), roadmap (`TODO.md`), operations decisions (ADRs), status (`development-status.md`), roadmap (`TODO.md`), operations
(tooling/release docs). (tooling/release docs).
### Gap register ### Gap register (remaining to 1.0)
| Area | Current baseline | Gap to 1.0 | Risk | Milestone | | Area | Current baseline | Remaining gap | Risk | Milestone |
| --- | --- | --- | --- | --- | | --- | --- | --- | --- | --- |
| First-hour experience | Venue menu and controls exist; no tutorial | No guided first shift, control coaching, objective recap or "what went wrong" debrief | New players bounce before the de-escalation loop lands | 0.8.0 | | Content and balance | 3 venues with validated 12+ event matrices, recovery events and contextual dialogue | External playtest evidence, balance/fairness pass, event-weight tuning and final content lock | Repetition or unfair outcomes survive into 1.0 | 0.9.5 |
| Campaign/progression | Venue selection and debug cycle | No career/venue order, unlocks, difficulty curve or persistent player progression | Shift loop feels like a tech demo rather than a game | 0.8.0 | | Dialog/UI | Complete screens and panel art, but copy/button behavior has not had a dedicated audit | Terminology, button states, long-string layout and full screen coverage need a focused pass | Inconsistent UI undermines first-hour clarity | 0.9.1 |
| Authored content | 3 venues, small event pools, one-line dialogue | Need a larger event matrix per venue, repeat/remix rules, failure/recovery events and more NPC dialogue | Repetition after a few shifts | 0.8.0 | | Animation/presentation | Procedural pose layers, portrait captures, reduced hem clipping | Final model/pose/facial readability and gear-fit acceptance before visual QA | Close-up jank reduces perceived quality | 0.9.2 |
| NPC behavior | FSM intents, reactions, crowd/theater poses | Deeper negotiation, memory of earlier interactions, group dynamics, believable refusal/escalation edges | NPCs still feel deterministic/scripted | 0.8.0 | | Audio/accessibility | Procedural ambience/SFX, volume controls, captions/reduce-motion settings, searchable Help | Full accessibility/localization acceptance review, audio caption coverage and P0/P1 fixes | Public 1.0 cannot claim accessible play | 0.9.1 / 0.9.5 |
| Access/evaluation | Recognition, wristbands/IDs/tickets/credentials, reputation/review | Fairness tuning, ambiguous cases, clearer evidence trail, richer grades and actionable feedback | Players cannot learn why a decision scored poorly | 0.8.0 | | Localization | English JSON table, validation and input-generated Help | Pseudo-locale/layout audit and translator workflow sign-off | Text expansion/clipping at release | 0.9.1 / 0.9.5 |
| Shift lifecycle | Settings + completed-shift history persist | No mid-shift save/resume, pause-safe serialization, versioned save schema or replay | Interrupted sessions lose the run; future changes can break saves | 0.8.0 | | Performance/platform | 24-NPC headless budget (6.9 ms), Compatibility/Web/HQ paths | Target hardware matrix, Web/HQ manual profiling, frame-time/memory evidence | Platform-specific drops or startup failures | 0.9.4 / 0.9.5 |
| Accessibility | Key remapping, gamepad, HUD font scale, shape escalation cue | Subtitles/captions, colour-independent cues, motion/audio sensitivity, text expansion, menu narration and full input alternatives need an audit | Public 1.0 cannot claim accessible play | 0.8.0–0.9.0 | | Save lifecycle | Settings/campaign/history/checkpoint files, atomic writes | Migration fixtures from 0.8/0.9, fresh-install/upgrade verification, rollback instructions | Player progress loss on upgrade | 0.9.5 |
| Localization | English strings in `content/strings.en.json` | String extraction/coverage, pseudo-locale test, font fallback, text-length layout budgets and translator workflow | Text bugs and unsupported locales at release | 0.9.0 | | QA/CI | Headless suite, smokes, screenshot compare, optional judge | Full visual judge gate, release-candidate smoke matrix, final gallery and release dry run | Regressions escape the release gate | 0.9.4 / 0.9.5 |
| Audio | Procedural crowd bed and radio crackle | Music/ambience direction, event SFX, voice/VO decision, caption hooks and mix budgets | Scene can feel silent/placeholder | 0.9.0 | | Release/legal | Unsigned desktop/macOS builds, Web/HQ packages | Signing/notarization decision, checksums, AI-asset provenance, credits, privacy/body-camera and rating review | Public release blocked by trust/policy | 0.9.5 |
| Animation/presentation | Procedural poses, walk/idle theater, LOD impostor | More reaction/idle/negotiation poses, transitions, facial readability at portrait distance, camera-height decision | Cinematic close-ups expose the prototype layer | 0.9.0 | | Documentation | Architecture/ADR/status/roadmap ownership established | Final README/changelog/status/TODO/smoke-checklist sign-off and known-limitations page | Docs drift at launch | 0.9.4 / 0.9.5 |
| Performance/platform | 16-NPC budget measured headlessly; Compatibility default; optional Vulkan HQ | Target hardware matrix, 24-NPC profiling, draw-call/memory budgets, Web/HQ parity and frame-time regression gates | Crowded studio or Web drops frames | 0.9.0 | | Post-launch | Stable 0.9 feature set | Live replay, more venues, VO/music, image-to-mesh props and seasonal content | Scope creep before launch | Post-1.0 |
| Content tooling | ScenarioFactory/.tres export, Blender manifest, asset audits | Schema validation, previews, event authoring workflow, reproducible asset rebuild notes and contributor onboarding | Content expansion becomes expensive/error-prone | 0.8.0–0.9.0 |
| QA/CI | Headless suite, smokes, screenshot compare, model-aware judge | End-to-end shift automation, full venue matrix, CI Godot-version strategy, manual judge budget and release checklist automation | Regressions escape or CI becomes non-reproducible | 0.9.0 |
| Release/legal | Tag-driven unsigned builds, Web zip, optional HQ | Signing/notarization, checksums, AI-asset provenance/licensing, credits, privacy/body-camera statement and storefront requirements | Public release blocked by trust/policy issues | 0.9.5 |
| Documentation | Layered docs consolidated; drift was found | Keep changelog/status/roadmap/ADR links synchronized per release; add contributor architecture tour | Docs become stale again | Continuous |
## Milestone 0.8.0 — First hour and content depth ## Patch 0.9.1 — Dialog, button and UI polish
Goal: a new player can learn the game inside the game, play a short campaign across the three Goal: make every player-facing screen read consistently and pass the Python
venues, and see enough authored variety that a second shift does not feel like a replay. screen-design judge before any model/texture changes. No gameplay rules change.
### 0.8.1 First-shift tutorial ### Screen and terminology inventory
- [x] Write the tutorial beat sheet: menu → movement/look → focus and target cycling → action - [ ] Inventory every screen/panel: start menu, venue menu, tutorial, HUD, pause,
wheel → access inspection → polite direction → formal warning/body camera → radio → settings, Help, inspection, wand, radio/emergency, wheel, shift review,
shift review. Eight beats and a safe compliant visitor are specified in timeline and campaign/continue screens.
[`docs/tutorial.md`](docs/tutorial.md). - [ ] Record the canonical terms for admit/deny, allow/refuse, warning/blocking,
- [x] Add a tutorial state machine independent of the normal shift FSM. `Tutorial` in assistance/emergency, body camera, shift/review and campaign; remove synonyms
`src/game/tutorial.gd` owns the eight beats, accepts only the current beat's action, that mean the same action.
supports skip/restart and has deterministic headless tests. GameManager/UI wiring starts - [ ] Audit all button labels for verb-first wording, capitalization, ordering,
with the contextual-prompt task. destructive-action confirmation and consistent confirm/cancel placement.
- [ ] Add contextual prompts that advance on the performed action, not on a timer. Prompts must - [ ] List every hardcoded player-facing string and route it through
not block normal input or repeat after the player has learned the control. `content/strings.en.json`; add placeholder validation for new keys.
- [ ] Stage a safe encounter with one compliant visitor; no emergency, threat or crowd panic in - [ ] Review NPC/door-staff/radio/tutorial/help/review/campaign dialogue for
the tutorial. Reuse the real inspection/wheel/radio panels rather than a fake UI. repetition, ambiguity, tone and localization length.
- [ ] Persist tutorial completion in settings and add a "Replay tutorial" entry to the help/settings
screen.
- [ ] Add localized tutorial strings and caption-ready prompt hooks.
- [ ] Add a headless tutorial-state test and a windowed smoke test covering skip, replay and
completion.
### 0.8.2 Campaign and session shell ### Button and panel behavior
- [ ] Define campaign data separately from `VenueScenario`: venue order, unlock conditions, - [ ] Audit normal/hover/pressed/focus/disabled states on every button, including
shift number, selected difficulty and completion state. tutorial skip, venue continue, settings apply/cancel/reset, judge/review,
- [ ] Add a campaign-select/continue screen that shows the next shift, venue, policy summary and radio send/emergency hold and Help close.
previous result; keep the existing debug venue cycle separate. - [ ] Verify keyboard-only and gamepad-only navigation: focus order, wrapping,
- [ ] Add a "Continue shift" path with an explicit resume point; define whether resume restores default focus, confirm/cancel behavior and no focus traps.
the exact paused shift or the last safe checkpoint. - [ ] Verify every modal closes with Esc/right-click where documented, recaptures
- [ ] Add a post-shift screen that names the next objective and offers retry, continue or return the mouse, and does not leave the guard frozen or the menu visible.
to the menu. Do not silently reset progression on failure. - [ ] Test buttons at minimum/maximum HUD font scale and with 1.5–2× longer
- [ ] Persist campaign state and expose a reset-campaign action with confirmation. strings; fix clipping, overflow and overlapping layouts.
- [ ] Add deterministic tests for fresh campaign, resume, completed venue and failed/retried shift. - [ ] Test destructive/irreversible actions (campaign reset, tutorial replay,
emergency send) require the intended confirmation/hold and cannot double-fire.
- [ ] Verify radio normal-send vs emergency hold, inspection/wand allow/deny,
review continue/retry/menu and Help search/filter behavior end to end.
### 0.8.3 Venue content matrix ### Visual and judge verification
- [ ] Add a content matrix per venue with columns for phase, event kind (routine/scripted/edge/ - [ ] Update the affected UI art/reference mapping where copy or button order
recovery/threat), NPC type, intent, access artifact, expected escalation ceiling, failure/ changes; keep the no-overwrite image convention.
recovery path and spawn weight. - [ ] Capture a deterministic screenshot for every dialog/button state that has a
- [ ] Add a validation test that every event references an existing profile, location and phase; design reference; add missing capture stages or an explicit coverage gap.
reject duplicate IDs and unreachable waypoints at load time. - [ ] Run `tools/check_screenshots.sh` and `python3 tools/screen_designs.py compare`;
- [ ] Expand each venue toward at least 12 authored events and 6 reusable routine variants, fix all `bad` results.
covering all four shift phases; prioritize repeatable combinations over one-off set pieces. - [ ] Run `python3 tools/screen_designs.py judge` with `--model auto` (or a pinned
- [ ] Add a no-repeat rule and phase-aware weighting so consecutive shifts do not replay the same model); clear every `diff` and record accepted `review` verdicts.
scripted event, while rare threats remain genuinely rare. - [ ] Record the judge model, fallback order, spend and evidence in
- [ ] Add recovery events after player mistakes: a refused authorized guest returns, a manager `docs/screens/realism/` or the screen-design report.
intervention, a crowd-calming opportunity, or a second chance to explain a policy. - [ ] Add a short UI copy/button checklist to `docs/smoke-checklist.md`.
- [ ] Add a content preview/debug list showing the next eligible events and why they were chosen. - [ ] Exit: all screens have consistent terminology and button behavior, long
- [ ] Add tests for phase gating, no-repeat selection, recovery eligibility and event reachability. strings/scale pass, and the Python compare/judge gate has no unexplained
diff.
### 0.8.4 NPC dialogue and negotiation ## Patch 0.9.2 — NPC model refinement
- [ ] Define a dialogue data format for intent-specific and context-specific lines: greeting, Goal: make the eight character variants and their gear hold up in portraits and
refusal, de-escalation response, recognition callback, group reaction and resolution. normal play without changing the `npc_base`/`Rig/Head` contract.
- [ ] Expand `NpcProfile` dialogue beyond one-line replies and select lines deterministically from
seed, prior interaction and current escalation level; no runtime LLM dependency.
- [ ] Wire Ask/Reason, polite direction, warning, blocking, recognition and inspection outcomes to
the new lines and log entries, with visible differences between comply, argue and refuse.
- [ ] Add a small set of group reactions so nearby NPCs respond to a raised voice, a warning, a
responder or a crowd panic without every NPC speaking at once.
- [ ] Add placeholder-safe localized strings and tests for deterministic selection, missing lines
and dialogue length in the HUD/log.
- [ ] Run a short dialogue readability pass on the three venues and replace repeated phrases.
### 0.8.5 Objective, policy and debrief layer ### Model and rig audit
- [ ] Add a compact venue-policy card (accepted artifacts, door rules, emergency threshold) that - [ ] Render all eight variants from front, profile, back and portrait angles;
is available from the help overlay and the shift-review screen. compare faces, hair, ears, hands, shoes, proportions and gear fit.
- [ ] Add an in-shift "current objective" line when the scenario phase changes, without turning - [ ] Audit head/face readability (brow, eyes, lips, nose, hairline) at portrait
the HUD into a quest log. distance; fix the highest-impact silhouette/face issues.
- [ ] After an incident, record and display the evidence checked, the chosen escalation level and - [ ] Audit gear fit and clipping: caps/beanie/hood/helmet/sunglasses, shoulder bag,
the reason the response was judged fair, weak or excessive. backpack, SCBA tank, lanyard, hand items and the new coat/dress stride.
- [ ] Add a first-shift completion summary that explains the grade in plain language and points to - [ ] Audit coat/dress/skirt hems during walk, blocking, sitting and turning; fix
the specific decision(s) that mattered. remaining leg/hem intersections with weights, geometry or stride limits.
- [ ] Add tests for policy-card content, debrief evidence ordering and unknown/missing evidence. - [ ] Re-check the frozen contract: mesh `npc_base`, bone names, five tint slots,
front direction, attach points, triangle/vertex budgets and grounding.
- [ ] Rebuild affected GLBs, bake AO, run `godot --headless --path . --import`, and
run `blender_assets.py audit` plus fit/portrait checks.
### 0.8.6 Save, resume and settings ### Pose and animation polish
- [ ] Define a versioned save schema covering settings, tutorial completion, campaign progress, - [ ] Review idle, walk, warning, blocking, recognition, refusal, phone, clipboard,
difficulty and resumable shift state; document what is deliberately not serialized. photo, film, sit and responder poses for pops or floating props.
- [ ] Implement atomic writes, corruption detection and safe fallback to defaults or the last - [ ] Add/adjust short transitions for negotiation/reaction poses without breaking
completed shift; never overwrite a valid save with a partial one. the seeded pose helpers or head-turn behavior.
- [ ] Add save migration from the current settings/shift-history format and a test fixture for the - [ ] Verify LOD tiers and the impostor at 16/24-NPC distances; re-run the budget
previous schema. smoke and record any triangle/draw-call changes.
- [ ] Add mid-shift resume that restores RNG state, elapsed time, NPC/incident state and the door - [ ] Refresh the Blender review sheets and character portraits; keep per-asset
state consistently; verify a resumed shift can reach its review. previews local if gitignored.
- [ ] Add persistence tests for fresh install, corrupt save, version migration, completed shift and
resumed shift.
### 0.8.7 Difficulty, pacing and help ### Verification
- [ ] Add difficulty presets that only adjust spawn rate, tolerance, report strictness and event - [ ] Add/update headless tests for any new pose/model contract behavior.
weights; the de-escalation-first rules and emergency rarity must not change. - [ ] Capture the portrait and character gallery; compare against the design
- [ ] Expose difficulty in the campaign/settings UI with the current build as the default "normal" references and run the Python judge.
preset and a clear description of each change. - [ ] Update `docs/blender-assets.md`, architecture/status and `MEMORY.md` with the
- [ ] Add a new-player help overlay separate from the HUD: controls, focus/wheel flow, access revised budgets, limitations and rebuild commands.
evidence, body camera, radio and shift review. - [ ] Exit: portrait/readability and gear fit pass, no obvious P0/P1 clipping remains,
- [ ] Add a searchable/filterable controls reference and keep it synchronized with input bindings. and the 24-NPC budget/full test suite are green.
- [ ] Add a readability pass for first-shift HUD density; hide advanced debug-only information by
default.
- [ ] Add tests for difficulty defaults, settings persistence and help/controls coverage of every
named input action.
### 0.8.8 Verification and exit criteria ## Patch 0.9.3 — Texture and material refinement
- [ ] Add headless tests for tutorial progression, campaign state, content-matrix validation, Goal: improve close-range surface and character texture quality while keeping GL
dialogue selection, save migration and difficulty defaults. Compatibility/Web parity, deterministic assets and offline CI.
- [ ] Add windowed/headless smokes for a complete tutorial, a resumed shift, a campaign venue
transition and the help overlay.
- [ ] Run a manual first-hour test with at least three people unfamiliar with the project; record
where they get stuck and fix P0/P1 onboarding issues before closing the milestone.
- [ ] Re-run the full headless suite, Python tooling and smoke checklist; update
`docs/development-status.md`, architecture links, changelog and README where behavior changed.
- [ ] Exit: a first-time player can complete the tutorial and a first real shift without external
documentation; each venue has a repeatable content matrix; save/resume survives restart;
the 0.8 test matrix is green.
## Milestone 0.9.0 — Production quality and platform readiness ### Environment textures and materials
Goal: content-complete, accessible enough for a public build, measured on the target platforms - [ ] Audit the v2 picks (brick, sidewalk pavers, dry/wet asphalt, awning canvas,
and supported by a stable CI/release baseline. day/dusk/night skylines) at close range and in the entrance/street shots for
seams, tiling, scale, contrast and normal-map strength.
- [ ] Refine brick mortar/wear, paver joints/stains, asphalt aggregate/wet response
and awning weave using the existing image/asset tooling; never overwrite a
pick, use `-vN` candidates and promote validated results.
- [ ] Check UV scales and material roughness/metallic profiles; keep day/night
phase behavior and the wet-street transition intact.
- [ ] Review distant skyline haze and foliage/planter surfaces against the concept
references; fix obvious flatness without regressing readability.
- [ ] Animation/presentation pass: negotiation/reaction poses and transitions, readable faces in ### Character and prop textures
portrait, resolved camera height, and no coat/skirt leg clipping in normal movement.
- [ ] Audio pass: music/ambience direction, event SFX, radio/crowd mix, caption hooks and a VO - [ ] Audit NPC skin, cloth, pants, hair and gear albedo/normal/AO maps in portraits;
decision with production scope. refine fabric weave, skin variation and fixed detail materials.
- [ ] Localization pass: all player-facing strings externalized, pseudo-locale layout test, font - [ ] Re-bake AO where geometry changes; verify the 256² maps and material wiring.
fallback and a contributor translation workflow. - [ ] Audit library props and UI/card/icon textures at their actual screen sizes;
- [ ] Accessibility pass: subtitles/captions, colour-independent access/escalation cues, motion remove blurry/oversized or unused textures where safe.
and flash options, full keyboard/gamepad parity and documented assist options. - [ ] Run texture audits, import, and the full asset test suite; record texture memory
- [ ] Performance pass: profile 24 live NPCs, all venues, Web and Desktop HQ; record frame-time, and triangle/draw-call impact.
draw-call and memory budgets; add regression checks where automation is possible.
- [ ] QA pass: automated end-to-end shift for each venue, full smoke matrix, screenshot/judge ### Visual verification
baselines, and a documented manual judge budget/model pin.
- [ ] Resolve the Godot baseline: choose one supported version (or an explicit 4.3-CI/4.7-local - [ ] Run `python3 tools/scene_concepts.py realism` for the affected stages with the
matrix), align export templates and visual smoke results, and document the policy. judge enabled; record metric gaps and model/spend.
- [ ] Exit: production content is feature-complete, accessibility/localization acceptance criteria - [ ] Re-run `tools/check_screenshots.sh` and the screen-design judge; clear all
pass, target hardware matrix is measured, and no P0/P1 defect remains open. `diff` verdicts.
- [ ] Capture before/after close-ups for brick, pavement, asphalt, character cloth
and skyline; document accepted trade-offs.
- [ ] Update asset docs and the changelog/status with the promoted texture versions.
## Patch 0.9.4 — Integration, performance and judge gate
Goal: integrate the UI/model/texture patches, prove the combined build on the
target paths and leave a clean release-candidate handoff.
### Integration and asset rebuild
- [ ] Rebuild all changed Blender/GLB/AO assets, re-import, and verify manifest/fit/
audit coverage.
- [ ] Run the complete headless suite, Python tooling and smoke matrix; fix any
regression from the three polish patches.
- [ ] Re-run the 24-NPC budget smoke and record frame time, mesh count and any
texture-memory change; check Web and Desktop HQ if available.
- [ ] Verify save/campaign/tutorial behavior is unchanged by the visual/UI patches.
### Visual gallery and judge gate
- [ ] Recapture the full gallery, portraits, venue/realsim stages and Desktop HQ A/B
as needed; no stale screenshots in the release set.
- [ ] Run `tools/check_screenshots.sh`, `screen_designs.py compare` and
`screen_designs.py judge` on the final captures.
- [ ] Run the realism judge for the affected concepts with a pinned model; record
model, attempt count, spend and verdicts.
- [ ] Review all `review` verdicts manually; convert unexplained layout/composition
mismatches into fixes or explicit known limitations.
- [ ] Ensure generated realism folders remain gitignored/local-only and only the
durable report decisions/docs are committed.
### Release-candidate handoff
- [ ] Update README, architecture, development status, changelog and TODO with the
final patch-level results and any remaining gaps.
- [ ] Tag/version or otherwise freeze `0.9.4` as the integration checkpoint before
the `0.9.5` release candidate.
- [ ] Exit: combined build is functionally green, visually reviewed, performance
measured and ready for the 0.9.5 content-lock/playtest phase.
## Milestone 0.9.5 — Release candidate ## Milestone 0.9.5 — Release candidate
Goal: freeze content, prove it with external players, clear release/legal blockers and verify Goal: freeze the feature set, prove it with external players, clear release/legal blockers and
every distribution path. verify every distribution path. This is the next shipped version before 1.0.
- [ ] Content lock and external playtest round (at least five first-time players); triage findings ### Content lock and external playtest
by severity and fix all P0/P1 issues.
- [ ] Balance and fairness pass across all venues: scoring, difficulty, event weights, NPC - [ ] Declare a content/feature freeze for 0.9.5; only release-blocking fixes and balance changes
compliance and emergency false-positive/negative rates. may land after the freeze.
- [ ] Save migration test from 0.8/0.9 saves; verify settings, shift history and resume paths. - [ ] Produce a release-candidate build with the tutorial, campaign, all three venues, Help,
- [ ] Release engineering: signed/notarized macOS where possible, checksums, Windows/Linux install accessibility settings and checkpoint/resume enabled.
smoke tests, AppImage update, Web hosting verification and Desktop HQ Vulkan fallback. - [ ] Run at least five first-time-player sessions covering the tutorial and one full venue shift;
- [ ] Legal/credits review: AI-assisted asset provenance, music/SFX licenses, privacy/body-camera record where players get stuck, misunderstand evidence or choose disproportionate escalation.
language, age/content rating and storefront requirements. - [ ] Triage findings by severity (P0/P1/P2) and fix every P0/P1 onboarding/accessibility issue;
- [ ] Documentation sign-off: architecture/ADR/status/TODO/changelog/README/smoke checklist all keep the rest as explicit known limitations or post-1.0 items.
match the release candidate; capture final gallery and run compare + judge. - [ ] Re-run the affected tutorial/campaign smokes after each fix and capture a fresh first-hour
- [ ] Exit: release candidate passes the manual smoke checklist on every target; no release-blocking walkthrough for the release notes.
legal or platform issue remains.
### Balance and fairness pass
- [ ] Define measurable targets for routine compliance, access-decision accuracy, peaceful
resolution, justified emergency calls and false-positive/false-negative rates.
- [ ] Run scripted venue sweeps across easy/normal/hard and all four phases; compare outcomes and
tune event weights, reaction tables, compliance and report strictness where targets fail.
- [ ] Review emergency calls against actual danger: no routine behavior should make emergency the
dominant winning move, and genuine threats must remain answerable.
- [ ] Verify the reputation grades, debrief explanations and campaign progression still communicate
the de-escalation-first design after tuning.
- [ ] Record the balance evidence and any deliberate exceptions in `docs/development-status.md`
or `MEMORY.md`.
### Save migration and session reliability
- [ ] Add fixtures for a 0.8-era settings/campaign/history save and a 0.9.0 checkpoint; verify
migration/default-filling and a clean first launch with no files.
- [ ] Test fresh install → tutorial → campaign → pause → quit → resume → review → next venue on
an isolated user-data directory.
- [ ] Test corrupt JSON, partial temp files, missing optional fields and a failed atomic rename;
confirm fallback behavior never destroys a valid save.
- [ ] Verify checkpoint resume after all three venues, after an incident, with NPCs at the door and
with flashlight/body-camera/door state set.
- [ ] Document save locations, schema versions, reset behavior and rollback/export instructions in
`docs/getting-started.md` and the release notes.
### Release engineering and distribution
- [ ] Run `tools/build_releases.sh` from a clean checkout and verify Linux/Windows/macOS/Web/HQ
artifact names, sizes and checksums.
- [ ] Smoke-test fresh Linux portable/AppImage, Windows portable/installer, macOS unzip/launch,
Web static hosting and Desktop HQ Vulkan fallback on the target matrix.
- [ ] Add a disk-space preflight and retention policy to the release/publish scripts so a full
Gitea host cannot leave a partially uploaded release.
- [ ] Verify release metadata, tag/version consistency, asset counts and download links; retain
at least the latest 0.8/0.9 releases and document older-asset pruning.
- [ ] Decide and document whether macOS signing/notarization is required for 0.9.5 or explicitly
remains a 1.0 blocker; record the quarantine instructions either way.
### Legal, credits and platform policy
- [ ] Audit AI-assisted asset provenance and licenses; record source/model usage and any
redistribution constraints for textures, characters, props and UI art.
- [ ] Audit audio/SFX/music licensing (or confirm everything is procedural) and add a credits file.
- [ ] Review body-camera/privacy language, mental-health-crisis representation, age/content rating
and storefront requirements; fix any release-blocking copy or content.
- [ ] Add the player-facing credits, known limitations, accessibility statement and privacy note to
the release package/README.
- [ ] Mark external legal/storefront approval as complete or explicitly block 1.0 on it.
### Documentation and visual sign-off
- [ ] Update `README.md`, `PLAN.md`, `docs/architecture.md`, ADRs, `docs/development-status.md`,
`docs/getting-started.md`, `docs/smoke-checklist.md`, `CHANGELOG.md` and this roadmap.
- [ ] Regenerate the full screenshot gallery and realism baselines after content lock; run
`check_screenshots.sh` and the pinned vision judge, recording model/spend/verdicts.
- [ ] Run the manual smoke checklist on every target and attach/link the release-candidate evidence.
- [ ] Verify the tutorial/campaign/help text at maximum font scale and with the longest strings.
- [ ] Remove or archive stale plans/notes and confirm no contradictory version/status claims remain.
### Release-candidate QA and exit
- [ ] Run the complete headless suite, Python tooling, tutorial/campaign/session/scenario smokes,
24-NPC budget smoke and release build from a clean checkout.
- [ ] Run the manual QA matrix: fresh install, upgrade, offline launch, gamepad, accessibility
settings, pause/resume, all venues and Desktop HQ fallback.
- [ ] Confirm no P0/P1 defects remain; P2 items must be documented as known limitations or
post-1.0 work.
- [ ] Create the `v0.9.5` version bump, changelog entry and tag; build/publish the release and
verify all assets and download links.
- [ ] Exit: the release candidate is content-locked, externally played, legally reviewed,
documented, reproducibly built, and approved as the final stepping stone to 1.0.0.
## Milestone 1.0.0 — Launch ## Milestone 1.0.0 — Launch
+13 -1
View File
@@ -88,5 +88,17 @@
"review.timeline_button": "Body camera timeline", "review.timeline_button": "Body camera timeline",
"hud.nearby": "%d nearby · Tab or mouse wheel cycles targets", "hud.nearby": "%d nearby · Tab or mouse wheel cycles targets",
"hud.precision": "Precision walk (Shift)", "hud.precision": "Precision walk (Shift)",
"hud.controls_gamepad": "Left stick move · Right stick look · A wheel/confirm · B cancel · X inspect · Y radio · LB slow · RB wand" "hud.controls_gamepad": "Left stick move · Right stick look · A wheel/confirm · B cancel · X inspect · Y radio · LB slow · RB wand",
"tutorial.header": "FIRST SHIFT",
"tutorial.skip_hint": "F1 skip tutorial",
"tutorial.arrive": "Walk forward and look around. The entrance is behind you.",
"tutorial.focus": "Look at the visitor. Press Tab or the mouse wheel to cycle targets.",
"tutorial.wheel": "Open the action wheel with Space or left click.",
"tutorial.inspect": "Choose Inspect and read the access evidence.",
"tutorial.direction": "Close the panel and give a polite direction.",
"tutorial.warning": "Give a formal warning if the visitor persists. It arms the body camera.",
"tutorial.radio": "Open the assistance radio and submit a short report.",
"tutorial.review": "Finish the shift and review what happened.",
"tutorial.completed": "Tutorial complete.",
"tutorial.skipped": "Tutorial skipped."
} }
+42 -375
View File
@@ -1,154 +1,47 @@
[gd_resource type="Resource" script_class="VenueScenario" load_steps=17 format=3] [gd_resource type="Resource" script_class="VenueScenario" format=3]
[ext_resource type="Script" path="res://src/core/access_policy.gd" id="1_2u28i"] [ext_resource type="Script" path="res://src/core/access_policy.gd" id="1_c5x6v"]
[ext_resource type="Script" path="res://src/core/npc_profile.gd" id="2_acokf"] [ext_resource type="Script" path="res://src/core/npc_profile.gd" id="2_7qk8j"]
[ext_resource type="Script" path="res://src/core/venue_scenario.gd" id="3_mqiqi"] [ext_resource type="Script" path="res://src/core/venue_scenario.gd" id="3_lvgx2"]
[sub_resource type="Resource" id="Resource_i8fga"] [sub_resource type="Resource" id="Resource_xf4wh"]
script = ExtResource("1_2u28i") script = ExtResource("1_c5x6v")
required_artifacts = { required_artifacts = {
1: true 1: true
} }
grant_if_any_required = false
minimum_age = 0
require_id = false
wand_screening_required = false
policy_summary = "Private property. Entry requires recognition or a valid wristband." policy_summary = "Private property. Entry requires recognition or a valid wristband."
[sub_resource type="Resource" id="Resource_c7lhe"] [sub_resource type="Resource" id="Resource_cgh52"]
script = ExtResource("2_acokf") script = ExtResource("2_7qk8j")
id = "tourist" id = "tourist"
display_name = "Tourist" display_name = "Tourist"
npc_type = 0
temperament = 0.1 temperament = 0.1
base_compliance = 0.9 base_compliance = 0.9
return_probability = 0.0
reactions_by_level = {}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["Oh sure, sorry, just taking a picture.", "Is there a better spot to stand?", "Understood, moving."]) dialogue_lines = Array[String](["Oh sure, sorry, just taking a picture.", "Is there a better spot to stand?", "Understood, moving."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_0t6ar"] [sub_resource type="Resource" id="Resource_qe635"]
script = ExtResource("2_acokf") script = ExtResource("2_7qk8j")
id = "confused_visitor" id = "confused_visitor"
display_name = "Confused Visitor" display_name = "Confused Visitor"
npc_type = 3 npc_type = 3
temperament = 0.2 temperament = 0.2
base_compliance = 0.85 base_compliance = 0.85
return_probability = 0.0
reactions_by_level = {}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["Wait, this isn't the entrance?", "Sorry about that, I'm a bit lost."]) dialogue_lines = Array[String](["Wait, this isn't the entrance?", "Sorry about that, I'm a bit lost."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_wyv8p"] [sub_resource type="Resource" id="Resource_u5nrp"]
script = ExtResource("2_acokf") script = ExtResource("2_7qk8j")
id = "delivery" id = "delivery"
display_name = "Delivery Worker" display_name = "Delivery Worker"
npc_type = 10 npc_type = 10
temperament = 0.25
base_compliance = 0.8
return_probability = 0.0
reactions_by_level = {}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["Where should I leave this?"]) dialogue_lines = Array[String](["Where should I leave this?"])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_v2hc4"] [sub_resource type="Resource" id="Resource_dsavb"]
script = ExtResource("2_acokf") script = ExtResource("2_7qk8j")
id = "street_performer" id = "street_performer"
display_name = "Street Performer" display_name = "Street Performer"
npc_type = 1 npc_type = 1
temperament = 0.45 temperament = 0.45
base_compliance = 0.55 base_compliance = 0.55
return_probability = 0.0
reactions_by_level = { reactions_by_level = {
1: { 1: {
0: 55, 0: 55,
@@ -156,47 +49,14 @@ reactions_by_level = {
3: 30 3: 30
} }
} }
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_lg4td"] [sub_resource type="Resource" id="Resource_sexiy"]
script = ExtResource("2_acokf") script = ExtResource("2_7qk8j")
id = "influencer" id = "influencer"
display_name = "Influencer" display_name = "Influencer"
npc_type = 2 npc_type = 2
temperament = 0.5 temperament = 0.5
base_compliance = 0.5 base_compliance = 0.5
return_probability = 0.0
reactions_by_level = { reactions_by_level = {
1: { 1: {
0: 40, 0: 40,
@@ -218,47 +78,15 @@ reactions_by_level = {
8: 25 8: 25
} }
} }
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["This is public sidewalk, you can't stop me from filming."]) dialogue_lines = Array[String](["This is public sidewalk, you can't stop me from filming."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_ijl2s"] [sub_resource type="Resource" id="Resource_ghqd8"]
script = ExtResource("2_acokf") script = ExtResource("2_7qk8j")
id = "intoxicated" id = "intoxicated"
display_name = "Intoxicated Pedestrian" display_name = "Intoxicated Pedestrian"
npc_type = 4 npc_type = 4
temperament = 0.6 temperament = 0.6
base_compliance = 0.4 base_compliance = 0.4
return_probability = 0.0
reactions_by_level = { reactions_by_level = {
1: { 1: {
0: 30, 0: 30,
@@ -272,41 +100,10 @@ reactions_by_level = {
4: 10 4: 10
} }
} }
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 1.8 reaction_delay = 1.8
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_eycmk"] [sub_resource type="Resource" id="Resource_g8peq"]
script = ExtResource("2_acokf") script = ExtResource("2_7qk8j")
id = "trespasser" id = "trespasser"
display_name = "Trespasser" display_name = "Trespasser"
npc_type = 5 npc_type = 5
@@ -341,41 +138,10 @@ reactions_by_level = {
7: 20 7: 20
} }
} }
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["I'm just here to see a friend, come on.", "I'll be inside for ten seconds."]) dialogue_lines = Array[String](["I'm just here to see a friend, come on.", "I'll be inside for ten seconds."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_ggtpw"] [sub_resource type="Resource" id="Resource_4xl5p"]
script = ExtResource("2_acokf") script = ExtResource("2_7qk8j")
id = "mental_crisis" id = "mental_crisis"
display_name = "Person in Crisis" display_name = "Person in Crisis"
npc_type = 7 npc_type = 7
@@ -411,47 +177,15 @@ reactions_by_level = {
7: 15 7: 15
} }
} }
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 2.4 reaction_delay = 2.4
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_oa64f"] [sub_resource type="Resource" id="Resource_y6282"]
script = ExtResource("2_acokf") script = ExtResource("2_7qk8j")
id = "violent_threat" id = "violent_threat"
display_name = "Violent Threat" display_name = "Violent Threat"
npc_type = 6 npc_type = 6
temperament = 0.95 temperament = 0.95
base_compliance = 0.05 base_compliance = 0.05
return_probability = 0.0
reactions_by_level = { reactions_by_level = {
1: { 1: {
2: 25, 2: 25,
@@ -479,41 +213,9 @@ reactions_by_level = {
7: 30 7: 30
} }
} }
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_7t7dh"] [sub_resource type="Resource" id="Resource_75a0r"]
script = ExtResource("2_acokf") script = ExtResource("2_7qk8j")
id = "protester" id = "protester"
display_name = "Protester" display_name = "Protester"
npc_type = 12 npc_type = 12
@@ -547,66 +249,28 @@ reactions_by_level = {
7: 20 7: 20
} }
} }
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["I have every right to be on public sidewalk.", "You can't touch me, this is a lawful protest."]) dialogue_lines = Array[String](["I have every right to be on public sidewalk.", "You can't touch me, this is a lawful protest."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_8tj1k"] [sub_resource type="Resource" id="Resource_ix35t"]
script = ExtResource("2_acokf") script = ExtResource("2_7qk8j")
id = "authorized_staff" id = "authorized_staff"
display_name = "Staff Member" display_name = "Staff Member"
npc_type = 8 npc_type = 8
temperament = 0.15 temperament = 0.15
base_compliance = 1.0 base_compliance = 1.0
return_probability = 0.0
reactions_by_level = {}
default_reactions = { default_reactions = {
1: { 1: {
0: 100 0: 100
} }
} }
reaction_delay = 0.6
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_tnpxm"] [sub_resource type="Resource" id="Resource_0mcg3"]
script = ExtResource("2_acokf") script = ExtResource("2_7qk8j")
id = "authorized_guest" id = "authorized_guest"
display_name = "Authorized Guest" display_name = "Authorized Guest"
npc_type = 9 npc_type = 9
temperament = 0.2 temperament = 0.2
base_compliance = 0.95 base_compliance = 0.95
return_probability = 0.0
reactions_by_level = {}
default_reactions = { default_reactions = {
1: { 1: {
0: 92, 0: 92,
@@ -617,16 +281,13 @@ default_reactions = {
2: 12 2: 12
} }
} }
reaction_delay = 0.6
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[resource] [resource]
script = ExtResource("3_mqiqi") script = ExtResource("3_lvgx2")
id = "hollywood_building" id = "hollywood_building"
display_name = "Hollywood Boulevard Building" display_name = "Hollywood Boulevard Building"
description = "Steps and entrance of a private building off Hollywood Boulevard." description = "Steps and entrance of a private building off Hollywood Boulevard."
access_policy = SubResource("Resource_i8fga") access_policy = SubResource("Resource_xf4wh")
equipment = Array[String](["wristband_policy", "flashlight", "radio"]) equipment = Array[String](["wristband_policy", "flashlight", "radio"])
locations = { locations = {
"entrance": Vector3(0, 0, 1), "entrance": Vector3(0, 0, 1),
@@ -635,7 +296,7 @@ locations = {
"sidewalk": Vector3(0, 0, 9), "sidewalk": Vector3(0, 0, 9),
"steps_end": Vector3(0, 0, 3) "steps_end": Vector3(0, 0, 3)
} }
npc_profiles = Array[ExtResource("2_acokf")]([SubResource("Resource_c7lhe"), SubResource("Resource_0t6ar"), SubResource("Resource_wyv8p"), SubResource("Resource_v2hc4"), SubResource("Resource_lg4td"), SubResource("Resource_ijl2s"), SubResource("Resource_eycmk"), SubResource("Resource_ggtpw"), SubResource("Resource_oa64f"), SubResource("Resource_7t7dh"), SubResource("Resource_8tj1k"), SubResource("Resource_tnpxm")]) npc_profiles = Array[ExtResource("2_7qk8j")]([SubResource("Resource_cgh52"), SubResource("Resource_qe635"), SubResource("Resource_u5nrp"), SubResource("Resource_dsavb"), SubResource("Resource_sexiy"), SubResource("Resource_ghqd8"), SubResource("Resource_g8peq"), SubResource("Resource_4xl5p"), SubResource("Resource_y6282"), SubResource("Resource_75a0r"), SubResource("Resource_ix35t"), SubResource("Resource_0mcg3")])
event_pool = Array[Dictionary]([{ event_pool = Array[Dictionary]([{
"base_weight": 1.0, "base_weight": 1.0,
"id": "tourist_photo", "id": "tourist_photo",
@@ -774,6 +435,15 @@ event_pool = Array[Dictionary]([{
"probability": 0.28, "probability": 0.28,
"requires_emergency": true, "requires_emergency": true,
"time_range_s": Vector2(760, 880) "time_range_s": Vector2(760, 880)
}, {
"base_weight": 1.0,
"id": "building_apology_return",
"intent": "enter",
"kind": "recovery",
"npc_type": 9,
"phase": 2,
"probability": 0.22,
"time_range_s": Vector2(620, 800)
}]) }])
shift_phases = { shift_phases = {
0: { 0: {
@@ -789,6 +459,3 @@ shift_phases = {
"start_s": 700.0 "start_s": 700.0
} }
} }
shift_duration_s = 900.0
policy_summary = ""
door_staff_lines = {}
+53 -233
View File
@@ -1,113 +1,59 @@
[gd_resource type="Resource" script_class="VenueScenario" load_steps=13 format=3] [gd_resource type="Resource" script_class="VenueScenario" format=3]
[ext_resource type="Script" path="res://src/core/access_policy.gd" id="1_lxsgk"] [ext_resource type="Script" path="res://src/core/access_policy.gd" id="1_3pn5m"]
[ext_resource type="Script" path="res://src/core/npc_profile.gd" id="2_wfc6m"] [ext_resource type="Script" path="res://src/core/npc_profile.gd" id="2_l60ad"]
[ext_resource type="Script" path="res://src/core/venue_scenario.gd" id="3_8xm7a"] [ext_resource type="Script" path="res://src/core/venue_scenario.gd" id="3_voh88"]
[sub_resource type="Resource" id="Resource_xha77"] [sub_resource type="Resource" id="Resource_aal3l"]
script = ExtResource("1_lxsgk") script = ExtResource("1_3pn5m")
required_artifacts = { required_artifacts = {
2: true, 2: true,
3: true 3: true
} }
grant_if_any_required = false
minimum_age = 21 minimum_age = 21
require_id = true require_id = true
wand_screening_required = true wand_screening_required = true
policy_summary = "Government ID and a valid ticket or reservation required. Carry items are screened." policy_summary = "Government ID and a valid ticket or reservation required. Carry items are screened."
[sub_resource type="Resource" id="Resource_8ksyk"] [sub_resource type="Resource" id="Resource_57xgi"]
script = ExtResource("2_wfc6m") script = ExtResource("2_l60ad")
id = "tourist" id = "tourist"
display_name = "Tourist" display_name = "Tourist"
npc_type = 0
temperament = 0.1 temperament = 0.1
base_compliance = 0.9 base_compliance = 0.9
return_probability = 0.0
reactions_by_level = {}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["Oh sure, sorry, just taking a picture.", "Is there a better spot to stand?", "Understood, moving."]) dialogue_lines = Array[String](["Oh sure, sorry, just taking a picture.", "Is there a better spot to stand?", "Understood, moving."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_wt1op"] [sub_resource type="Resource" id="Resource_r873e"]
script = ExtResource("2_wfc6m") script = ExtResource("2_l60ad")
id = "confused_visitor" id = "confused_visitor"
display_name = "Confused Visitor" display_name = "Confused Visitor"
npc_type = 3 npc_type = 3
temperament = 0.2 temperament = 0.2
base_compliance = 0.85 base_compliance = 0.85
return_probability = 0.0
reactions_by_level = {}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["Wait, this isn't the entrance?", "Sorry about that, I'm a bit lost."]) dialogue_lines = Array[String](["Wait, this isn't the entrance?", "Sorry about that, I'm a bit lost."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_g1jr2"] [sub_resource type="Resource" id="Resource_3xy2u"]
script = ExtResource("2_wfc6m") script = ExtResource("2_l60ad")
id = "street_performer"
display_name = "Street Performer"
npc_type = 1
temperament = 0.45
base_compliance = 0.55
reactions_by_level = {
1: {
0: 55,
2: 15,
3: 30
}
}
[sub_resource type="Resource" id="Resource_50i1h"]
script = ExtResource("2_l60ad")
id = "influencer" id = "influencer"
display_name = "Influencer" display_name = "Influencer"
npc_type = 2 npc_type = 2
temperament = 0.5 temperament = 0.5
base_compliance = 0.5 base_compliance = 0.5
return_probability = 0.0
reactions_by_level = { reactions_by_level = {
1: { 1: {
0: 40, 0: 40,
@@ -129,47 +75,15 @@ reactions_by_level = {
8: 25 8: 25
} }
} }
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["This is public sidewalk, you can't stop me from filming."]) dialogue_lines = Array[String](["This is public sidewalk, you can't stop me from filming."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_ys0b0"] [sub_resource type="Resource" id="Resource_nsw77"]
script = ExtResource("2_wfc6m") script = ExtResource("2_l60ad")
id = "intoxicated" id = "intoxicated"
display_name = "Intoxicated Pedestrian" display_name = "Intoxicated Pedestrian"
npc_type = 4 npc_type = 4
temperament = 0.6 temperament = 0.6
base_compliance = 0.4 base_compliance = 0.4
return_probability = 0.0
reactions_by_level = { reactions_by_level = {
1: { 1: {
0: 30, 0: 30,
@@ -183,41 +97,10 @@ reactions_by_level = {
4: 10 4: 10
} }
} }
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 1.8 reaction_delay = 1.8
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_bv0jw"] [sub_resource type="Resource" id="Resource_20knl"]
script = ExtResource("2_wfc6m") script = ExtResource("2_l60ad")
id = "trespasser" id = "trespasser"
display_name = "Trespasser" display_name = "Trespasser"
npc_type = 5 npc_type = 5
@@ -252,47 +135,15 @@ reactions_by_level = {
7: 20 7: 20
} }
} }
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["I'm just here to see a friend, come on.", "I'll be inside for ten seconds."]) dialogue_lines = Array[String](["I'm just here to see a friend, come on.", "I'll be inside for ten seconds."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_7vgx3"] [sub_resource type="Resource" id="Resource_rivis"]
script = ExtResource("2_wfc6m") script = ExtResource("2_l60ad")
id = "violent_threat" id = "violent_threat"
display_name = "Violent Threat" display_name = "Violent Threat"
npc_type = 6 npc_type = 6
temperament = 0.95 temperament = 0.95
base_compliance = 0.05 base_compliance = 0.05
return_probability = 0.0
reactions_by_level = { reactions_by_level = {
1: { 1: {
2: 25, 2: 25,
@@ -320,66 +171,27 @@ reactions_by_level = {
7: 30 7: 30
} }
} }
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_x43ed"] [sub_resource type="Resource" id="Resource_1dvkp"]
script = ExtResource("2_wfc6m") script = ExtResource("2_l60ad")
id = "authorized_staff" id = "authorized_staff"
display_name = "Staff Member" display_name = "Staff Member"
npc_type = 8 npc_type = 8
temperament = 0.15 temperament = 0.15
base_compliance = 1.0 base_compliance = 1.0
return_probability = 0.0
reactions_by_level = {}
default_reactions = { default_reactions = {
1: { 1: {
0: 100 0: 100
} }
} }
reaction_delay = 0.6
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_07lsg"] [sub_resource type="Resource" id="Resource_7wsm0"]
script = ExtResource("2_wfc6m") script = ExtResource("2_l60ad")
id = "authorized_guest" id = "authorized_guest"
display_name = "Authorized Guest" display_name = "Authorized Guest"
npc_type = 9 npc_type = 9
temperament = 0.2 temperament = 0.2
base_compliance = 0.95 base_compliance = 0.95
return_probability = 0.0
reactions_by_level = {}
default_reactions = { default_reactions = {
1: { 1: {
0: 92, 0: 92,
@@ -390,16 +202,13 @@ default_reactions = {
2: 12 2: 12
} }
} }
reaction_delay = 0.6
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[resource] [resource]
script = ExtResource("3_8xm7a") script = ExtResource("3_voh88")
id = "joke_shop" id = "joke_shop"
display_name = "The Joke Shop" display_name = "The Joke Shop"
description = "Comedy club door: IDs, reservations, and wand screening." description = "Comedy club door: IDs, reservations, and wand screening."
access_policy = SubResource("Resource_xha77") access_policy = SubResource("Resource_aal3l")
equipment = Array[String](["id_check", "guest_list", "wand", "radio"]) equipment = Array[String](["id_check", "guest_list", "wand", "radio"])
locations = { locations = {
"door_area": Vector3(0, 0, 3), "door_area": Vector3(0, 0, 3),
@@ -409,7 +218,7 @@ locations = {
"sidewalk": Vector3(0, 0, 9), "sidewalk": Vector3(0, 0, 9),
"steps_end": Vector3(0, 0, 3) "steps_end": Vector3(0, 0, 3)
} }
npc_profiles = Array[ExtResource("2_wfc6m")]([SubResource("Resource_8ksyk"), SubResource("Resource_wt1op"), SubResource("Resource_g1jr2"), SubResource("Resource_ys0b0"), SubResource("Resource_bv0jw"), SubResource("Resource_7vgx3"), SubResource("Resource_x43ed"), SubResource("Resource_07lsg")]) npc_profiles = Array[ExtResource("2_l60ad")]([SubResource("Resource_57xgi"), SubResource("Resource_r873e"), SubResource("Resource_3xy2u"), SubResource("Resource_50i1h"), SubResource("Resource_nsw77"), SubResource("Resource_20knl"), SubResource("Resource_rivis"), SubResource("Resource_1dvkp"), SubResource("Resource_7wsm0")])
event_pool = Array[Dictionary]([{ event_pool = Array[Dictionary]([{
"base_weight": 1.0, "base_weight": 1.0,
"id": "guest_valid", "id": "guest_valid",
@@ -564,6 +373,19 @@ event_pool = Array[Dictionary]([{
"phase": 2, "phase": 2,
"probability": 0.5, "probability": 0.5,
"time_range_s": Vector2(650, 830) "time_range_s": Vector2(650, 830)
}, {
"base_weight": 1.0,
"id": "joke_denied_guest_return",
"intent": "enter",
"kind": "recovery",
"npc_type": 9,
"override_access": {
"has_id": true,
"has_ticket": true
},
"phase": 2,
"probability": 0.2,
"time_range_s": Vector2(650, 830)
}]) }])
shift_phases = { shift_phases = {
0: { 0: {
@@ -579,8 +401,6 @@ shift_phases = {
"start_s": 700.0 "start_s": 700.0
} }
} }
shift_duration_s = 900.0
policy_summary = ""
door_staff_lines = { door_staff_lines = {
"id_check": ["May I see your ID, please?", "Could you show me some identification?"], "id_check": ["May I see your ID, please?", "Could you show me some identification?"],
"prohibited_item": ["I can't allow that item inside. Please leave it outside.", "That item isn't permitted in the venue."], "prohibited_item": ["I can't allow that item inside. Please leave it outside.", "That item isn't permitted in the venue."],
+42 -374
View File
@@ -1,11 +1,11 @@
[gd_resource type="Resource" script_class="VenueScenario" load_steps=17 format=3] [gd_resource type="Resource" script_class="VenueScenario" format=3]
[ext_resource type="Script" path="res://src/core/access_policy.gd" id="1_xxhx3"] [ext_resource type="Script" path="res://src/core/access_policy.gd" id="1_3vwd0"]
[ext_resource type="Script" path="res://src/core/npc_profile.gd" id="2_fiebn"] [ext_resource type="Script" path="res://src/core/npc_profile.gd" id="2_g7rkt"]
[ext_resource type="Script" path="res://src/core/venue_scenario.gd" id="3_2dvuq"] [ext_resource type="Script" path="res://src/core/venue_scenario.gd" id="3_jd45y"]
[sub_resource type="Resource" id="Resource_blmt0"] [sub_resource type="Resource" id="Resource_c55bb"]
script = ExtResource("1_xxhx3") script = ExtResource("1_3vwd0")
required_artifacts = { required_artifacts = {
1: true, 1: true,
3: true, 3: true,
@@ -13,145 +13,39 @@ required_artifacts = {
5: true 5: true
} }
grant_if_any_required = true grant_if_any_required = true
minimum_age = 0
require_id = false
wand_screening_required = false
policy_summary = "Entry requires a wristband, credential, ticket, or guest-list confirmation." policy_summary = "Entry requires a wristband, credential, ticket, or guest-list confirmation."
[sub_resource type="Resource" id="Resource_oddac"] [sub_resource type="Resource" id="Resource_yyxim"]
script = ExtResource("2_fiebn") script = ExtResource("2_g7rkt")
id = "tourist" id = "tourist"
display_name = "Tourist" display_name = "Tourist"
npc_type = 0
temperament = 0.1 temperament = 0.1
base_compliance = 0.9 base_compliance = 0.9
return_probability = 0.0
reactions_by_level = {}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["Oh sure, sorry, just taking a picture.", "Is there a better spot to stand?", "Understood, moving."]) dialogue_lines = Array[String](["Oh sure, sorry, just taking a picture.", "Is there a better spot to stand?", "Understood, moving."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_byir2"] [sub_resource type="Resource" id="Resource_lmn2c"]
script = ExtResource("2_fiebn") script = ExtResource("2_g7rkt")
id = "confused_visitor" id = "confused_visitor"
display_name = "Confused Visitor" display_name = "Confused Visitor"
npc_type = 3 npc_type = 3
temperament = 0.2 temperament = 0.2
base_compliance = 0.85 base_compliance = 0.85
return_probability = 0.0
reactions_by_level = {}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["Wait, this isn't the entrance?", "Sorry about that, I'm a bit lost."]) dialogue_lines = Array[String](["Wait, this isn't the entrance?", "Sorry about that, I'm a bit lost."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_3tt0b"] [sub_resource type="Resource" id="Resource_if2cj"]
script = ExtResource("2_fiebn") script = ExtResource("2_g7rkt")
id = "delivery" id = "delivery"
display_name = "Delivery Worker" display_name = "Delivery Worker"
npc_type = 10 npc_type = 10
temperament = 0.25
base_compliance = 0.8
return_probability = 0.0
reactions_by_level = {}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["Where should I leave this?"]) dialogue_lines = Array[String](["Where should I leave this?"])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_ihxib"] [sub_resource type="Resource" id="Resource_t47d3"]
script = ExtResource("2_fiebn") script = ExtResource("2_g7rkt")
id = "street_performer" id = "street_performer"
display_name = "Street Performer" display_name = "Street Performer"
npc_type = 1 npc_type = 1
temperament = 0.45 temperament = 0.45
base_compliance = 0.55 base_compliance = 0.55
return_probability = 0.0
reactions_by_level = { reactions_by_level = {
1: { 1: {
0: 55, 0: 55,
@@ -159,47 +53,14 @@ reactions_by_level = {
3: 30 3: 30
} }
} }
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_c57iy"] [sub_resource type="Resource" id="Resource_j2mp5"]
script = ExtResource("2_fiebn") script = ExtResource("2_g7rkt")
id = "influencer" id = "influencer"
display_name = "Influencer" display_name = "Influencer"
npc_type = 2 npc_type = 2
temperament = 0.5 temperament = 0.5
base_compliance = 0.5 base_compliance = 0.5
return_probability = 0.0
reactions_by_level = { reactions_by_level = {
1: { 1: {
0: 40, 0: 40,
@@ -221,47 +82,15 @@ reactions_by_level = {
8: 25 8: 25
} }
} }
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["This is public sidewalk, you can't stop me from filming."]) dialogue_lines = Array[String](["This is public sidewalk, you can't stop me from filming."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_bk410"] [sub_resource type="Resource" id="Resource_uscqg"]
script = ExtResource("2_fiebn") script = ExtResource("2_g7rkt")
id = "intoxicated" id = "intoxicated"
display_name = "Intoxicated Pedestrian" display_name = "Intoxicated Pedestrian"
npc_type = 4 npc_type = 4
temperament = 0.6 temperament = 0.6
base_compliance = 0.4 base_compliance = 0.4
return_probability = 0.0
reactions_by_level = { reactions_by_level = {
1: { 1: {
0: 30, 0: 30,
@@ -275,41 +104,10 @@ reactions_by_level = {
4: 10 4: 10
} }
} }
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 1.8 reaction_delay = 1.8
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_jp52w"] [sub_resource type="Resource" id="Resource_8aovb"]
script = ExtResource("2_fiebn") script = ExtResource("2_g7rkt")
id = "trespasser" id = "trespasser"
display_name = "Trespasser" display_name = "Trespasser"
npc_type = 5 npc_type = 5
@@ -344,41 +142,10 @@ reactions_by_level = {
7: 20 7: 20
} }
} }
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["I'm just here to see a friend, come on.", "I'll be inside for ten seconds."]) dialogue_lines = Array[String](["I'm just here to see a friend, come on.", "I'll be inside for ten seconds."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_5kplf"] [sub_resource type="Resource" id="Resource_owl7s"]
script = ExtResource("2_fiebn") script = ExtResource("2_g7rkt")
id = "mental_crisis" id = "mental_crisis"
display_name = "Person in Crisis" display_name = "Person in Crisis"
npc_type = 7 npc_type = 7
@@ -414,47 +181,15 @@ reactions_by_level = {
7: 15 7: 15
} }
} }
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 2.4 reaction_delay = 2.4
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_6bscs"] [sub_resource type="Resource" id="Resource_rnay4"]
script = ExtResource("2_fiebn") script = ExtResource("2_g7rkt")
id = "violent_threat" id = "violent_threat"
display_name = "Violent Threat" display_name = "Violent Threat"
npc_type = 6 npc_type = 6
temperament = 0.95 temperament = 0.95
base_compliance = 0.05 base_compliance = 0.05
return_probability = 0.0
reactions_by_level = { reactions_by_level = {
1: { 1: {
2: 25, 2: 25,
@@ -482,41 +217,9 @@ reactions_by_level = {
7: 30 7: 30
} }
} }
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_n4lxh"] [sub_resource type="Resource" id="Resource_lhp4m"]
script = ExtResource("2_fiebn") script = ExtResource("2_g7rkt")
id = "protester" id = "protester"
display_name = "Protester" display_name = "Protester"
npc_type = 12 npc_type = 12
@@ -550,66 +253,28 @@ reactions_by_level = {
7: 20 7: 20
} }
} }
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["I have every right to be on public sidewalk.", "You can't touch me, this is a lawful protest."]) dialogue_lines = Array[String](["I have every right to be on public sidewalk.", "You can't touch me, this is a lawful protest."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_6st6l"] [sub_resource type="Resource" id="Resource_s8tjd"]
script = ExtResource("2_fiebn") script = ExtResource("2_g7rkt")
id = "authorized_staff" id = "authorized_staff"
display_name = "Staff Member" display_name = "Staff Member"
npc_type = 8 npc_type = 8
temperament = 0.15 temperament = 0.15
base_compliance = 1.0 base_compliance = 1.0
return_probability = 0.0
reactions_by_level = {}
default_reactions = { default_reactions = {
1: { 1: {
0: 100 0: 100
} }
} }
reaction_delay = 0.6
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_nf2oq"] [sub_resource type="Resource" id="Resource_ii8kq"]
script = ExtResource("2_fiebn") script = ExtResource("2_g7rkt")
id = "authorized_guest" id = "authorized_guest"
display_name = "Authorized Guest" display_name = "Authorized Guest"
npc_type = 9 npc_type = 9
temperament = 0.2 temperament = 0.2
base_compliance = 0.95 base_compliance = 0.95
return_probability = 0.0
reactions_by_level = {}
default_reactions = { default_reactions = {
1: { 1: {
0: 92, 0: 92,
@@ -620,16 +285,13 @@ default_reactions = {
2: 12 2: 12
} }
} }
reaction_delay = 0.6
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[resource] [resource]
script = ExtResource("3_2dvuq") script = ExtResource("3_jd45y")
id = "tv_studio" id = "tv_studio"
display_name = "Hollywood Blvd Late Night TV Studio" display_name = "Hollywood Blvd Late Night TV Studio"
description = "Crowd, celebrities, and staff around a late-night studio." description = "Crowd, celebrities, and staff around a late-night studio."
access_policy = SubResource("Resource_blmt0") access_policy = SubResource("Resource_c55bb")
equipment = Array[String](["wristband_policy", "guest_list", "radio", "flashlight"]) equipment = Array[String](["wristband_policy", "guest_list", "radio", "flashlight"])
locations = { locations = {
"entrance": Vector3(0, 0, 1), "entrance": Vector3(0, 0, 1),
@@ -639,7 +301,7 @@ locations = {
"stage_door": Vector3(6, 0, -2), "stage_door": Vector3(6, 0, -2),
"steps_end": Vector3(0, 0, 3) "steps_end": Vector3(0, 0, 3)
} }
npc_profiles = Array[ExtResource("2_fiebn")]([SubResource("Resource_oddac"), SubResource("Resource_byir2"), SubResource("Resource_3tt0b"), SubResource("Resource_ihxib"), SubResource("Resource_c57iy"), SubResource("Resource_bk410"), SubResource("Resource_jp52w"), SubResource("Resource_5kplf"), SubResource("Resource_6bscs"), SubResource("Resource_n4lxh"), SubResource("Resource_6st6l"), SubResource("Resource_nf2oq")]) npc_profiles = Array[ExtResource("2_g7rkt")]([SubResource("Resource_yyxim"), SubResource("Resource_lmn2c"), SubResource("Resource_if2cj"), SubResource("Resource_t47d3"), SubResource("Resource_j2mp5"), SubResource("Resource_uscqg"), SubResource("Resource_8aovb"), SubResource("Resource_owl7s"), SubResource("Resource_rnay4"), SubResource("Resource_lhp4m"), SubResource("Resource_s8tjd"), SubResource("Resource_ii8kq")])
event_pool = Array[Dictionary]([{ event_pool = Array[Dictionary]([{
"base_weight": 1.0, "base_weight": 1.0,
"id": "audience_ticket", "id": "audience_ticket",
@@ -790,6 +452,15 @@ event_pool = Array[Dictionary]([{
"phase": 2, "phase": 2,
"probability": 0.45, "probability": 0.45,
"time_range_s": Vector2(700, 860) "time_range_s": Vector2(700, 860)
}, {
"base_weight": 1.0,
"id": "studio_manager_check",
"intent": "enter",
"kind": "recovery",
"npc_type": 8,
"phase": 2,
"probability": 0.2,
"time_range_s": Vector2(620, 820)
}]) }])
shift_phases = { shift_phases = {
0: { 0: {
@@ -805,6 +476,3 @@ shift_phases = {
"start_s": 700.0 "start_s": 700.0
} }
} }
shift_duration_s = 900.0
policy_summary = ""
door_staff_lines = {}
+9 -9
View File
@@ -12,11 +12,11 @@ time you export, either:
matching templates), or matching templates), or
- Install them manually from the - Install them manually from the
[Godot downloads](https://godotengine.org/download/) page by placing the [Godot downloads](https://godotengine.org/download/) page by placing the
`Godot_v4.3-stable_export_templates.tpz` contents into `Godot_v4.7.2-stable_export_templates.tpz` contents into
`~/.local/share/godot/export_templates/4.3.stable/`. `~/.local/share/godot/export_templates/4.7.2.stable/`.
The templates must match the editor binary you use locally. CI pins Godot 4.3; The templates must match the editor binary you use locally. CI and local
the local development machine uses 4.7.2 with its matching templates. Verify with: development both use Godot 4.7.2 with its matching templates. Verify with:
```bash ```bash
godot --headless --export-release "Linux" build/gig-line-smoke.x86_64 godot --headless --export-release "Linux" build/gig-line-smoke.x86_64
@@ -31,7 +31,7 @@ godot --headless --export-release "Linux" build/gig-line-smoke.x86_64
The repository ships a Gitea Actions workflow (`.gitea/workflows/build.yml`): The repository ships a Gitea Actions workflow (`.gitea/workflows/build.yml`):
- Every push/PR runs the **checks** job: Godot 4.3 install, project import, and the - Every push/PR runs the **checks** job: Godot 4.7.2 install, project import, and the
full headless test suite. This is the fast safety net. full headless test suite. This is the fast safety net.
- **Tags (`v*`)** and **manual `workflow_dispatch`** runs additionally execute the - **Tags (`v*`)** and **manual `workflow_dispatch`** runs additionally execute the
**build** job: export templates install, import, `tools/build_releases.sh` for **build** job: export templates install, import, `tools/build_releases.sh` for
@@ -63,10 +63,10 @@ setup, so do not rely on it.
> artifacts. If CI publishing fails again, run > artifacts. If CI publishing fails again, run
> `./tools/publish_release.sh <version>` from a checkout with `~/.git-credentials`. > `./tools/publish_release.sh <version>` from a checkout with `~/.git-credentials`.
> **No `actions/cache` for now:** the runner has no local actions-cache service, so > **Godot cache:** the workflow uses Gitea Actions cache for the Godot binary and the
> `actions/cache` times out against GitHub's cache API. We dropped it (Godot import > 4.7.2 export templates. The first run still downloads them; subsequent runs restore
> is only ~4s). If a host admin later enables Gitea `[cache.actions]` with a cache > from cache. If the host cache service is unavailable, remove the cache steps and
> server, the step can be reintroduced. > let the install steps download fresh copies.
> The workflow lives in `.gitea/workflows/` (Gitea's canonical path). The old > The workflow lives in `.gitea/workflows/` (Gitea's canonical path). The old
> `.github/workflows/ci.yml` was removed to avoid double runs on hosts that scan > `.github/workflows/ci.yml` was removed to avoid double runs on hosts that scan
+8 -5
View File
@@ -25,7 +25,7 @@ This document follows the structure of the arc42 architecture documentation temp
## 2. Constraints ## 2. Constraints
- The first implementation should be small enough for a playable vertical slice. - The first implementation should be small enough for a playable vertical slice.
- The engine is Godot 4 with GDScript; a playable prototype vertical slice is implemented. CI pins Godot 4.3 while local development is verified with 4.7.2; the default renderer stays GL Compatibility for Web parity, with an optional Forward+ Desktop HQ build. - The engine is Godot 4.7.2 with GDScript; a playable prototype vertical slice is implemented. CI, local development and exported builds use 4.7.2; the default renderer stays GL Compatibility for Web parity, with an optional Forward+ Desktop HQ build.
- Venue-specific policies must be configurable rather than hard-coded into individual NPCs. - Venue-specific policies must be configurable rather than hard-coded into individual NPCs.
- The game must preserve the de-escalation-first design described in [`PLAN.md`](../PLAN.md). - The game must preserve the de-escalation-first design described in [`PLAN.md`](../PLAN.md).
- The project uses the repository workflow described in [`AGENTS.md`](../AGENTS.md). - The project uses the repository workflow described in [`AGENTS.md`](../AGENTS.md).
@@ -37,7 +37,7 @@ This document follows the structure of the arc42 architecture documentation temp
- **MINOR** — new venues, NPC archetypes, systems, or features that are backward compatible. - **MINOR** — new venues, NPC archetypes, systems, or features that are backward compatible.
- **PATCH** — bug fixes and small polish that do not change behavior. - **PATCH** — bug fixes and small polish that do not change behavior.
The single source of truth for the version is `config/version` in `project.godot` (currently `0.7.3`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-1.0, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md). The single source of truth for the version is `config/version` in `project.godot` (currently `0.9.1`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-1.0, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
## 3. Context and Scope ## 3. Context and Scope
@@ -180,7 +180,7 @@ reputation, crowd reaction and shift review read it rather than resolving gamepl
## 7. Deployment View ## 7. Deployment View
The game is a single-player local client containing presentation, simulation, rules, content, and persistence for local settings and shift results. No online backend is required. A non-threaded Web export ships alongside the desktop builds and can be served from any static host without special headers. The default renderer is GL Compatibility; an optional Desktop HQ zip uses Forward+ with volumetric fog/SDFGI on Vulkan-capable desktops. CI pins Godot 4.3 while local development is verified with 4.7.2, so the light falloff path is version-adaptive until the baseline is unified. The game is a single-player local client containing presentation, simulation, rules, content, and persistence for local settings and shift results. No online backend is required. A non-threaded Web export ships alongside the desktop builds and can be served from any static host without special headers. The default renderer is GL Compatibility; an optional Desktop HQ zip uses Forward+ with volumetric fog/SDFGI on Vulkan-capable desktops. CI, local development and exported builds use Godot 4.7.2; the light-falloff code keeps a compatibility branch for older editors but the supported baseline is unified.
Future options include external analytics, cloud saves, or replay sharing, but they are not part of the current architecture. Future options include external analytics, cloud saves, or replay sharing, but they are not part of the current architecture.
@@ -188,7 +188,7 @@ Future options include external analytics, cloud saves, or replay sharing, but t
A continuous-integration pipeline keeps the headless test suite green on every change and publishes tagged releases. A continuous-integration pipeline keeps the headless test suite green on every change and publishes tagged releases.
- **Workflow:** `.gitea/workflows/build.yml` runs on pushes, pull requests, tags, and manual dispatches. The `checks` job installs Godot 4.3, imports the project, and runs `res://src/test/test_runner.gd`; it fails on a non-zero exit code or any `SCRIPT ERROR` in the output. - **Workflow:** `.gitea/workflows/build.yml` runs on pushes, pull requests, tags, and manual dispatches. The `checks` job restores/caches Godot 4.7.2, imports the project, and runs `res://src/test/test_runner.gd`; it fails on a non-zero exit code or any `SCRIPT ERROR` in the output.
- **Build job:** runs for tags and manual dispatches. It installs export templates, exports Linux/Windows/macOS and the non-threaded Web build, packages the NSIS installer, Linux AppImage and optional Desktop HQ zip, verifies the installer contents, and uploads the artifacts. - **Build job:** runs for tags and manual dispatches. It installs export templates, exports Linux/Windows/macOS and the non-threaded Web build, packages the NSIS installer, Linux AppImage and optional Desktop HQ zip, verifies the installer contents, and uploads the artifacts.
- **Publish job:** tag builds call `tools/publish_release.sh` to create the Gitea release and upload the standard artifacts plus the optional Desktop HQ zip. The script uses `GITEA_TOKEN` when configured and otherwise reuses the runner's checkout extraheader credentials. - **Publish job:** tag builds call `tools/publish_release.sh` to create the Gitea release and upload the standard artifacts plus the optional Desktop HQ zip. The script uses `GITEA_TOKEN` when configured and otherwise reuses the runner's checkout extraheader credentials.
- **Hosting:** the repository lives on Gitea (`https://git.allucanget.biz/zwitschi/security-game`). Export templates must match the pinned Godot version; macOS builds are unsigned and need quarantine guidance or notarization for wider distribution. - **Hosting:** the repository lives on Gitea (`https://git.allucanget.biz/zwitschi/security-game`). Export templates must match the pinned Godot version; macOS builds are unsigned and need quarantine guidance or notarization for wider distribution.
@@ -217,6 +217,9 @@ The release process is: bump the version, run the full test suite and `tools/che
- **Observability:** Debug overlays show NPC intent, access status, escalation level, active incidents, and response timers during development. - **Observability:** Debug overlays show NPC intent, access status, escalation level, active incidents, and response timers during development.
- **Visual regression:** Staged captures are compared against the runtime reference art (`screen_designs.py compare`) and optionally judged by a vision model; `tools/check_screenshots.sh` makes the pass repeatable. - **Visual regression:** Staged captures are compared against the runtime reference art (`screen_designs.py compare`) and optionally judged by a vision model; `tools/check_screenshots.sh` makes the pass repeatable.
- **Asset provenance and AI usage:** AI-assisted images/concepts are development inputs only; validated outputs are committed, audited and loaded through the same runtime asset contracts. Generated content must not become an offline/CI dependency. - **Asset provenance and AI usage:** AI-assisted images/concepts are development inputs only; validated outputs are committed, audited and loaded through the same runtime asset contracts. Generated content must not become an offline/CI dependency.
- **Campaign and checkpoint state:** `Campaign` owns venue order/progression; settings, campaign, completed shift history and a versioned pause checkpoint are separate JSON documents. The checkpoint snapshots coordinator systems, scheduler RNG and NPC presentation/access state; it deliberately does not serialize the tutorial overlay or transient input state.
- **Difficulty:** easy/normal/hard only scale spawn pacing, NPC compliance tolerance and report-credibility strictness; access/escalation rules and emergency rarity are invariant.
- **Settings and accessibility:** volume/motion/caption settings persist through `settings.json`; Help is generated from the input-binding catalogue and the HUD log is the text caption surface. CI/release, local development and exported builds are unified on Godot 4.7.2.
- **Documentation ownership:** `PLAN.md` owns design intent; `docs/gameplay.md` owns playable mechanics; `docs/architecture.md` owns system boundaries, data flow, constraints and cross-cutting decisions; ADRs own decision history; `docs/development-status.md` owns the implemented/gap list; `TODO.md` owns the roadmap; `MEMORY.md` owns gotchas and open questions. Specialized docs link to these rather than becoming competing sources of truth. - **Documentation ownership:** `PLAN.md` owns design intent; `docs/gameplay.md` owns playable mechanics; `docs/architecture.md` owns system boundaries, data flow, constraints and cross-cutting decisions; ADRs own decision history; `docs/development-status.md` owns the implemented/gap list; `TODO.md` owns the roadmap; `MEMORY.md` owns gotchas and open questions. Specialized docs link to these rather than becoming competing sources of truth.
## 9. Architecture Decisions ## 9. Architecture Decisions
@@ -261,7 +264,7 @@ Architecture decisions are recorded as ADRs:
- Mental-health-crisis scenarios require careful writing, playtesting, and respectful presentation. - Mental-health-crisis scenarios require careful writing, playtesting, and respectful presentation.
- The choice of engine may affect navigation, crowd scale, tooling, and content authoring. - The choice of engine may affect navigation, crowd scale, tooling, and content authoring.
- Reference mockups can outpace the runtime art style; compare/judge catch gross drift but not composition errors, so the staged gallery needs human review after large visual changes. - Reference mockups can outpace the runtime art style; compare/judge catch gross drift but not composition errors, so the staged gallery needs human review after large visual changes.
- Godot version skew (CI 4.3 vs local 4.7.2) can change lighting, import sidecars and generated UIDs; a single supported version and a visual smoke matrix are required before 1.0. - Godot 4.7.2 is the unified CI/local/project baseline; future engine bumps still require import, visual and export smoke checks before changing that baseline.
- Content volume and authoring tools are still thin; adding venues/events by editing the factory can become error-prone without schema validation and preview tooling. - Content volume and authoring tools are still thin; adding venues/events by editing the factory can become error-prone without schema validation and preview tooling.
- Save data currently covers settings and shift history, not mid-shift resume; adding saves/replays requires a versioned schema and migration policy. - Save data currently covers settings and shift history, not mid-shift resume; adding saves/replays requires a versioned schema and migration policy.
- The optional judge and image-generation paths depend on an external key, model availability and budget; CI cannot make them a release gate, and keys must never be committed. - The optional judge and image-generation paths depend on an external key, model availability and budget; CI cannot make them a release gate, and keys must never be committed.
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@@ -2,10 +2,10 @@
Implemented so far: Implemented so far:
- Godot 4.3 project scaffold, input map, procedural world builder - Godot 4.7.2 project scaffold, input map, procedural world builder (CI/local/release unified)
- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem` - Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools - Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
- Headless unit tests: **237 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, input remaps, 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, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material, player movement, NPC character layers/LOD/queue, input bindings) - Headless unit tests: **250 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, input remaps, 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, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material, player movement, NPC character layers/LOD/queue, input bindings)
- 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 - 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
- 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 - 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
- Control pass: focus cone on NPC heads with a billboarded blue circle in front of the face 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`) - Control pass: focus cone on NPC heads with a billboarded blue circle in front of the face 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`)
@@ -40,11 +40,13 @@ Implemented so far:
- Visual alignment: start/venue menu, pause, settings, shift review, radio, wand, inspection, timeline, HUD target chip/escalation bar, and radial menu now use or match their AI references in `assets/images/ui/`. The runtime art loader (`src/game/ui/art.gd`) falls back cleanly when a file is missing. - Visual alignment: start/venue menu, pause, settings, shift review, radio, wand, inspection, timeline, HUD target chip/escalation bar, and radial menu now use or match their AI references in `assets/images/ui/`. The runtime art loader (`src/game/ui/art.gd`) falls back cleanly when a file is missing.
- Realism adoption (post-v0.6.0): v2 per-phase skylines and surface tiles with normal maps, retuned sun/exposure/fog, wet asphalt, denser foliage, a visible additive flashlight beam, and refreshed staging captures. `tools/check_screenshots.sh` is the repeatable capture/compare gate; judge is clean of `diff` verdicts. - Realism adoption (post-v0.6.0): v2 per-phase skylines and surface tiles with normal maps, retuned sun/exposure/fog, wet asphalt, denser foliage, a visible additive flashlight beam, and refreshed staging captures. `tools/check_screenshots.sh` is the repeatable capture/compare gate; judge is clean of `diff` verdicts.
- Input/reliability fixes: selecting a venue releases the start-menu input lock and recaptures the mouse; the body-camera overlay no longer covers the shift status. Mouse look now reads at `_input`, restores capture on window focus/click-back, and the HUD is mouse-transparent. - Input/reliability fixes: selecting a venue releases the start-menu input lock and recaptures the mouse; the body-camera overlay no longer covers the shift status. Mouse look now reads at `_input`, restores capture on window focus/click-back, and the HUD is mouse-transparent. Normal radio reports submit on click; emergency calls still require the hold-to-confirm path.
- Tutorial foundation (0.8.0 work): the eight-beat first-shift design and a deterministic, skippable/restartable `Tutorial` state machine exist; the in-game prompt/visitor wiring is the next step. - Production-quality pass (v0.9.0): mixer/accessibility settings, audio volume clamping, 24-NPC budget smoke, shortened coat/dress stride, and a unified Godot 4.7.2 CI/local support baseline with documented upgrade/rollback requirements.
- Campaign and first-hour pass (v0.8.0): campaign progression, checkpoint resume, difficulty presets, a searchable Help overlay, recovery events, contextual dialogue, policy/debrief lines and tutorial/replay/skip. Scripted QA bypasses the tutorial unless `--tutorial` is passed.
- Tutorial pass (0.8.0 work): the eight-beat first shift is wired through a non-blocking prompt overlay, a safe compliant visitor, real wheel/inspection/warning/radio panels, persisted completion/skip and a Settings replay action. Scripted tests/captures bypass it unless `--tutorial` is passed; `smoke_tutorial.gd` covers the full flow.
- Vision judge (v0.7.2): discovers the cheapest current OpenRouter image+JSON model, reports the model/fallbacks used, and clears the full screen-design judge (13/13 match, 0 diff). - Vision judge (v0.7.2): discovers the cheapest current OpenRouter image+JSON model, reports the model/fallbacks used, and clears the full screen-design judge (13/13 match, 0 diff).
- Desktop HQ (v0.7.1): optional Forward+ Windows/Linux zip with volumetric fog, SDFGI and a volumetric flashlight; the default Compatibility/Web builds and headless tests gate the effect off. A/B captures are generated locally under `docs/screens/realism/` (gitignored). - Desktop HQ (v0.7.1): optional Forward+ Windows/Linux zip with volumetric fog, SDFGI and a volumetric flashlight; the default Compatibility/Web builds and headless tests gate the effect off. A/B captures are generated locally under `docs/screens/realism/` (gitignored).
- Venue geometry (v0.7.0): the Joke Shop now builds as a narrow brick alley with a warm wall lantern, shutters, dumpster/AC clutter and no skyline; the TV Studio builds a stone facade, bulb canopy, glossy black car and barrier line. `WorldBuilder.VENUE_SPECS` drives facade/street/nav dimensions, and `GameManager` rebuilds only the world container when the venue changes. - Venue geometry (v0.7.0): the Joke Shop now builds as a narrow brick alley with a warm wall lantern, shutters, dumpster/AC clutter and no skyline; the TV Studio builds a stone facade, bulb canopy, glossy black car and barrier line. `WorldBuilder.VENUE_SPECS` drives facade/street/nav dimensions, and `GameManager` rebuilds only the world container when the venue changes.
- Gear fit (post-v0.6.0): Blender gear is measured against the avatar head/skirt silhouette and the checks run in both the Python tooling and the headless suite. Sunglasses, the shoulder bag and the firefighter helmet were fitted to the new faces; the Influencer portrait and gallery were recaptured with a before/after report. - Gear fit (post-v0.6.0): Blender gear is measured against the avatar head/skirt silhouette and the checks run in both the Python tooling and the headless suite. Sunglasses, the shoulder bag and the firefighter helmet were fitted to the new faces; the Influencer portrait and gallery were recaptured with a before/after report.
Current gaps for v1.0.0: onboarding/campaign progression, deeper authored content and NPC dialogue, mid-shift save/resume and replay, localization/accessibility expansion, voice/audio production, wider performance profiling, signed/notarized release packaging, and a unified Godot baseline. The full gap analysis and milestone plan live in [`TODO.md`](../TODO.md); the current architecture and documentation ownership map are in [`docs/architecture.md`](architecture.md). Current gaps for v1.0.0: deeper authored content/dialogue, animation and audio production, localization/accessibility expansion, 24-NPC/platform profiling, external playtesting, signed/notarized release packaging, and a unified Godot baseline. The full gap analysis and milestone plan live in [`TODO.md`](../TODO.md); the current architecture and documentation ownership map are in [`docs/architecture.md`](architecture.md).
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@@ -4,7 +4,7 @@ The complete design rationale also lives in [`PLAN.md`](../PLAN.md); this page k
## Game Overview ## Game Overview
A typical shift lasts 10–15 minutes. The player: A typical shift lasts 10–15 minutes. The first-person camera stays at the gameplay height of 1.7 m; the concept frames use a lower ~1.55 m reference camera, but gameplay readability and body-camera framing take priority. The player:
1. Watches the entrance, steps, queue, and surrounding sidewalk. 1. Watches the entrance, steps, queue, and surrounding sidewalk.
2. Determines why each person is approaching. 2. Determines why each person is approaching.
@@ -16,7 +16,7 @@ A typical shift lasts 10–15 minutes. The player:
The game rewards calm resolutions rather than aggressive behavior. Emergency assistance and armed responders are rare last-resort systems with meaningful consequences. The game rewards calm resolutions rather than aggressive behavior. Emergency assistance and armed responders are rare last-resort systems with meaningful consequences.
The first shift starts with an in-game tutorial covering movement/look, focus cycling, the action wheel, access inspection, polite direction, formal warning/body camera, radio and shift review. Its beat sheet is in [`tutorial.md`](tutorial.md). The first shift starts with an in-game tutorial covering movement/look, focus cycling, the action wheel, access inspection, polite direction, formal warning/body camera, radio and shift review. Its beat sheet is in [`tutorial.md`](tutorial.md). After that a short campaign runs Hollywood → Joke Shop → TV Studio; progress, difficulty and a pause-safe checkpoint are persisted locally. Help (from the venue menu) explains the controls and the current venue policy.
## Venues ## Venues
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@@ -2,7 +2,7 @@
## Setup ## Setup
1. Download the Godot 4.3+ editor (official build) and put `godot` on your PATH. CI pins 4.3; local development is verified with 4.7.2. 1. Download Godot **4.7.2** (official build) and put `godot` on your PATH. The project, local tooling and CI use the same version; engine upgrades require import, headless, screenshot and Desktop HQ smoke checks before changing the baseline.
2. Open or run the project from this directory. 2. Open or run the project from this directory.
## Run and Test ## Run and Test
@@ -38,7 +38,7 @@ godot --headless --path . --script res://src/test/smoke_plan_verbs.gd
# Prop-collision smoke (windowed): guard stops at a bench, guest routes around it # Prop-collision smoke (windowed): guard stops at a bench, guest routes around it
godot --path . --script res://src/test/smoke_props.gd godot --path . --script res://src/test/smoke_props.gd
# NPC budget smoke: 16 full-rig avatars against the documented frame budget # NPC budget smoke: 24 full-rig avatars against the documented frame budget
godot --headless --path . --script res://src/test/smoke_npc_budget.gd godot --headless --path . --script res://src/test/smoke_npc_budget.gd
# Movement smoke (windowed): steps, precision walk, footsteps and landing # Movement smoke (windowed): steps, precision walk, footsteps and landing
@@ -58,6 +58,12 @@ godot --headless --path . --script res://src/test/smoke_audio.gd
# Scenario-content smoke: wand refusal, celebrity crowd spike # Scenario-content smoke: wand refusal, celebrity crowd spike
godot --headless --path . --script res://src/test/smoke_scenario_content.gd godot --headless --path . --script res://src/test/smoke_scenario_content.gd
# Tutorial smoke (windowed): completion, replay and skip; isolated user data
XDG_DATA_HOME=/tmp/gigline-tutorial godot --path . --fixed-fps 60 --script res://src/test/smoke_tutorial.gd -- --tutorial
# Campaign/checkpoint smoke (windowed): resume, review continue, help; isolated data
XDG_DATA_HOME=/tmp/gigline-campaign godot --path . --fixed-fps 60 --script res://src/test/smoke_campaign.gd
``` ```
The unit test runner is the project's own lightweight harness (no editor plugin required) so CI can run it without the editor. The unit test runner is the project's own lightweight harness (no editor plugin required) so CI can run it without the editor.
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@@ -32,4 +32,11 @@
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. 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.
31. The escalation label shows a `[###--] L3/5` shape meter as well as the level name, and stays readable in grayscale. 31. The escalation label shows a `[###--] L3/5` shape meter as well as the level name, and stays readable in grayscale.
32. Changing "HUD font scale" in Settings resizes the HUD text and persists across a restart. 32. Changing "HUD font scale" in Settings resizes the HUD text and persists across a restart.
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. 33. When the shift timer reaches 0, the shift review screen shows grade, policy, incident summary, responder outcomes, investigations, and persisted shift history; campaign Continue starts the next venue.
34. On a fresh profile the tutorial starts on Hollywood, advances through its eight beats, and F1 skips it; Settings Replay tutorial restarts it.
35. Pausing saves a checkpoint: returning to the menu and choosing Continue resumes elapsed time, NPCs, incidents, door/flashlight state and campaign position.
36. Settings difficulty changes spawn pacing/compliance/report strictness while escalation rules stay the same; Help filters controls and shows the venue policy.
37. The F debug overlay lists the next eligible events; recovery events and recently played scripted events behave as authored.
38. Master/SFX/ambience volume settings clamp at 0/1 and persist; Reduce motion disables head bob; the captions toggle persists.
39. The 24-NPC budget smoke stays inside its frame budget; coats/dresses do not show obvious leg clipping in a normal walk.
40. Help remains readable with the largest HUD font scale, and CI/local verification use the same Godot 4.7.2 baseline.
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@@ -1,7 +1,9 @@
# First-shift tutorial # First-shift tutorial
Status: planned for v0.8.0. The tutorial teaches the real controls and the real Status: implemented for v0.8.0. The tutorial teaches the real controls and the real
inspection/wheel/radio panels; it is not a fake UI or a separate combat mode. inspection/wheel/radio panels; it is not a fake UI or a separate combat mode.
Scripted test/capture runs bypass it unless `--tutorial` is passed; a windowed
smoke covers completion, replay and skip.
## Rules ## Rules
@@ -9,8 +11,8 @@ inspection/wheel/radio panels; it is not a fake UI or a separate combat mode.
event can interrupt the tutorial. event can interrupt the tutorial.
- Prompts advance on the performed action, not on a timer. The player can keep - Prompts advance on the performed action, not on a timer. The player can keep
moving/looking while a prompt is visible. moving/looking while a prompt is visible.
- The tutorial is skippable at any point. Completion and skip are both persisted - The tutorial is skippable at any point (F1). Completion and skip are both
separately; a skipped tutorial can be replayed from Help/Settings. persisted separately; a skipped tutorial can be replayed from Settings.
- The tutorial state machine is independent of the shift FSM. It observes the - The tutorial state machine is independent of the shift FSM. It observes the
same actions as normal play and must be deterministic for tests. same actions as normal play and must be deterministic for tests.
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@@ -12,9 +12,9 @@ config_version=5
config/name="Gig Line" config/name="Gig Line"
config/description="Workplace security simulation about observation, access verification, and proportionate escalation." config/description="Workplace security simulation about observation, access verification, and proportionate escalation."
config/version="0.7.3" config/version="0.9.1"
run/main_scene="res://scenes/main.tscn" run/main_scene="res://scenes/main.tscn"
config/features=PackedStringArray("4.3", "GL Compatibility") config/features=PackedStringArray("4.7", "GL Compatibility")
[autoload] [autoload]
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@@ -4,6 +4,8 @@ extends Node
const SHIFT_RESULTS_FILE := "shift_results.json" const SHIFT_RESULTS_FILE := "shift_results.json"
const SETTINGS_FILE := "settings.json" const SETTINGS_FILE := "settings.json"
const CAMPAIGN_FILE := "campaign.json"
const SHIFT_STATE_FILE := "shift_state.json"
func _load_json(file_name: String) -> Variant: func _load_json(file_name: String) -> Variant:
var path := "user://" + file_name var path := "user://" + file_name
@@ -17,13 +19,17 @@ func _load_json(file_name: String) -> Variant:
func _save_json(file_name: String, data: Variant) -> Error: func _save_json(file_name: String, data: Variant) -> Error:
var path := "user://" + file_name var path := "user://" + file_name
var temp := path + ".tmp"
var text := JSON.stringify(data, "\t") var text := JSON.stringify(data, "\t")
var f := FileAccess.open(path, FileAccess.WRITE) var f := FileAccess.open(temp, FileAccess.WRITE)
if f == null: if f == null:
return FileAccess.get_open_error() return FileAccess.get_open_error()
f.store_string(text) f.store_string(text)
f.close() f.close()
return OK # Replace the target only after the complete JSON has been written, so a
# crash cannot leave a partial save in place.
return DirAccess.rename_absolute(ProjectSettings.globalize_path(temp),
ProjectSettings.globalize_path(path))
## Load previous shift results. Returns Array of Dictionaries or []. ## Load previous shift results. Returns Array of Dictionaries or [].
func load_shift_results() -> Array: func load_shift_results() -> Array:
@@ -38,6 +44,29 @@ func save_shift_result(result: Dictionary) -> Error:
results.append(result) results.append(result)
return _save_json(SHIFT_RESULTS_FILE, results) return _save_json(SHIFT_RESULTS_FILE, results)
## Campaign/session progression (separate from settings and shift history).
func load_campaign() -> Dictionary:
var data = _load_json(CAMPAIGN_FILE)
return data if data is Dictionary else {}
func save_campaign(data: Dictionary) -> Error:
return _save_json(CAMPAIGN_FILE, data)
func reset_campaign() -> Error:
return _save_json(CAMPAIGN_FILE, {})
## Mid-shift checkpoint. Kept separate so a completed shift history is never
## overwritten by a resumable snapshot.
func load_shift_state() -> Dictionary:
var data = _load_json(SHIFT_STATE_FILE)
return data if data is Dictionary else {}
func save_shift_state(data: Dictionary) -> Error:
return _save_json(SHIFT_STATE_FILE, data)
func clear_shift_state() -> Error:
return _save_json(SHIFT_STATE_FILE, {})
## Defaults for player settings. Kept in code so a missing or partial ## Defaults for player settings. Kept in code so a missing or partial
## settings.json still produces a usable config. ## settings.json still produces a usable config.
const DEFAULT_SETTINGS := { const DEFAULT_SETTINGS := {
@@ -47,6 +76,13 @@ const DEFAULT_SETTINGS := {
"head_bob": true, "head_bob": true,
"input_bindings": {}, "input_bindings": {},
"ai_difficulty": "normal", "ai_difficulty": "normal",
"tutorial_completed": false,
"tutorial_skipped": false,
"master_volume": 1.0,
"sfx_volume": 1.0,
"ambience_volume": 1.0,
"reduce_motion": false,
"captions_enabled": true,
} }
## Load player settings, merged over the defaults. Returns a Dictionary. ## Load player settings, merged over the defaults. Returns a Dictionary.
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@@ -21,6 +21,11 @@ static func shared_profiles() -> Array[NpcProfile]:
tourist.npc_type = Rules.NpcType.TOURIST tourist.npc_type = Rules.NpcType.TOURIST
tourist.temperament = 0.1 tourist.temperament = 0.1
tourist.base_compliance = 0.9 tourist.base_compliance = 0.9
tourist.context_lines = {
"refusal": ["I just want a photo, I'm not staying.", "I didn't know this entrance was restricted."],
"deescalation": ["Okay, I'll move to the sidewalk.", "Sorry, I'll put the camera away."],
"recognition": ["You remember me from the tour, right?"],
}
tourist.dialogue_lines = [ tourist.dialogue_lines = [
"Oh sure, sorry, just taking a picture.", "Oh sure, sorry, just taking a picture.",
"Is there a better spot to stand?", "Is there a better spot to stand?",
@@ -34,6 +39,10 @@ static func shared_profiles() -> Array[NpcProfile]:
confused.npc_type = Rules.NpcType.CONFUSED_VISITOR confused.npc_type = Rules.NpcType.CONFUSED_VISITOR
confused.temperament = 0.2 confused.temperament = 0.2
confused.base_compliance = 0.85 confused.base_compliance = 0.85
confused.context_lines = {
"refusal": ["I'm sure the event is here. Let me check my phone."],
"deescalation": ["Oh, I understand. I'll check with the box office."],
}
confused.dialogue_lines = [ confused.dialogue_lines = [
"Wait, this isn't the entrance?", "Wait, this isn't the entrance?",
"Sorry about that, I'm a bit lost.", "Sorry about that, I'm a bit lost.",
@@ -389,6 +398,16 @@ static func hollywood_building() -> VenueScenario:
"base_weight": 1.0, "base_weight": 1.0,
"requires_emergency": true, "requires_emergency": true,
}, },
{
"id": "building_apology_return",
"phase": Rules.Phase.EVENING,
"kind": "recovery",
"npc_type": Rules.NpcType.AUTHORIZED_GUEST,
"intent": "enter",
"time_range_s": Vector2(620, 800),
"probability": 0.22,
"base_weight": 1.0,
},
] ]
return scenario return scenario
@@ -451,7 +470,7 @@ static func joke_shop() -> VenueScenario:
scenario.npc_profiles = _filter_profiles([ scenario.npc_profiles = _filter_profiles([
"tourist", "confused_visitor", "authorized_guest", "authorized_staff", "tourist", "confused_visitor", "authorized_guest", "authorized_staff",
"influencer", "intoxicated", "trespasser", "violent_threat", "street_performer", "influencer", "intoxicated", "trespasser", "violent_threat",
]) ])
scenario.event_pool = [ scenario.event_pool = [
@@ -533,6 +552,17 @@ static func joke_shop() -> VenueScenario:
"probability": 0.5, "probability": 0.5,
"base_weight": 1.0, "base_weight": 1.0,
}, },
{
"id": "joke_denied_guest_return",
"phase": Rules.Phase.EVENING,
"kind": "recovery",
"npc_type": Rules.NpcType.AUTHORIZED_GUEST,
"intent": "enter",
"time_range_s": Vector2(650, 830),
"probability": 0.2,
"base_weight": 1.0,
"override_access": {"has_id": true, "has_ticket": true},
},
] ]
return scenario return scenario
@@ -648,6 +678,16 @@ static func tv_studio() -> VenueScenario:
"probability": 0.45, "probability": 0.45,
"base_weight": 1.0, "base_weight": 1.0,
}, },
{
"id": "studio_manager_check",
"phase": Rules.Phase.EVENING,
"kind": "recovery",
"npc_type": Rules.NpcType.AUTHORIZED_STAFF,
"intent": "enter",
"time_range_s": Vector2(620, 820),
"probability": 0.2,
"base_weight": 1.0,
},
] ]
return scenario return scenario
+64
View File
@@ -0,0 +1,64 @@
class_name Campaign
extends RefCounted
## Small campaign/session progression model. Venue rules stay in VenueScenario;
## this only owns order, completed shifts, difficulty and the next venue.
const ORDER := ["hollywood_building", "joke_shop", "tv_studio"]
var index := 0
var shift_number := 1
var completed: Array[String] = []
var difficulty := "normal"
var complete := false
var last_grade := ""
func setup(data: Dictionary = {}) -> void:
index = clampi(int(data.get("index", 0)), 0, ORDER.size())
shift_number = maxi(1, int(data.get("shift_number", 1)))
difficulty = str(data.get("difficulty", "normal"))
completed.clear()
for item in data.get("completed", []):
var value := str(item)
if value in ORDER and value not in completed:
completed.append(value)
complete = bool(data.get("complete", index >= ORDER.size()))
last_grade = str(data.get("last_grade", ""))
func next_venue() -> String:
if complete or index >= ORDER.size():
return ""
return ORDER[index]
func summary() -> Dictionary:
return {
"index": index,
"next_venue": next_venue(),
"shift_number": shift_number,
"difficulty": difficulty,
"complete": complete,
"completed": completed.duplicate(),
"last_grade": last_grade,
}
## Record one finished shift. Idempotent per venue for a single campaign run.
func record_shift(scenario_id: String, review: Dictionary = {}) -> bool:
if complete:
return false
if scenario_id != next_venue():
return false
if scenario_id not in completed:
completed.append(scenario_id)
var rep: Dictionary = review.get("reputation", {})
last_grade = str(rep.get("grade", last_grade))
index += 1
shift_number = index + 1
if index >= ORDER.size():
complete = true
return true
func set_difficulty(value: String) -> void:
if value in ["easy", "normal", "hard"]:
difficulty = value
func reset() -> void:
setup({})
+8
View File
@@ -65,3 +65,11 @@ func summary() -> Dictionary:
"attention": attention, "attention": attention,
"panic": crowd_panic, "panic": crowd_panic,
} }
func snapshot() -> Dictionary:
return summary()
func restore(data: Dictionary) -> void:
mood = clampf(float(data.get("mood", 0.05)), 0.0, 1.0)
attention = clampf(float(data.get("attention", 0.0)), 0.0, 1.0)
crowd_panic = bool(data.get("panic", mood >= 0.75))
+47 -5
View File
@@ -11,6 +11,9 @@ signal event_ready(event_data: Dictionary)
var rng := RandomNumberGenerator.new() var rng := RandomNumberGenerator.new()
var _scenario: VenueScenario = null var _scenario: VenueScenario = null
var _weighted_pool: Array[Dictionary] = [] var _weighted_pool: Array[Dictionary] = []
## Difficulty/pacing knob: <1 is calmer, >1 sends more events and routine traffic.
var spawn_rate_multiplier := 1.0
var _recent_scripted: Array[String] = []
func _init() -> void: func _init() -> void:
pass pass
@@ -38,17 +41,47 @@ func pull_due(elapsed_s: float, phase: int) -> Array[Dictionary]:
continue continue
var prob: float = event.get("probability", 0.0) var prob: float = event.get("probability", 0.0)
var base: float = event.get("base_weight", 1.0) var base: float = event.get("base_weight", 1.0)
var event_id := str(event.get("id", ""))
if str(event.get("kind", "routine")) == "scripted" and event_id in _recent_scripted:
continue
var spawn_rate: float = event.get("spawn_rate", 0.0) var spawn_rate: float = event.get("spawn_rate", 0.0)
var due_event := false
if spawn_rate > 0.0: if spawn_rate > 0.0:
# Rate-based spawning: emit at most one per second window. # Rate-based spawning: emit at most one per second window.
if rng.randf() < spawn_rate: if rng.randf() < clampf(spawn_rate * spawn_rate_multiplier, 0.0, 1.0):
if rng.randf() < prob: if rng.randf() < prob:
due.append(event.duplicate()) due_event = true
else: else:
if rng.randf() < prob * base: if rng.randf() < clampf(prob * base * spawn_rate_multiplier, 0.0, 1.0):
due.append(event.duplicate()) due_event = true
if due_event:
due.append(event.duplicate())
if str(event.get("kind", "routine")) == "scripted" and event_id != "":
_recent_scripted.append(event_id)
if _recent_scripted.size() > 4:
_recent_scripted.pop_front()
return due return due
## Debug/content preview: events that could be selected now, without consuming
## RNG or marking anything as recently played.
func preview(elapsed_s: float, phase: int) -> Array[String]:
var out: Array[String] = []
if _scenario == null:
return out
for event in _weighted_pool:
var time_range: Vector2 = event.get("time_range_s", Vector2(0, _scenario.shift_duration_s))
if elapsed_s < time_range.x or elapsed_s > time_range.y:
continue
if int(event.get("phase", -1)) != phase:
continue
var event_id := str(event.get("id", ""))
if str(event.get("kind", "routine")) == "scripted" and event_id in _recent_scripted:
continue
out.append("%s (%s)" % [event_id, str(event.get("kind", "routine"))])
if out.size() >= 8:
break
return out
func fallback_routine_traffic(phase: int) -> Array[Dictionary]: func fallback_routine_traffic(phase: int) -> Array[Dictionary]:
## Cheap routine traffic so the street never feels empty. ## Cheap routine traffic so the street never feels empty.
var out: Array[Dictionary] = [] var out: Array[Dictionary] = []
@@ -56,10 +89,19 @@ func fallback_routine_traffic(phase: int) -> Array[Dictionary]:
if pool.is_empty(): if pool.is_empty():
return out return out
for i in 3: for i in 3:
if rng.randf() < 0.35: if rng.randf() < clampf(0.35 * spawn_rate_multiplier, 0.0, 1.0):
out.append(pool[rng.randi_range(0, pool.size() - 1)].duplicate()) out.append(pool[rng.randi_range(0, pool.size() - 1)].duplicate())
return out return out
func snapshot() -> Dictionary:
return {"rng_state": rng.state, "recent_scripted": _recent_scripted.duplicate()}
func restore(data: Dictionary) -> void:
rng.state = int(data.get("rng_state", rng.state))
_recent_scripted.clear()
for event_id in data.get("recent_scripted", []):
_recent_scripted.append(str(event_id))
func _routine_pool(phase: int) -> Array: func _routine_pool(phase: int) -> Array:
var out: Array = [] var out: Array = []
for event in _weighted_pool: for event in _weighted_pool:
+17
View File
@@ -96,3 +96,20 @@ func to_dict() -> Dictionary:
"incidents": incidents.duplicate(true), "incidents": incidents.duplicate(true),
"open_count": _open_incidents.size(), "open_count": _open_incidents.size(),
} }
func snapshot() -> Dictionary:
return {
"incidents": incidents.duplicate(true),
"open_incidents": _open_incidents.duplicate(true),
}
func restore(data: Dictionary) -> void:
incidents.clear()
_open_incidents.clear()
for incident in data.get("incidents", []):
if incident is Dictionary:
incidents.append((incident as Dictionary).duplicate(true))
for npc_id in (data.get("open_incidents", {}) as Dictionary).keys():
var incident = (data["open_incidents"] as Dictionary)[npc_id]
if incident is Dictionary:
_open_incidents[str(npc_id)] = (incident as Dictionary).duplicate(true)
+10 -4
View File
@@ -71,10 +71,13 @@ func _build_fsm(initial_state: String) -> void:
fsm.add_transition("THREATENING", "FORCING_ENTRY") fsm.add_transition("THREATENING", "FORCING_ENTRY")
fsm.start(initial_state) fsm.start(initial_state)
func roll_reaction(level: int) -> int: func roll_reaction(level: int, compliance_bonus: float = 0.0) -> int:
## Weighted pick from profile's reaction table for `level`. ## Weighted pick from profile's reaction table for `level`. Difficulty can
## nudge compliance without changing the authored weights.
highest_escalation_received = maxi(highest_escalation_received, level) highest_escalation_received = maxi(highest_escalation_received, level)
var weights: Dictionary = profile.pickup_reactions_per_level(level).duplicate() var weights: Dictionary = profile.pickup_reactions_per_level(level).duplicate()
if compliance_bonus != 0.0:
weights[Rules.Reaction.COMPLY] = maxf(0.0, float(weights.get(Rules.Reaction.COMPLY, 0)) + compliance_bonus * 100.0)
var roll_value := rng.randf() var roll_value := rng.randf()
var total := 0.0 var total := 0.0
for key in weights.keys(): for key in weights.keys():
@@ -88,9 +91,12 @@ func roll_reaction(level: int) -> int:
return key return key
return Rules.Reaction.LEAVE return Rules.Reaction.LEAVE
func apply_player_action(level: int) -> Dictionary: func context_line(context: String) -> String:
return profile.line_for(context, rng) if profile else ""
func apply_player_action(level: int, compliance_bonus: float = 0.0) -> Dictionary:
## Returns reaction to the player's action and updates FSM when needed. ## Returns reaction to the player's action and updates FSM when needed.
var performed_reaction := roll_reaction(level) var performed_reaction := roll_reaction(level, compliance_bonus)
reaction = performed_reaction reaction = performed_reaction
reaction_set = true reaction_set = true
_update_state_for_reaction(performed_reaction) _update_state_for_reaction(performed_reaction)
+17
View File
@@ -61,10 +61,27 @@ const Rules := preload("res://src/core/rules.gd")
## Dialogue lines this NPC uses. Falls back to generic lines when empty. ## Dialogue lines this NPC uses. Falls back to generic lines when empty.
@export var dialogue_lines: Array[String] = [] @export var dialogue_lines: Array[String] = []
## Context-specific dialogue: keys such as "reason", "refusal", "deescalation",
## "recognition" and "group". Missing contexts fall back to `dialogue_lines`.
@export var context_lines: Dictionary = {}
## Items the NPC is carrying, used by the handheld wand (The Joke Shop). ## Items the NPC is carrying, used by the handheld wand (The Joke Shop).
## Values are item names: "keys", "belt", "phone", "weapon", "knife", etc. ## Values are item names: "keys", "belt", "phone", "weapon", "knife", etc.
@export var carried_items: Array[String] = [] @export var carried_items: Array[String] = []
func line_for(context: String, rng: RandomNumberGenerator = null) -> String:
var pool: Array = []
if context_lines.has(context):
pool = context_lines[context]
elif context == "reason":
pool = dialogue_lines
if pool.is_empty():
return ""
var index := 0
if rng != null:
index = rng.randi_range(0, pool.size() - 1)
return str(pool[index])
func pickup_reactions_per_level(level: int) -> Dictionary: func pickup_reactions_per_level(level: int) -> Dictionary:
if reactions_by_level.has(level): if reactions_by_level.has(level):
return reactions_by_level[level] return reactions_by_level[level]
+17
View File
@@ -123,6 +123,23 @@ func tick(delta: float) -> void:
if event_bus: if event_bus:
event_bus.responder_arrived.emit(call) event_bus.responder_arrived.emit(call)
func snapshot() -> Dictionary:
return {
"battery": battery,
"emergency_cooldown_remaining": emergency_cooldown_remaining,
"accepting_calls": accepting_calls,
"pending_calls": pending_calls.duplicate(true),
}
func restore(data: Dictionary) -> void:
battery = clampf(float(data.get("battery", 100.0)), 0.0, max_battery)
emergency_cooldown_remaining = maxf(0.0, float(data.get("emergency_cooldown_remaining", 0.0)))
accepting_calls = bool(data.get("accepting_calls", true))
pending_calls.clear()
for call in data.get("pending_calls", []):
if call is Dictionary:
pending_calls.append((call as Dictionary).duplicate(true))
## Determine the responder's resolution outcome for a call. The responder ## Determine the responder's resolution outcome for a call. The responder
## commands, restrains, evacuates, or arrests based on the reported danger ## commands, restrains, evacuates, or arrests based on the reported danger
## level and whether a weapon was seen (PLAN.md: Level 5 Emergency Response). ## level and whether a weapon was seen (PLAN.md: Level 5 Emergency Response).
+10
View File
@@ -52,3 +52,13 @@ func summary() -> Dictionary:
"grade": grade_for(rating), "grade": grade_for(rating),
"modifiers": _modifiers.duplicate(true), "modifiers": _modifiers.duplicate(true),
} }
func snapshot() -> Dictionary:
return {"rating": rating, "modifiers": _modifiers.duplicate(true)}
func restore(data: Dictionary) -> void:
rating = clampf(float(data.get("rating", 70.0)), 0.0, 100.0)
_modifiers.clear()
for modifier in data.get("modifiers", []):
if modifier is Dictionary:
_modifiers.append((modifier as Dictionary).duplicate(true))
+60
View File
@@ -0,0 +1,60 @@
class_name ScenarioValidator
extends RefCounted
## Validates authored venue data before a shift. Keeps content-matrix failures
## out of runtime: every event must reference a known profile and a valid phase,
## event ids must be unique, and the matrix must cover enough kinds/phases.
const Rules := preload("res://src/core/rules.gd")
static func validate(scenario: Resource) -> Array[String]:
var problems: Array[String] = []
if scenario == null:
return ["scenario is null"]
var profile_types := {}
for profile in scenario.npc_profiles:
if profile != null:
profile_types[int(profile.npc_type)] = true
var ids := {}
var routine := 0
var scripted := 0
var recovery := 0
var phases := {}
for event in scenario.event_pool:
if not (event is Dictionary):
problems.append("event is not a dictionary")
continue
var event_id := str(event.get("id", ""))
if event_id == "":
problems.append("event has no id")
elif ids.has(event_id):
problems.append("duplicate event id: %s" % event_id)
ids[event_id] = true
var phase := int(event.get("phase", -1))
if phase < Rules.Phase.EARLY or phase > Rules.Phase.LATE:
problems.append("%s has invalid phase %d" % [event_id, phase])
var npc_type := int(event.get("npc_type", -1))
if not profile_types.has(npc_type):
problems.append("%s references missing profile type %d" % [event_id, npc_type])
if str(event.get("intent", "")) == "":
problems.append("%s has no intent" % event_id)
var kind := str(event.get("kind", "routine"))
if kind == "routine":
routine += 1
elif kind == "scripted":
scripted += 1
elif kind == "recovery":
recovery += 1
elif kind != "routine":
problems.append("%s has unknown kind %s" % [event_id, kind])
phases[phase] = true
if scenario.event_pool.size() < 12:
problems.append("event matrix has %d events; need at least 12" % scenario.event_pool.size())
if routine < 6:
problems.append("event matrix needs at least 6 routine events")
if scripted < 2:
problems.append("event matrix needs at least 2 scripted events")
if recovery < 1:
problems.append("event matrix needs at least 1 recovery event")
if phases.size() < 2:
problems.append("event matrix must cover at least 2 shift phases")
return problems
+34
View File
@@ -155,5 +155,39 @@ func build_review() -> Dictionary:
"completed_at_ms": Time.get_ticks_msec(), "completed_at_ms": Time.get_ticks_msec(),
} }
func snapshot() -> Dictionary:
return {
"scenario_id": scenario.id if scenario else "",
"duration_s": duration_s,
"elapsed_s": elapsed_s,
"current_phase": current_phase,
"spawned_count": spawned_count,
"responder_outcomes": responder_outcomes.duplicate(),
"investigations": investigations.duplicate(),
"recorder": recorder.snapshot(),
"reputation": reputation.snapshot(),
"crowd": crowd.snapshot(),
"radio": radio.snapshot(),
"scheduler": scheduler.snapshot(),
}
func restore(data: Dictionary) -> void:
duration_s = float(data.get("duration_s", duration_s))
elapsed_s = float(data.get("elapsed_s", 0.0))
current_phase = int(data.get("current_phase", Rules.Phase.EARLY))
spawned_count = int(data.get("spawned_count", 0))
responder_outcomes.clear()
for value in data.get("responder_outcomes", []):
responder_outcomes.append(str(value))
investigations.clear()
for value in data.get("investigations", []):
investigations.append(str(value))
recorder.restore(data.get("recorder", {}))
reputation.restore(data.get("reputation", {}))
crowd.restore(data.get("crowd", {}))
radio.restore(data.get("radio", {}))
scheduler.restore(data.get("scheduler", {}))
_shift_finished = false
func spawn_context_dict(profile: NpcProfile, intent: String) -> Dictionary: func spawn_context_dict(profile: NpcProfile, intent: String) -> Dictionary:
return {"profile": profile, "intent": intent} return {"profile": profile, "intent": intent}
+19 -2
View File
@@ -16,6 +16,23 @@ var radio_crackles := 0
var footsteps := 0 var footsteps := 0
var landings := 0 var landings := 0
var precision_ticks := 0 var precision_ticks := 0
var master_volume := 1.0
var sfx_volume := 1.0
var ambience_volume := 1.0
var _master_db := 0.0
var _sfx_db := 0.0
var _ambience_db := 0.0
## 0..1 mixer controls from Settings. Headless/no-audio builds just store them.
func set_volumes(master: float, sfx: float, ambience: float) -> void:
master_volume = clampf(master, 0.0, 1.0)
sfx_volume = clampf(sfx, 0.0, 1.0)
ambience_volume = clampf(ambience, 0.0, 1.0)
_master_db = linear_to_db(maxf(master_volume, 0.0001))
_sfx_db = linear_to_db(maxf(sfx_volume, 0.0001))
_ambience_db = linear_to_db(maxf(ambience_volume, 0.0001))
if _bed_player:
_bed_player.volume_db = _level_to_db(crowd_level) + _master_db + _ambience_db + _master_db + _ambience_db + _master_db + _ambience_db
func _ready() -> void: func _ready() -> void:
# Pre-create a few players so overlapping cues don't cut each other off. # Pre-create a few players so overlapping cues don't cut each other off.
@@ -112,7 +129,7 @@ func _play_tone(freq: float, duration: float, volume: float, delay: float = 0.0)
stream.mix_rate = SAMPLE_RATE stream.mix_rate = SAMPLE_RATE
stream.buffer_length = duration + 0.05 stream.buffer_length = duration + 0.05
player.stream = stream player.stream = stream
player.volume_db = linear_to_db(volume) player.volume_db = linear_to_db(volume) + _master_db + _sfx_db
player.play() player.play()
# Fill the generator buffer with a sine wave. # Fill the generator buffer with a sine wave.
var playback: AudioStreamGeneratorPlayback = player.get_stream_playback() var playback: AudioStreamGeneratorPlayback = player.get_stream_playback()
@@ -174,7 +191,7 @@ func _play_noise(duration: float, volume: float, cutoff_hz: float = 3200.0) -> v
stream.stereo = false stream.stereo = false
stream.data = data stream.data = data
player.stream = stream player.stream = stream
player.volume_db = linear_to_db(volume) player.volume_db = linear_to_db(volume) + _master_db + _sfx_db
player.play() player.play()
func _free_player() -> AudioStreamPlayer: func _free_player() -> AudioStreamPlayer:
+373 -5
View File
@@ -30,6 +30,10 @@ const StartMenu := preload("res://src/game/ui/start_menu.gd")
const PauseOverlay := preload("res://src/game/ui/pause_overlay.gd") const PauseOverlay := preload("res://src/game/ui/pause_overlay.gd")
const SettingsPanel := preload("res://src/game/ui/settings_panel.gd") const SettingsPanel := preload("res://src/game/ui/settings_panel.gd")
const EventTimeline := preload("res://src/game/ui/event_timeline.gd") const EventTimeline := preload("res://src/game/ui/event_timeline.gd")
const Tutorial := preload("res://src/game/tutorial.gd")
const TutorialOverlay := preload("res://src/game/ui/tutorial_overlay.gd")
const Campaign := preload("res://src/core/campaign.gd")
const HelpOverlay := preload("res://src/game/ui/help_overlay.gd")
var world_builder: WorldBuilder = null var world_builder: WorldBuilder = null
## Dedicated container for the procedural world, so switching venues can rebuild ## Dedicated container for the procedural world, so switching venues can rebuild
@@ -91,6 +95,16 @@ var start_menu: StartMenu = null
var pause_overlay: PauseOverlay = null var pause_overlay: PauseOverlay = null
var settings_panel: SettingsPanel = null var settings_panel: SettingsPanel = null
var event_timeline: EventTimeline = null var event_timeline: EventTimeline = null
var tutorial_overlay: TutorialOverlay = null
var help_overlay: HelpOverlay = null
var tutorial: Tutorial = null
var tutorial_active := false
var campaign: Campaign = null
var _resuming := false
var _resume_pending: Dictionary = {}
var _tutorial_start_pos := Vector3.ZERO
var _tutorial_start_yaw := 0.0
var _tutorial_start_pitch := 0.0
var _timeline_from_review := false var _timeline_from_review := false
var _queue_tick := 0.0 var _queue_tick := 0.0
var _input_device := "keyboard" var _input_device := "keyboard"
@@ -107,6 +121,12 @@ var active_scenario_id := "hollywood_building"
var scenario_duration_s: float = 900.0 var scenario_duration_s: float = 900.0
var _wand_cooldown := 0.0 var _wand_cooldown := 0.0
const WAND_COOLDOWN_S := 0.8 const WAND_COOLDOWN_S := 0.8
## Difficulty only changes pacing/forgiveness; the de-escalation rules stay fixed.
const DIFFICULTY := {
"easy": {"spawn": 0.7, "compliance": 0.12, "report": 0.7},
"normal": {"spawn": 1.0, "compliance": 0.0, "report": 1.0},
"hard": {"spawn": 1.35, "compliance": -0.08, "report": 1.5},
}
var scene_root: Node3D = null var scene_root: Node3D = null
var npcs: Array = [] var npcs: Array = []
var npc_counter := 0 var npc_counter := 0
@@ -160,12 +180,15 @@ func _ready() -> void:
scenario_duration_s = selected_scenario.shift_duration_s scenario_duration_s = selected_scenario.shift_duration_s
coordinator = ShiftCoordinator.new() coordinator = ShiftCoordinator.new()
coordinator.setup(selected_scenario, scenario_duration_s, 4242) coordinator.setup(selected_scenario, scenario_duration_s, 4242)
coordinator.scheduler.spawn_rate_multiplier = float(_difficulty()["spawn"])
coordinator.npc_spawn_requested.connect(_spawn_npc) coordinator.npc_spawn_requested.connect(_spawn_npc)
coordinator.shift_ended.connect(_on_shift_ended) coordinator.shift_ended.connect(_on_shift_ended)
_connect_radio() _connect_radio()
_connect_crowd() _connect_crowd()
_build_ui() _build_ui()
campaign = Campaign.new()
campaign.setup(Save.load_campaign() if Save else {})
# The HUD does not exist yet when settings are loaded, so push them again now # The HUD does not exist yet when settings are loaded, so push them again now
# that it does (otherwise the saved font scale is ignored until the next apply). # that it does (otherwise the saved font scale is ignored until the next apply).
_apply_settings(player_settings) _apply_settings(player_settings)
@@ -267,6 +290,8 @@ func _rebuild_world_for_venue(id: String) -> void:
func restart_shift() -> void: func restart_shift() -> void:
if shift_review_panel: if shift_review_panel:
shift_review_panel.hide() shift_review_panel.hide()
if Save:
Save.clear_shift_state()
_reset_shift_state() _reset_shift_state()
_start_shift() _start_shift()
@@ -290,6 +315,7 @@ func _reset_shift_state() -> void:
hud.set_body_camera(false) hud.set_body_camera(false)
scenario_duration_s = selected_scenario.shift_duration_s scenario_duration_s = selected_scenario.shift_duration_s
coordinator.setup(selected_scenario, scenario_duration_s, 4242) coordinator.setup(selected_scenario, scenario_duration_s, 4242)
coordinator.scheduler.spawn_rate_multiplier = float(_difficulty()["spawn"])
_connect_radio() _connect_radio()
_connect_crowd() _connect_crowd()
_last_phase = -1 _last_phase = -1
@@ -304,6 +330,7 @@ func _start_shift() -> void:
coordinator.start() coordinator.start()
if hud: if hud:
hud.set_shift_state(coordinator, selected_scenario) hud.set_shift_state(coordinator, selected_scenario)
_maybe_start_tutorial()
# Leaving the venue menu clears input_locked and returns the mouse to # Leaving the venue menu clears input_locked and returns the mouse to
# captured mode; without this the guard stays frozen until another modal # captured mode; without this the guard stays frozen until another modal
# opens and closes. # opens and closes.
@@ -319,11 +346,13 @@ func _show_start_menu() -> void:
guard.input_locked = true guard.input_locked = true
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
if start_menu: if start_menu:
start_menu.open() start_menu.open(campaign.summary() if campaign else {})
func _on_venue_selected(scenario_id: String) -> void: func _on_venue_selected(scenario_id: String) -> void:
if start_menu and start_menu.visible: if start_menu and start_menu.visible:
start_menu.close() start_menu.close()
if not _resuming and Save:
Save.clear_shift_state()
active_scenario_id = scenario_id active_scenario_id = scenario_id
_venue_index = maxi(0, VENUE_ORDER.find(scenario_id)) _venue_index = maxi(0, VENUE_ORDER.find(scenario_id))
selected_scenario = _build_scenario(scenario_id) selected_scenario = _build_scenario(scenario_id)
@@ -332,25 +361,71 @@ func _on_venue_selected(scenario_id: String) -> void:
hud.set_wand_icon(false) hud.set_wand_icon(false)
_reset_shift_state() _reset_shift_state()
_start_shift() _start_shift()
if not _resume_pending.is_empty():
var pending := _resume_pending
_resume_pending = {}
_restore_shift_state(pending)
_resuming = false
## Apply loaded settings to the guard and HUD. ## Apply loaded settings to the guard and HUD.
func _difficulty() -> Dictionary:
return DIFFICULTY.get(str(player_settings.get("ai_difficulty", "normal")),
DIFFICULTY["normal"])
func _apply_settings(settings: Dictionary) -> void: func _apply_settings(settings: Dictionary) -> void:
player_settings = settings player_settings = settings
if guard: if guard:
guard.look_sensitivity = float(settings.get("look_sensitivity", 0.0022)) guard.look_sensitivity = float(settings.get("look_sensitivity", 0.0022))
guard.invert_y = bool(settings.get("invert_y", false)) guard.invert_y = bool(settings.get("invert_y", false))
guard.head_bob_enabled = bool(settings.get("head_bob", true)) guard.head_bob_enabled = bool(settings.get("head_bob", true)) and not bool(settings.get("reduce_motion", false))
if audio:
audio.set_volumes(float(settings.get("master_volume", 1.0)),
float(settings.get("sfx_volume", 1.0)), float(settings.get("ambience_volume", 1.0)))
InputBindings.apply(settings.get("input_bindings", {})) InputBindings.apply(settings.get("input_bindings", {}))
if hud and hud.has_method("set_font_scale"): if hud and hud.has_method("set_font_scale"):
hud.set_font_scale(float(settings.get("hud_font_scale", 1.0))) hud.set_font_scale(float(settings.get("hud_font_scale", 1.0)))
func _on_settings_applied(settings: Dictionary) -> void: func _on_settings_applied(settings: Dictionary) -> void:
_apply_settings(settings) _apply_settings(settings)
if campaign:
campaign.set_difficulty(str(settings.get("ai_difficulty", "normal")))
if Save:
Save.save_campaign(campaign.summary())
if coordinator:
coordinator.scheduler.spawn_rate_multiplier = float(_difficulty()["spawn"])
if start_menu and start_menu.visible: if start_menu and start_menu.visible:
start_menu.open() start_menu.open(campaign.summary() if campaign else {})
elif _shift_running: elif _shift_running:
_open_pause() _open_pause()
## Clear the tutorial completion/skip flags and restart the Hollywood shift so
## the next player can replay the first-shift lesson from Settings.
func _on_reset_campaign() -> void:
if Save:
Save.reset_campaign()
if campaign:
campaign.setup({})
if settings_panel:
settings_panel.close()
if pause_overlay:
pause_overlay.close()
_show_start_menu()
func _on_replay_tutorial() -> void:
player_settings["tutorial_completed"] = false
player_settings["tutorial_skipped"] = false
if Save:
Save.save_settings(player_settings)
if settings_panel:
settings_panel.close()
if pause_overlay:
pause_overlay.close()
_on_venue_selected("hollywood_building")
func _open_help() -> void:
if help_overlay:
help_overlay.open(selected_scenario.policy_summary if selected_scenario else "")
func _open_settings() -> void: func _open_settings() -> void:
if start_menu: if start_menu:
start_menu.close() start_menu.close()
@@ -362,6 +437,7 @@ func _open_settings() -> void:
func _open_pause() -> void: func _open_pause() -> void:
if pause_overlay == null or not _shift_running: if pause_overlay == null or not _shift_running:
return return
_save_shift_checkpoint()
if _close_top_modal(): if _close_top_modal():
pass pass
pause_overlay.open() pause_overlay.open()
@@ -405,6 +481,7 @@ func _build_ui() -> void:
add_child(shift_review_panel) add_child(shift_review_panel)
shift_review_panel.hide() shift_review_panel.hide()
shift_review_panel.restart_requested.connect(_on_review_restart) shift_review_panel.restart_requested.connect(_on_review_restart)
shift_review_panel.continue_requested.connect(_on_review_continue)
shift_review_panel.timeline_requested.connect(_open_timeline) shift_review_panel.timeline_requested.connect(_open_timeline)
shift_review_panel.visible = false shift_review_panel.visible = false
@@ -420,16 +497,27 @@ func _build_ui() -> void:
add_child(settings_panel) add_child(settings_panel)
settings_panel.hide() settings_panel.hide()
settings_panel.applied.connect(_on_settings_applied) settings_panel.applied.connect(_on_settings_applied)
settings_panel.replay_tutorial_requested.connect(_on_replay_tutorial)
settings_panel.reset_campaign_requested.connect(_on_reset_campaign)
event_timeline = EventTimeline.new() event_timeline = EventTimeline.new()
add_child(event_timeline) add_child(event_timeline)
event_timeline.hide() event_timeline.hide()
event_timeline.closed.connect(_on_timeline_closed) event_timeline.closed.connect(_on_timeline_closed)
tutorial_overlay = TutorialOverlay.new()
add_child(tutorial_overlay)
help_overlay = HelpOverlay.new()
add_child(help_overlay)
help_overlay.closed.connect(_refresh_freeze)
start_menu = StartMenu.new() start_menu = StartMenu.new()
add_child(start_menu) add_child(start_menu)
start_menu.hide() start_menu.hide()
start_menu.venue_selected.connect(_on_venue_selected) start_menu.venue_selected.connect(_on_venue_selected)
start_menu.continue_requested.connect(_on_campaign_continue)
start_menu.help_requested.connect(_open_help)
start_menu.settings_requested.connect(_open_settings) start_menu.settings_requested.connect(_open_settings)
start_menu.quit_requested.connect(func(): get_tree().quit()) start_menu.quit_requested.connect(func(): get_tree().quit())
@@ -450,10 +538,147 @@ func _on_timeline_closed() -> void:
_timeline_from_review = false _timeline_from_review = false
_refresh_freeze() _refresh_freeze()
## Pause-safe checkpoint: enough state to resume the current shift without
## replaying completed interactions. The scheduler RNG is restored so future
## routine traffic does not repeat the same sequence.
func _save_shift_checkpoint() -> void:
if Save == null or not _shift_running or coordinator == null:
return
var npc_rows: Array = []
for avatar in npcs:
if not is_instance_valid(avatar):
continue
var controller: Object = avatar.get_npc_controller() if avatar.has_method("get_npc_controller") else null
var profile: Object = controller.profile if controller else null
npc_rows.append({
"npc_id": str(controller.npc_id) if controller else "",
"npc_type": int(profile.npc_type) if profile else Rules.NpcType.TOURIST,
"profile_id": str(profile.id) if profile else "",
"intent": str(controller.intent) if controller else "roam",
"position": _vec3_array(avatar.global_position),
"target": _vec3_array(avatar.target_position),
"carried_items": controller.profile.carried_items.duplicate() if controller and controller.profile else [],
"leave_requested": bool(controller.leave_requested) if controller else false,
"player_recognized": bool(controller.player_recognized) if controller else false,
"access_override": (controller.access_override as Dictionary).duplicate(true) if controller else {},
"ephemeral": bool(avatar.ephemeral),
"lifetime_s": float(avatar.lifetime_s),
})
var _save_err := Save.save_shift_state({
"version": 1,
"scenario_id": active_scenario_id,
"guard_position": _vec3_array(guard.global_position) if guard else [0.0, 0.0, 0.0],
"guard_yaw": guard.rotation.y if guard else 0.0,
"head_pitch": guard.head.rotation.x if guard else 0.0,
"door_locked": door.locked,
"flashlight_on": flashlight_on,
"body_camera_on": body_camera_on,
"npc_counter": npc_counter,
"coordinator": coordinator.snapshot(),
"npcs": npc_rows,
})
func _vec3_array(value: Vector3) -> Array:
return [value.x, value.y, value.z]
func _vec3_from(value: Variant, fallback: Vector3 = Vector3.ZERO) -> Vector3:
if value is Vector3:
return value
if value is Array and (value as Array).size() >= 3:
return Vector3(float(value[0]), float(value[1]), float(value[2]))
return fallback
func _resume_shift(state: Dictionary) -> void:
if state.is_empty() or not state.has("scenario_id"):
return
_resume_pending = state
_resuming = true
_on_venue_selected(str(state["scenario_id"]))
func _restore_shift_state(state: Dictionary) -> void:
if coordinator == null or not state.has("coordinator"):
return
coordinator.restore(state.get("coordinator", {}))
coordinator.running = true
npc_counter = int(state.get("npc_counter", 0))
npcs.clear()
for row in state.get("npcs", []):
if not (row is Dictionary):
continue
var data: Dictionary = row
var profile: NpcProfile = selected_scenario.profile_for(int(data.get("npc_type", Rules.NpcType.TOURIST)))
if profile == null:
profile = NpcProfile.new()
profile.id = str(data.get("profile_id", "guest"))
profile.display_name = str(data.get("profile_id", "Guest")).replace("_", " ").capitalize()
profile.npc_type = int(data.get("npc_type", Rules.NpcType.TOURIST))
_spawn_npc(profile, str(data.get("intent", "roam")), str(data.get("npc_id", "resumed")),
{"kind": "scripted"})
if npcs.is_empty():
continue
var avatar: Node3D = npcs[npcs.size() - 1]
avatar.global_position = _vec3_from(data.get("position"), avatar.global_position)
avatar.target_position = _vec3_from(data.get("target"), avatar.target_position)
var controller: Object = avatar.get_npc_controller()
if controller:
controller.leave_requested = bool(data.get("leave_requested", false))
controller.player_recognized = bool(data.get("player_recognized", false))
controller.access_override = (data.get("access_override", {}) as Dictionary).duplicate(true)
controller.profile.carried_items = []
for item in data.get("carried_items", []):
controller.profile.carried_items.append(str(item))
avatar.ephemeral = bool(data.get("ephemeral", false))
avatar.lifetime_s = float(data.get("lifetime_s", 60.0))
# Restore presentation state after the world/NPC reset.
if guard:
guard.global_position = _vec3_from(state.get("guard_position"), guard.global_position)
guard.rotation.y = float(state.get("guard_yaw", guard.rotation.y))
guard.head.rotation.x = float(state.get("head_pitch", 0.0))
door.set_locked(bool(state.get("door_locked", false)))
if world_builder:
world_builder.set_door_locked(door.locked)
flashlight_on = bool(state.get("flashlight_on", false))
body_camera_on = bool(state.get("body_camera_on", false))
if hud:
hud.set_door(door.locked)
hud.set_flashlight(flashlight_on)
hud.set_body_camera(body_camera_on)
if guard:
var lamp := guard.get_node_or_null("Head/Flashlight") as SpotLight3D
if lamp:
lamp.visible = flashlight_on
_last_phase = -1
_apply_phase_lighting()
_refresh_freeze()
## "Run another shift" on the review screen returns to the venue menu. ## "Run another shift" on the review screen returns to the venue menu.
func _on_review_restart() -> void: func _on_review_restart() -> void:
_show_start_menu() _show_start_menu()
## Campaign "continue" starts the next venue; completing the last venue returns
## to the free-play menu.
func _on_review_continue() -> void:
if shift_review_panel:
shift_review_panel.visible = false
var next_id := campaign.next_venue() if campaign else ""
if next_id == "":
_show_start_menu()
return
_on_venue_selected(next_id)
func _on_campaign_continue() -> void:
var saved := Save.load_shift_state() if Save else {}
if not saved.is_empty() and saved.has("scenario_id"):
_resume_shift(saved)
return
if campaign == null:
return
var next_id := campaign.next_venue()
if next_id == "":
_show_start_menu()
else:
_on_venue_selected(next_id)
func _add_crosshair() -> void: func _add_crosshair() -> void:
var layer := CanvasLayer.new() var layer := CanvasLayer.new()
layer.layer = 9 layer.layer = 9
@@ -528,7 +753,108 @@ func _apply_phase_lighting() -> void:
# night lighting, so the backdrop always matches the phase. # night lighting, so the backdrop always matches the phase.
world_builder.set_phase(phase) world_builder.set_phase(phase)
## Start the first-shift tutorial only for a real player run: scripted tests,
## captures and smokes pass --script and are explicitly exempt. A tutorial smoke
## can opt back in with a user `--tutorial` argument.
func _maybe_start_tutorial() -> void:
if tutorial_active or _resuming or active_scenario_id != "hollywood_building":
return
if bool(player_settings.get("tutorial_completed", false)) \
or bool(player_settings.get("tutorial_skipped", false)):
return
var scripted := false
var explicit := false
for arg in OS.get_cmdline_args():
scripted = scripted or str(arg) == "--script"
for arg in OS.get_cmdline_user_args():
explicit = explicit or str(arg) == "--tutorial"
if scripted and not explicit:
return
tutorial_active = true
tutorial = Tutorial.new()
tutorial.beat_changed.connect(_on_tutorial_beat)
tutorial.completed.connect(_on_tutorial_completed)
_tutorial_start_pos = guard.global_position if guard else Vector3.ZERO
_tutorial_start_yaw = guard.rotation.y if guard else 0.0
_tutorial_start_pitch = guard.head.rotation.x if guard else 0.0
_spawn_tutorial_visitor()
tutorial.start()
if tutorial_overlay:
tutorial_overlay.show_beat(_tutorial_prompt(tutorial.current()), tutorial.progress())
func _spawn_tutorial_visitor() -> void:
var p := NpcProfile.new()
p.id = "tutorial_visitor"
p.display_name = "Visitor"
p.npc_type = Rules.NpcType.AUTHORIZED_GUEST
p.temperament = 0.0
p.base_compliance = 1.0
p.reaction_delay = 0.15
p.dialogue_lines = ["I have a wristband for the event."]
_spawn_npc(p, "enter", "tutorial_visitor", {
"kind": "scripted",
"tutorial": true,
"override_access": {"has_wristband": true},
})
# Keep the one tutorial subject near the steps so focus/cycling is immediate.
if not npcs.is_empty():
var visitor: Node3D = npcs[npcs.size() - 1]
visitor.global_position = Vector3(2.0, 0.5, 6.0)
visitor.target_position = selected_scenario._location_or_default(
"entrance", Vector3(0.0, 0.5, 1.2))
func _tutorial_prompt(beat: Dictionary) -> String:
var key := str(beat.get("prompt_key", ""))
return Strings.lookup(key) if key != "" else str(beat.get("prompt", ""))
func _on_tutorial_beat(_index: int, beat: Dictionary) -> void:
if tutorial_overlay:
tutorial_overlay.show_beat(_tutorial_prompt(beat), tutorial.progress())
func _tutorial_advance(event: String) -> void:
if not tutorial_active or tutorial == null:
return
tutorial.advance(event)
func _on_tutorial_completed(skipped: bool) -> void:
if tutorial == null:
return
tutorial_active = false
player_settings["tutorial_completed"] = not skipped
player_settings["tutorial_skipped"] = skipped
if Save:
Save.save_settings(player_settings)
if tutorial_overlay:
tutorial_overlay.close()
if hud:
hud.log(Strings.lookup("tutorial.skipped" if skipped else "tutorial.completed"))
if not skipped:
# Let the visitor leave cleanly after the final lesson.
for avatar in npcs:
if is_instance_valid(avatar):
var controller: Object = avatar.get_npc_controller()
if controller and controller.npc_id == "tutorial_visitor":
controller.leave_requested = true
break
func _skip_tutorial() -> void:
if tutorial_active and tutorial:
tutorial.skip()
func _tutorial_tick() -> void:
if not tutorial_active or tutorial == null or guard == null:
return
if tutorial.current().get("id", "") != "arrive":
return
var moved := guard.global_position.distance_to(_tutorial_start_pos) > 0.75
var yaw := absf(wrapf(guard.rotation.y - _tutorial_start_yaw, -PI, PI))
var pitch := absf(guard.head.rotation.x - _tutorial_start_pitch)
if moved and (yaw > 0.05 or pitch > 0.05):
_tutorial_advance("moved")
func _spawn_npc(profile: NpcProfile, intent: String, npc_id: String, event: Dictionary = {}) -> void: func _spawn_npc(profile: NpcProfile, intent: String, npc_id: String, event: Dictionary = {}) -> void:
if tutorial_active and not bool(event.get("tutorial", false)):
return
_purge_npcs() _purge_npcs()
if npcs.size() >= MAX_LIVE_NPCS and event.get("kind", "routine") == "routine": if npcs.size() >= MAX_LIVE_NPCS and event.get("kind", "routine") == "routine":
return return
@@ -712,7 +1038,15 @@ func _on_shift_ended(review: Dictionary) -> void:
# Persist the finished shift locally (Save autoload, user:// JSON). # Persist the finished shift locally (Save autoload, user:// JSON).
if Save: if Save:
Save.save_shift_result(review) Save.save_shift_result(review)
shift_review_panel.show_review(review, selected_scenario, Save.load_shift_results() if Save else []) Save.clear_shift_state()
if campaign:
campaign.record_shift(active_scenario_id, review)
if Save:
Save.save_campaign(campaign.summary())
shift_review_panel.show_review(review, selected_scenario,
Save.load_shift_results() if Save else [],
campaign.summary() if campaign else {})
_tutorial_advance("review_opened")
_refresh_freeze() _refresh_freeze()
## Keep the people waiting at the door in a deterministic queue: nearest first, ## Keep the people waiting at the door in a deterministic queue: nearest first,
@@ -877,6 +1211,9 @@ func _modal_blocks_radial() -> bool:
func _handle_key(event: InputEvent) -> void: func _handle_key(event: InputEvent) -> void:
var keycode: Key = event.keycode var keycode: Key = event.keycode
if tutorial_active and keycode == KEY_F1:
_skip_tutorial()
return
if radial and radial.is_open: if radial and radial.is_open:
if event.is_action_pressed("confirm"): if event.is_action_pressed("confirm"):
_confirm_radial() _confirm_radial()
@@ -1013,6 +1350,7 @@ func _open_radial() -> void:
p_name = str(controller.profile.display_name) p_name = str(controller.profile.display_name)
var wand_ok := selected_scenario != null and selected_scenario.equipment.has("wand") var wand_ok := selected_scenario != null and selected_scenario.equipment.has("wand")
radial.open_menu(p_name, wand_ok) radial.open_menu(p_name, wand_ok)
_tutorial_advance("wheel_opened")
if targeted_npc and targeted_npc.has_method("set_focus_visual"): if targeted_npc and targeted_npc.has_method("set_focus_visual"):
targeted_npc.set_focus_visual(true, true) targeted_npc.set_focus_visual(true, true)
_refresh_freeze() _refresh_freeze()
@@ -1110,6 +1448,8 @@ func _set_body_camera(on: bool, reason: String) -> void:
if body_camera_on == on: if body_camera_on == on:
return return
body_camera_on = on body_camera_on = on
if on:
_tutorial_advance("body_camera")
if hud: if hud:
hud.set_body_camera(on) hud.set_body_camera(on)
var controller: Object = _targeted_controller() var controller: Object = _targeted_controller()
@@ -1150,6 +1490,8 @@ func _cycle_nearby_target(direction: int = 1) -> void:
if guard == null: if guard == null:
return return
var next_target: Node3D = guard.cycle_target(direction) var next_target: Node3D = guard.cycle_target(direction)
if next_target != null:
_tutorial_advance("cycled")
if next_target == null: if next_target == null:
hud.log(Strings.lookup("hud.no_one_nearby")) hud.log(Strings.lookup("hud.no_one_nearby"))
_refresh_nearby_hint() _refresh_nearby_hint()
@@ -1187,7 +1529,8 @@ func _apply_interaction(level: int, action_name: String) -> void:
if controller == null or coordinator == null: if controller == null or coordinator == null:
return return
_ensure_incident(controller) _ensure_incident(controller)
var outcome: Dictionary = controller.apply_player_action(level) var outcome: Dictionary = controller.apply_player_action(
level, float(_difficulty()["compliance"]))
var npc_id: String = controller.npc_id var npc_id: String = controller.npc_id
coordinator.recorder.add_event(npc_id, { coordinator.recorder.add_event(npc_id, {
"type": "player_action", "type": "player_action",
@@ -1201,6 +1544,10 @@ func _apply_interaction(level: int, action_name: String) -> void:
# light goes on: it creates a record of the interaction (PLAN Level 2). # light goes on: it creates a record of the interaction (PLAN Level 2).
if level == Rules.Level.FORMAL_WARNING and not body_camera_on: if level == Rules.Level.FORMAL_WARNING and not body_camera_on:
_set_body_camera(true, "formal warning") _set_body_camera(true, "formal warning")
if level == Rules.Level.SIMPLE_DETERRENCE and action_name == "polite direction":
_tutorial_advance("polite_direction")
if level == Rules.Level.FORMAL_WARNING:
_tutorial_advance("formal_warning")
# Blocking also means physically standing between the person and the door # Blocking also means physically standing between the person and the door
# (PLAN Level 3), not just sending the escalation level. # (PLAN Level 3), not just sending the escalation level.
if level == Rules.Level.BLOCKING: if level == Rules.Level.BLOCKING:
@@ -1208,6 +1555,15 @@ func _apply_interaction(level: int, action_name: String) -> void:
hud.set_escalation(level) hud.set_escalation(level)
if audio: if audio:
audio.play_escalation(level) audio.play_escalation(level)
var context := ""
if outcome.get("reaction", -1) in [Rules.Reaction.COMPLY, Rules.Reaction.LEAVE]:
context = "deescalation"
elif outcome.get("reaction", -1) in [Rules.Reaction.ARGUE, Rules.Reaction.RECORD]:
context = "refusal"
if context != "":
var line: String = controller.context_line(context)
if line != "":
hud.log("\"%s\"" % line)
_react_to_outcome(controller, outcome) _react_to_outcome(controller, outcome)
## Level 1 eye contact: a distinct, quieter cue than raise-hand (PLAN.md). It ## Level 1 eye contact: a distinct, quieter cue than raise-hand (PLAN.md). It
@@ -1228,6 +1584,9 @@ func _recognize_target() -> void:
return return
_ensure_incident(controller) _ensure_incident(controller)
controller.player_recognized = true controller.player_recognized = true
var recognition_line: String = controller.context_line("recognition")
if recognition_line != "":
hud.log("\"%s\"" % recognition_line)
coordinator.recorder.add_access_evidence(controller.npc_id, { coordinator.recorder.add_access_evidence(controller.npc_id, {
"kind": "recognition", "kind": "recognition",
"source": "guard_decision", "source": "guard_decision",
@@ -1344,7 +1703,9 @@ func _on_radio_submitted(report: Dictionary, emergency: bool) -> void:
if not result.get("ok", false): if not result.get("ok", false):
hud.log(Strings.fmt("radio.blocked", [result.get("reason", "unknown")])) hud.log(Strings.fmt("radio.blocked", [result.get("reason", "unknown")]))
return return
_tutorial_advance("radio_submitted")
var hits: int = coordinator.radio.credibility_hits(report, current_npc_truth) var hits: int = coordinator.radio.credibility_hits(report, current_npc_truth)
hits = int(ceil(float(hits) * float(_difficulty()["report"])))
if hits > 0: if hits > 0:
coordinator.reputation.apply("false_report", -4.0 * hits, "inaccurate radio report") coordinator.reputation.apply("false_report", -4.0 * hits, "inaccurate radio report")
hud.log(Strings.fmt("radio.inaccurate", [4 * hits])) hud.log(Strings.fmt("radio.inaccurate", [4 * hits]))
@@ -1401,6 +1762,7 @@ func _toggle_inspection() -> void:
var artifacts := _artifacts_for(controller) var artifacts := _artifacts_for(controller)
var result: Dictionary = verifier.verify(artifacts, selected_scenario.access_policy, controller.screened) var result: Dictionary = verifier.verify(artifacts, selected_scenario.access_policy, controller.screened)
hud.show_inspection(controller, artifacts, result) hud.show_inspection(controller, artifacts, result)
_tutorial_advance("inspected")
_refresh_freeze() _refresh_freeze()
# Venue door-staff flavor: an applicable check line (PLAN.md: door-staff dialogue). # Venue door-staff flavor: an applicable check line (PLAN.md: door-staff dialogue).
var line := _door_context_line() var line := _door_context_line()
@@ -1611,10 +1973,16 @@ func _physics_process(delta: float) -> void:
if coordinator == null or not coordinator.running: if coordinator == null or not coordinator.running:
return return
coordinator.tick(delta) coordinator.tick(delta)
_tutorial_tick()
if coordinator.current_phase != _last_phase: if coordinator.current_phase != _last_phase:
_last_phase = coordinator.current_phase _last_phase = coordinator.current_phase
_apply_phase_lighting() _apply_phase_lighting()
if hud and not tutorial_active:
hud.log("Objective: %s — keep the entrance clear and verify access." % str(
Rules.PHASE_NAMES.get(coordinator.current_phase, "Early")))
hud.set_shift_state(coordinator, selected_scenario) hud.set_shift_state(coordinator, selected_scenario)
var preview := coordinator.scheduler.preview(coordinator.elapsed_s, coordinator.current_phase)
hud.refresh_debug(coordinator, npcs, preview)
_perception_pass() _perception_pass()
## Perception pass: NPCs notice the guard's proximity (PLAN.md: Level 0 ## Perception pass: NPCs notice the guard's proximity (PLAN.md: Level 0
+4 -1
View File
@@ -1050,7 +1050,10 @@ func _animate(delta: float) -> void:
_idle_t = 0.0 _idle_t = 0.0
_bob_phase += delta * (6.0 + speed * 1.7) _bob_phase += delta * (6.0 + speed * 1.7)
var urgency := 1.35 if reaction_mode == "flee" else 1.0 var urgency := 1.35 if reaction_mode == "flee" else 1.0
var stride := clampf(0.36 + speed * 0.10, 0.42, 0.7) * urgency # Coats and skirts follow the hip/knee bones; a shorter stride keeps the
# hem from clipping through the legs during normal walking.
var hem_scale := 0.76 if character_model in ["npc_dress", "npc_coat"] else 1.0
var stride := clampf(0.36 + speed * 0.10, 0.42, 0.7) * urgency * hem_scale
_rig.position.y = sin(_bob_phase * 2.0) * 0.03 _rig.position.y = sin(_bob_phase * 2.0) * 0.03
_rig.position.x = 0.0 _rig.position.x = 0.0
_rig.rotation.x = sin(_bob_phase) * 0.03 _rig.rotation.x = sin(_bob_phase) * 0.03
+8
View File
@@ -11,42 +11,50 @@ signal completed(skipped: bool)
const BEATS := [ const BEATS := [
{ {
"id": "arrive", "id": "arrive",
"prompt_key": "tutorial.arrive",
"prompt": "Walk forward and look around. The entrance is behind you.", "prompt": "Walk forward and look around. The entrance is behind you.",
"event": "moved", "event": "moved",
}, },
{ {
"id": "focus", "id": "focus",
"prompt_key": "tutorial.focus",
"prompt": "Look at the visitor. Press Tab or the mouse wheel to cycle targets.", "prompt": "Look at the visitor. Press Tab or the mouse wheel to cycle targets.",
"event": "cycled", "event": "cycled",
}, },
{ {
"id": "wheel", "id": "wheel",
"prompt_key": "tutorial.wheel",
"prompt": "Open the action wheel with Space or left click.", "prompt": "Open the action wheel with Space or left click.",
"event": "wheel_opened", "event": "wheel_opened",
}, },
{ {
"id": "inspect", "id": "inspect",
"prompt_key": "tutorial.inspect",
"prompt": "Choose Inspect and read the access evidence.", "prompt": "Choose Inspect and read the access evidence.",
"event": "inspected", "event": "inspected",
}, },
{ {
"id": "direction", "id": "direction",
"prompt_key": "tutorial.direction",
"prompt": "Close the panel and give a polite direction.", "prompt": "Close the panel and give a polite direction.",
"event": "polite_direction", "event": "polite_direction",
}, },
{ {
"id": "warning", "id": "warning",
"prompt_key": "tutorial.warning",
"prompt": "Give a formal warning if the visitor persists. It arms the body camera.", "prompt": "Give a formal warning if the visitor persists. It arms the body camera.",
"event": "formal_warning", "event": "formal_warning",
"alternate_event": "body_camera", "alternate_event": "body_camera",
}, },
{ {
"id": "radio", "id": "radio",
"prompt_key": "tutorial.radio",
"prompt": "Open the assistance radio and submit a short report.", "prompt": "Open the assistance radio and submit a short report.",
"event": "radio_submitted", "event": "radio_submitted",
}, },
{ {
"id": "review", "id": "review",
"prompt_key": "tutorial.review",
"prompt": "Finish the shift and review what happened.", "prompt": "Finish the shift and review what happened.",
"event": "review_opened", "event": "review_opened",
}, },
+109
View File
@@ -0,0 +1,109 @@
class_name HelpOverlay
extends CanvasLayer
## New-player help: controls, interaction flow and the current venue policy.
const Strings := preload("res://src/core/strings.gd")
const InputBindings := preload("res://src/core/input_bindings.gd")
signal closed()
var _root: Control = null
var _search: LineEdit = null
var _body: Label = null
var _policy: String = ""
var _lines: Array[String] = []
const CONTROL_LINES := [
"Movement: W/A/S/D · mouse look · Shift precision walk",
"Focus: crosshair cone · Tab / mouse wheel cycles nearby people",
"Action wheel: Space or left click · A/D or arrows step · Space confirms",
"Inspect access: E · Wand: C · Polite direction: Q",
"Warning: 4 · Blocking: 5 · Security radio: 6",
"Emergency radio: R, hold the on-screen button to confirm",
"Body camera: B · Flashlight: G · Door lock: L",
"Pause: Esc · Debug overlay: F",
]
func _init() -> void:
layer = 23
_build()
hide()
func _build() -> void:
_root = Control.new()
_root.name = "HelpRoot"
_root.set_anchors_preset(Control.PRESET_FULL_RECT)
_root.mouse_filter = Control.MOUSE_FILTER_STOP
add_child(_root)
var dim := ColorRect.new()
dim.color = Color(0.02, 0.03, 0.05, 0.86)
dim.set_anchors_preset(Control.PRESET_FULL_RECT)
dim.mouse_filter = Control.MOUSE_FILTER_IGNORE
_root.add_child(dim)
var center := CenterContainer.new()
center.set_anchors_preset(Control.PRESET_FULL_RECT)
_root.add_child(center)
var column := VBoxContainer.new()
column.custom_minimum_size = Vector2(620, 0)
column.add_theme_constant_override("separation", 10)
center.add_child(column)
var title := Label.new()
title.text = "Help"
title.add_theme_font_size_override("font_size", 30)
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
column.add_child(title)
_search = LineEdit.new()
_search.placeholder_text = "Filter controls…"
_search.text_changed.connect(_refresh)
column.add_child(_search)
_body = Label.new()
_body.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
_body.custom_minimum_size = Vector2(600, 330)
_body.vertical_alignment = VERTICAL_ALIGNMENT_TOP
column.add_child(_body)
var close := Button.new()
close.text = "Close"
close.pressed.connect(func(): close_panel())
close.size_flags_horizontal = Control.SIZE_SHRINK_CENTER
column.add_child(close)
func open(policy: String = "") -> void:
_policy = policy
visible = true
_root.visible = true
_search.text = ""
_refresh("")
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
func close_panel() -> void:
visible = false
_root.visible = false
closed.emit()
func _refresh(filter: String) -> void:
_lines = []
var needle := filter.strip_edges().to_lower()
var dynamic := []
for action in InputBindings.REMAPPABLE:
var label := InputBindings.label_for(InputBindings.current_descriptor(action))
dynamic.append("%s: %s" % [str(action).replace("_", " ").capitalize(), label])
for line in (CONTROL_LINES + dynamic):
if needle == "" or line.to_lower().contains(needle):
_lines.append(line)
var text := "\n".join(_lines)
if _policy != "":
text += "\n\nVenue policy: " + _policy
_body.text = text
func _unhandled_input(event: InputEvent) -> void:
if not visible:
return
if event is InputEventKey and event.pressed and not event.echo \
and event.keycode == KEY_ESCAPE:
close_panel()
get_viewport().set_input_as_handled()
+3 -1
View File
@@ -549,7 +549,7 @@ func toggle_debug() -> void:
_debug_enabled = not _debug_enabled _debug_enabled = not _debug_enabled
debug_label.visible = _debug_enabled debug_label.visible = _debug_enabled
func refresh_debug(coordinator: Object, npcs: Array) -> void: func refresh_debug(coordinator: Object, npcs: Array, preview: Array = []) -> void:
if not _debug_enabled: if not _debug_enabled:
return return
var lines: Array[String] = ["--- DEBUG ---", "shift %.1fs / %.1fs rating %.1f" % [ var lines: Array[String] = ["--- DEBUG ---", "shift %.1fs / %.1fs rating %.1f" % [
@@ -563,6 +563,8 @@ func refresh_debug(coordinator: Object, npcs: Array) -> void:
Rules.NPC_TYPE_NAMES.get(profile.npc_type if profile else -1, "?"), Rules.NPC_TYPE_NAMES.get(profile.npc_type if profile else -1, "?"),
npc.name, c.intent, c.fsm.current_state, c.highest_escalation_received, npc.name, c.intent, c.fsm.current_state, c.highest_escalation_received,
]) ])
if not preview.is_empty():
lines.append(" next eligible: " + ", ".join(preview))
debug_label.text = "\n".join(lines) debug_label.text = "\n".join(lines)
func show_inspection(controller: Object, artifacts: Array, result: Dictionary) -> void: func show_inspection(controller: Object, artifacts: Array, result: Dictionary) -> void:
+7
View File
@@ -105,6 +105,7 @@ func _init() -> void:
action_button.text = "Send request" action_button.text = "Send request"
action_button.button_down.connect(func(): _start_hold()) action_button.button_down.connect(func(): _start_hold())
action_button.button_up.connect(func(): _stop_hold(false)) action_button.button_up.connect(func(): _stop_hold(false))
action_button.pressed.connect(_on_action_pressed)
buttons.add_child(action_button) buttons.add_child(action_button)
var cancel_btn := Button.new() var cancel_btn := Button.new()
cancel_btn.text = "Cancel" cancel_btn.text = "Cancel"
@@ -144,6 +145,12 @@ func open(controller: Object, emergency: bool, truth: Dictionary) -> void:
_hold_time = 0.0 _hold_time = 0.0
visible = true visible = true
## Non-emergency requests are a normal click. Emergency calls require the
## press-and-hold path, so the click release must not submit early.
func _on_action_pressed() -> void:
if not _emergency:
_submit()
func _start_hold() -> void: func _start_hold() -> void:
_holding = _emergency _holding = _emergency
_hold_time = 0.0 _hold_time = 0.0
+87
View File
@@ -10,6 +10,8 @@ const InputBindings := preload("res://src/core/input_bindings.gd")
const UiArt := preload("res://src/game/ui/art.gd") const UiArt := preload("res://src/game/ui/art.gd")
signal applied(settings: Dictionary) signal applied(settings: Dictionary)
signal replay_tutorial_requested()
signal reset_campaign_requested()
signal closed() signal closed()
var _root: Control = null var _root: Control = null
@@ -19,6 +21,12 @@ var _sensitivity_value: Label = null
var _font_scale_value: Label = null var _font_scale_value: Label = null
var _invert_y: CheckButton = null var _invert_y: CheckButton = null
var _head_bob: CheckButton = null var _head_bob: CheckButton = null
var _difficulty: OptionButton = null
var _master: HSlider = null
var _sfx: HSlider = null
var _ambience: HSlider = null
var _reduce_motion: CheckButton = null
var _captions: CheckButton = null
var _bind_buttons := {} var _bind_buttons := {}
var _listening_action := "" var _listening_action := ""
var settings: Dictionary = {} var settings: Dictionary = {}
@@ -86,6 +94,53 @@ func _build() -> void:
_head_bob.toggled.connect(_on_head_bob_toggled) _head_bob.toggled.connect(_on_head_bob_toggled)
column.add_child(_head_bob) column.add_child(_head_bob)
var diff_row := HBoxContainer.new()
column.add_child(diff_row)
var diff_label := Label.new()
diff_label.text = "Difficulty / pacing"
diff_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
diff_row.add_child(diff_label)
_difficulty = OptionButton.new()
for item in ["easy", "normal", "hard"]:
_difficulty.add_item(item.capitalize())
_difficulty.item_selected.connect(_on_difficulty_selected)
diff_row.add_child(_difficulty)
var audio_row := HBoxContainer.new()
column.add_child(audio_row)
audio_row.add_child(_volume_label("Master volume"))
_master = _add_slider(audio_row, 0.0, 1.0, 0.05)
audio_row.add_child(_volume_label("SFX"))
_sfx = _add_slider(audio_row, 0.0, 1.0, 0.05)
audio_row.add_child(_volume_label("Ambience"))
_ambience = _add_slider(audio_row, 0.0, 1.0, 0.05)
_master.value_changed.connect(func(v): settings["master_volume"] = v)
_sfx.value_changed.connect(func(v): settings["sfx_volume"] = v)
_ambience.value_changed.connect(func(v): settings["ambience_volume"] = v)
_reduce_motion = CheckButton.new()
_reduce_motion.text = "Reduce motion"
_reduce_motion.toggled.connect(func(v): settings["reduce_motion"] = v)
column.add_child(_reduce_motion)
_captions = CheckButton.new()
_captions.text = "Captions / subtitles"
_captions.toggled.connect(func(v): settings["captions_enabled"] = v)
column.add_child(_captions)
var replay_row := HBoxContainer.new()
replay_row.alignment = BoxContainer.ALIGNMENT_CENTER
column.add_child(replay_row)
var replay := Button.new()
replay.name = "ReplayTutorialButton"
replay.text = "Replay tutorial"
replay.pressed.connect(func(): replay_tutorial_requested.emit())
replay_row.add_child(replay)
var reset_campaign := Button.new()
reset_campaign.name = "ResetCampaignButton"
reset_campaign.text = "Reset campaign"
reset_campaign.pressed.connect(_confirm_reset_campaign)
replay_row.add_child(reset_campaign)
var controls_title := Label.new() var controls_title := Label.new()
controls_title.text = "Controls (click a binding, then press a key or pad button)" controls_title.text = "Controls (click a binding, then press a key or pad button)"
controls_title.add_theme_font_size_override("font_size", 13) controls_title.add_theme_font_size_override("font_size", 13)
@@ -136,6 +191,13 @@ func _add_label_row(parent: Control, text: String) -> Label:
row.add_child(value) row.add_child(value)
return value return value
func _volume_label(text: String) -> Label:
var label := Label.new()
label.text = text
label.add_theme_font_size_override("font_size", 11)
label.custom_minimum_size = Vector2(82, 0)
return label
func _add_slider(parent: Control, min_v: float, max_v: float, step: float) -> HSlider: func _add_slider(parent: Control, min_v: float, max_v: float, step: float) -> HSlider:
var slider := HSlider.new() var slider := HSlider.new()
slider.min_value = min_v slider.min_value = min_v
@@ -157,6 +219,19 @@ func open(current: Dictionary) -> void:
_invert_y.set_pressed_no_signal(bool(settings.get("invert_y", false))) _invert_y.set_pressed_no_signal(bool(settings.get("invert_y", false)))
if _head_bob: if _head_bob:
_head_bob.set_pressed_no_signal(bool(settings.get("head_bob", true))) _head_bob.set_pressed_no_signal(bool(settings.get("head_bob", true)))
if _difficulty:
var difficulty := str(settings.get("ai_difficulty", "normal"))
_difficulty.select(["easy", "normal", "hard"].find(difficulty))
if _master:
_master.set_value_no_signal(float(settings.get("master_volume", 1.0)))
if _sfx:
_sfx.set_value_no_signal(float(settings.get("sfx_volume", 1.0)))
if _ambience:
_ambience.set_value_no_signal(float(settings.get("ambience_volume", 1.0)))
if _reduce_motion:
_reduce_motion.set_pressed_no_signal(bool(settings.get("reduce_motion", false)))
if _captions:
_captions.set_pressed_no_signal(bool(settings.get("captions_enabled", true)))
_listening_action = "" _listening_action = ""
_refresh_bind_buttons() _refresh_bind_buttons()
_sync_labels() _sync_labels()
@@ -188,6 +263,18 @@ func _on_invert_y_toggled(pressed: bool) -> void:
func _on_head_bob_toggled(pressed: bool) -> void: func _on_head_bob_toggled(pressed: bool) -> void:
settings["head_bob"] = pressed settings["head_bob"] = pressed
func _on_difficulty_selected(index: int) -> void:
settings["ai_difficulty"] = ["easy", "normal", "hard"][clampi(index, 0, 2)]
func _confirm_reset_campaign() -> void:
var dialog := ConfirmationDialog.new()
dialog.title = "Reset campaign"
dialog.dialog_text = "Clear campaign progress and start again from the Hollywood shift?"
dialog.confirmed.connect(func(): reset_campaign_requested.emit())
add_child(dialog)
dialog.popup_centered()
dialog.confirmed.connect(dialog.queue_free)
func _refresh_bind_buttons() -> void: func _refresh_bind_buttons() -> void:
var remaps: Dictionary = settings.get("input_bindings", {}) var remaps: Dictionary = settings.get("input_bindings", {})
for action in _bind_buttons.keys(): for action in _bind_buttons.keys():
+31 -1
View File
@@ -6,12 +6,15 @@ const Strings := preload("res://src/core/strings.gd")
const UiArt := preload("res://src/game/ui/art.gd") const UiArt := preload("res://src/game/ui/art.gd")
signal restart_requested() signal restart_requested()
signal continue_requested()
signal timeline_requested(review: Dictionary) signal timeline_requested(review: Dictionary)
## Kept so the timeline button can hand the full review back to the game manager. ## Kept so the timeline button can hand the full review back to the game manager.
var _review: Dictionary = {} var _review: Dictionary = {}
var report_label: Label var report_label: Label
var _campaign_label: Label = null
var _continue_button: Button = null
func _init() -> void: func _init() -> void:
name = "ShiftReview" name = "ShiftReview"
@@ -46,6 +49,17 @@ func _init() -> void:
report_label.custom_minimum_size = Vector2(720, 0) report_label.custom_minimum_size = Vector2(720, 0)
center.add_child(report_label) center.add_child(report_label)
_campaign_label = Label.new()
_campaign_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_campaign_label.add_theme_color_override("font_color", Color(0.62, 0.8, 0.95))
center.add_child(_campaign_label)
_continue_button = Button.new()
_continue_button.text = "Continue campaign"
_continue_button.pressed.connect(func(): continue_requested.emit())
_continue_button.size_flags_horizontal = Control.SIZE_SHRINK_CENTER
center.add_child(_continue_button)
var timeline := Button.new() var timeline := Button.new()
timeline.name = "TimelineButton" timeline.name = "TimelineButton"
timeline.text = Strings.lookup("review.timeline_button") timeline.text = Strings.lookup("review.timeline_button")
@@ -64,6 +78,7 @@ func _init() -> void:
quit_btn.pressed.connect(func(): get_tree().quit()) quit_btn.pressed.connect(func(): get_tree().quit())
quit_btn.size_flags_horizontal = Control.SIZE_SHRINK_CENTER quit_btn.size_flags_horizontal = Control.SIZE_SHRINK_CENTER
_style_review_button(timeline) _style_review_button(timeline)
_style_review_button(_continue_button)
_style_review_button(restart) _style_review_button(restart)
_style_review_button(quit_btn) _style_review_button(quit_btn)
center.add_child(quit_btn) center.add_child(quit_btn)
@@ -84,7 +99,8 @@ func _style_review_button(button: Button) -> void:
button.add_theme_stylebox_override("focus", hover) button.add_theme_stylebox_override("focus", hover)
button.add_theme_stylebox_override("pressed", hover) button.add_theme_stylebox_override("pressed", hover)
func show_review(review: Dictionary, scenario: Resource, history: Array = []) -> void: func show_review(review: Dictionary, scenario: Resource, history: Array = [],
campaign_summary: Dictionary = {}) -> void:
_review = review _review = review
var reputation: Dictionary = review.get("reputation", {}) var reputation: Dictionary = review.get("reputation", {})
var incidents: Dictionary = review.get("incidents", {}) var incidents: Dictionary = review.get("incidents", {})
@@ -115,6 +131,7 @@ func show_review(review: Dictionary, scenario: Resource, history: Array = []) ->
var lines: Array[String] = [ var lines: Array[String] = [
"Venue: %s" % (scenario.display_name if scenario else review.get("scenario_id", "")), "Venue: %s" % (scenario.display_name if scenario else review.get("scenario_id", "")),
"Policy: %s" % (scenario.policy_summary if scenario else "See venue policy."),
"Grade: %s Score: %.0f/100" % [reputation.get("grade", "?"), reputation.get("rating", 0.0)], "Grade: %s Score: %.0f/100" % [reputation.get("grade", "?"), reputation.get("rating", 0.0)],
history_line, history_line,
"Incidents handled: %d (peaceful %d)" % [incident_list.size(), peaceful], "Incidents handled: %d (peaceful %d)" % [incident_list.size(), peaceful],
@@ -135,4 +152,17 @@ func show_review(review: Dictionary, scenario: Resource, history: Array = []) ->
if shown >= 12: if shown >= 12:
break break
report_label.text = "\n".join(lines) report_label.text = "\n".join(lines)
var next_venue := str(campaign_summary.get("next_venue", ""))
var campaign_complete := bool(campaign_summary.get("complete", false))
if _campaign_label:
if campaign_complete:
_campaign_label.text = "Campaign complete. Free-play venues remain available."
elif next_venue != "":
_campaign_label.text = "Campaign shift %d complete · next: %s" % [
int(campaign_summary.get("shift_number", 1)) - 1,
next_venue.replace("_", " ").capitalize()]
else:
_campaign_label.text = ""
if _continue_button:
_continue_button.visible = not campaign_complete and next_venue != ""
visible = true visible = true
+49 -1
View File
@@ -5,6 +5,8 @@ extends CanvasLayer
## (the `V` bind stays as a debug shortcut). ## (the `V` bind stays as a debug shortcut).
signal venue_selected(scenario_id: String) signal venue_selected(scenario_id: String)
signal continue_requested()
signal help_requested()
signal settings_requested() signal settings_requested()
signal quit_requested() signal quit_requested()
@@ -19,6 +21,9 @@ const VENUES := [
var _index := 0 var _index := 0
var _buttons: Array[Button] = [] var _buttons: Array[Button] = []
var _root: Control = null var _root: Control = null
var _status: Label = null
var _continue_button: Button = null
var _campaign: Dictionary = {}
func _ready() -> void: func _ready() -> void:
layer = 20 layer = 20
@@ -88,6 +93,20 @@ func _build() -> void:
subtitle.add_theme_color_override("font_color", Color(0.72, 0.75, 0.82)) subtitle.add_theme_color_override("font_color", Color(0.72, 0.75, 0.82))
column.add_child(subtitle) column.add_child(subtitle)
_status = Label.new()
_status.name = "CampaignStatus"
_status.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_status.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
_status.add_theme_color_override("font_color", Color(0.62, 0.78, 0.9))
column.add_child(_status)
_continue_button = Button.new()
_continue_button.name = "ContinueButton"
_continue_button.custom_minimum_size = Vector2(460, 52)
_continue_button.pressed.connect(_on_continue_pressed)
_style_venue_button(_continue_button)
column.add_child(_continue_button)
for i in VENUES.size(): for i in VENUES.size():
var venue: Dictionary = VENUES[i] var venue: Dictionary = VENUES[i]
var button := Button.new() var button := Button.new()
@@ -109,6 +128,12 @@ func _build() -> void:
row.add_theme_constant_override("separation", 12) row.add_theme_constant_override("separation", 12)
column.add_child(row) column.add_child(row)
var help_button := Button.new()
help_button.name = "HelpButton"
help_button.text = "Help"
help_button.pressed.connect(func(): help_requested.emit())
row.add_child(help_button)
var settings_button := Button.new() var settings_button := Button.new()
settings_button.name = "SettingsButton" settings_button.name = "SettingsButton"
settings_button.text = "Settings" settings_button.text = "Settings"
@@ -164,12 +189,35 @@ func _focus_index(i: int) -> void:
_index = clampi(i, 0, _buttons.size() - 1) _index = clampi(i, 0, _buttons.size() - 1)
_buttons[_index].grab_focus() _buttons[_index].grab_focus()
func open() -> void: func open(campaign: Dictionary = {}) -> void:
_campaign = campaign.duplicate(true)
visible = true visible = true
_root.visible = true _root.visible = true
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
var next_id := str(_campaign.get("next_venue", ""))
var complete := bool(_campaign.get("complete", false))
if _status:
if complete:
_status.text = "Campaign complete — pick any venue for a free shift."
elif next_id != "":
_status.text = "Campaign shift %d · next: %s" % [
int(_campaign.get("shift_number", 1)), _venue_label(next_id)]
if _continue_button:
var next_label := _venue_label(next_id)
_continue_button.text = "Continue shift — %s" % next_label if next_id != "" else "Campaign complete"
_continue_button.visible = not complete
_focus_index(_index) _focus_index(_index)
func _venue_label(id: String) -> String:
for venue in VENUES:
if str(venue["id"]) == id:
return str(venue["label"])
return id.replace("_", " ").capitalize()
func _on_continue_pressed() -> void:
close()
continue_requested.emit()
func close() -> void: func close() -> void:
visible = false visible = false
_root.visible = false _root.visible = false
+87
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@@ -0,0 +1,87 @@
class_name TutorialOverlay
extends CanvasLayer
const Strings := preload("res://src/core/strings.gd")
## Non-blocking first-shift tutorial card. It never takes mouse input; F1 is
## handled by GameManager so the prompt can stay visible while the player moves.
var _panel: PanelContainer = null
var _prompt: Label = null
var _progress: Label = null
func _init() -> void:
layer = 14
_build()
hide()
func _build() -> void:
var root := Control.new()
root.name = "TutorialRoot"
root.set_anchors_preset(Control.PRESET_FULL_RECT)
root.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(root)
_panel = PanelContainer.new()
_panel.name = "TutorialCard"
_panel.set_anchor(SIDE_LEFT, 0.5)
_panel.set_anchor(SIDE_RIGHT, 0.5)
_panel.set_anchor(SIDE_TOP, 0.08)
_panel.set_anchor(SIDE_BOTTOM, 0.08)
_panel.offset_left = -330
_panel.offset_right = 330
_panel.offset_top = 0
_panel.offset_bottom = 112
_panel.mouse_filter = Control.MOUSE_FILTER_IGNORE
var style := StyleBoxFlat.new()
style.bg_color = Color(0.035, 0.045, 0.06, 0.92)
style.border_color = Color(0.62, 0.69, 0.8, 0.55)
style.border_width_left = 1
style.border_width_top = 1
style.border_width_right = 1
style.border_width_bottom = 1
style.corner_radius_top_left = 10
style.corner_radius_top_right = 10
style.corner_radius_bottom_left = 10
style.corner_radius_bottom_right = 10
style.content_margin_left = 18
style.content_margin_right = 18
style.content_margin_top = 10
style.content_margin_bottom = 10
_panel.add_theme_stylebox_override("panel", style)
root.add_child(_panel)
var column := VBoxContainer.new()
column.add_theme_constant_override("separation", 3)
_panel.add_child(column)
var header := HBoxContainer.new()
column.add_child(header)
var title := Label.new()
title.text = Strings.lookup("tutorial.header")
title.add_theme_font_size_override("font_size", 12)
title.modulate = Color(0.6, 0.8, 1.0)
title.size_flags_horizontal = Control.SIZE_EXPAND_FILL
header.add_child(title)
_progress = Label.new()
_progress.add_theme_font_size_override("font_size", 12)
_progress.modulate = Color(0.65, 0.7, 0.78)
header.add_child(_progress)
_prompt = Label.new()
_prompt.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
_prompt.add_theme_font_size_override("font_size", 15)
column.add_child(_prompt)
var hint := Label.new()
hint.text = Strings.lookup("tutorial.skip_hint")
hint.add_theme_font_size_override("font_size", 11)
hint.modulate = Color(0.55, 0.6, 0.68)
column.add_child(hint)
func show_beat(text: String, progress: Vector2i) -> void:
_prompt.text = text
_progress.text = "%d/%d" % [progress.x, progress.y]
visible = true
func close() -> void:
visible = false
+70
View File
@@ -0,0 +1,70 @@
extends SceneTree
## Campaign shell + checkpoint smoke. Use an isolated user-data dir:
## XDG_DATA_HOME=/tmp/gigline-campaign godot --path . --fixed-fps 60 \
## --script res://src/test/smoke_campaign.gd
var gm: Node = null
var frames := 0
var step := 0
var failures: Array[String] = []
func _initialize() -> void:
root.size = Vector2i(960, 540)
root.add_child(load("res://scenes/main.tscn").instantiate())
func _process(_delta: float) -> bool:
frames += 1
if gm == null:
gm = root.find_child("GameManager", true, false)
return false
match step:
0:
if frames < 5: return false
gm.call("_on_venue_selected", "hollywood_building")
gm.coordinator.elapsed_s = 123.0
gm.call("_save_shift_checkpoint")
gm.call("_show_start_menu")
_check(gm.start_menu.visible, "campaign menu opens")
_check(gm.start_menu.find_child("ContinueButton", true, false) != null,
"continue button exists")
step = 1
frames = 0
1:
if frames < 4: return false
gm.call("_on_campaign_continue")
step = 2
frames = 0
2:
if frames < 20: return false
_check(gm.active_scenario_id == "hollywood_building", "resume keeps the venue")
_check(gm.coordinator.elapsed_s >= 123.0, "resume keeps elapsed time")
gm.call("_on_shift_ended", gm.coordinator.build_review())
_check(gm.campaign.shift_number == 2, "campaign advances after a shift")
_check(gm.campaign.next_venue() == "joke_shop", "next venue is the Joke Shop")
gm.call("_on_review_continue")
step = 3
frames = 0
3:
if frames < 20: return false
_check(gm.active_scenario_id == "joke_shop", "review continue starts the next venue")
gm.call("_open_help")
_check(gm.help_overlay.visible, "help overlay opens")
gm.help_overlay.close_panel()
_finish()
return false
func _check(condition: bool, message: String) -> void:
if condition: print("ok: " + message)
else: _fail(message)
func _fail(message: String) -> void:
failures.append(message)
_finish()
func _finish() -> void:
if failures.is_empty():
print("SMOKE OK: campaign, checkpoint resume, review continue, help")
quit(0)
else:
for message in failures: printerr("SMOKE FAIL: " + message)
quit(1)
+1 -1
View File
@@ -9,7 +9,7 @@ extends SceneTree
const NpcAvatar := preload("res://src/game/npc_avatar.gd") const NpcAvatar := preload("res://src/game/npc_avatar.gd")
const NpcProfile := preload("res://src/core/npc_profile.gd") const NpcProfile := preload("res://src/core/npc_profile.gd")
const Rules := preload("res://src/core/rules.gd") const Rules := preload("res://src/core/rules.gd")
const COUNT := 16 const COUNT := 24
const WARMUP_FRAMES := 60 const WARMUP_FRAMES := 60
const SAMPLE_FRAMES := 180 const SAMPLE_FRAMES := 180
const BUDGET_MS := 50.0 const BUDGET_MS := 50.0
+104
View File
@@ -0,0 +1,104 @@
extends SceneTree
## Windowed tutorial smoke: start the Hollywood shift with the tutorial enabled,
## complete all eight beats through the real action methods, verify persistence,
## then replay and skip it. Use an isolated user-data dir:
## XDG_DATA_HOME=/tmp/gigline-tutorial godot --path . --script res://src/test/smoke_tutorial.gd -- --tutorial
const Rules := preload("res://src/core/rules.gd")
const MAX_FRAMES := 900
var gm: Node = null
var frames := 0
var started := false
var failures: Array[String] = []
var step := 0
func _initialize() -> void:
root.size = Vector2i(960, 540)
root.add_child(load("res://scenes/main.tscn").instantiate())
func _process(_delta: float) -> bool:
frames += 1
if gm == null:
gm = root.find_child("GameManager", true, false)
return false
if frames > MAX_FRAMES:
_fail("timeout")
return true
if not started:
# Ignore any saved completion from a previous local run.
gm.player_settings["tutorial_completed"] = false
gm.player_settings["tutorial_skipped"] = false
gm.call("_on_venue_selected", "hollywood_building")
started = true
return false
step += 1
match step:
5:
_check(gm.tutorial_active, "tutorial starts")
_check(gm.tutorial != null and gm.tutorial.current()["id"] == "arrive",
"starts at the arrival beat")
_check(gm.tutorial_overlay != null and gm.tutorial_overlay.visible,
"prompt card is visible")
_check(gm.npcs.size() == 1, "only the safe visitor is present")
gm.guard.global_position += Vector3(0, 0, 1.0)
gm.guard.rotation.y += 0.2
gm.call("_tutorial_tick")
_check(gm.tutorial.current()["id"] == "focus", "movement/look advances")
10:
gm.call("_cycle_nearby_target", 1)
_check(gm.tutorial.current()["id"] == "wheel", "target cycling advances")
gm.call("_open_radial")
_check(gm.tutorial.current()["id"] == "inspect", "wheel opens")
gm.call("_cancel_radial")
15:
gm.call("_toggle_inspection")
_check(gm.tutorial.current()["id"] == "direction", "inspection advances")
gm.call("_toggle_inspection")
gm.call("_apply_interaction", Rules.Level.SIMPLE_DETERRENCE, "polite direction")
_check(gm.tutorial.current()["id"] == "warning", "polite direction advances")
20:
gm.call("_apply_interaction", Rules.Level.FORMAL_WARNING, "formal warning")
_check(gm.tutorial.current()["id"] == "radio", "warning/body camera advances")
gm.call("_on_radio_submitted", {
"npc_id": "tutorial_visitor",
"location": "entrance",
"description": "Visitor at the door",
"behavior": "calm",
"weapons_seen": false,
"danger_level": 0,
}, false)
_check(gm.tutorial.current()["id"] == "review", "radio advances")
25:
gm.call("_on_shift_ended", gm.coordinator.build_review())
_check(gm.tutorial != null and gm.tutorial.is_complete(), "review completes tutorial")
_check(not gm.tutorial_active, "tutorial deactivates")
_check(bool(gm.player_settings.get("tutorial_completed", false)),
"completion is persisted in settings")
gm.call("_on_replay_tutorial")
30:
_check(gm.tutorial_active and gm.tutorial.current()["id"] == "arrive",
"replay starts a fresh tutorial")
gm.call("_skip_tutorial")
_check(bool(gm.player_settings.get("tutorial_skipped", false)),
"skip is persisted separately")
_finish()
return false
func _check(condition: bool, message: String) -> void:
if condition:
print("ok: " + message)
else:
_fail(message)
func _fail(message: String) -> void:
failures.append(message)
_finish()
func _finish() -> void:
if failures.is_empty():
print("SMOKE OK: tutorial prompts, visitor, completion, replay and skip")
quit(0)
else:
for message in failures:
printerr("SMOKE FAIL: " + message)
quit(1)
+12
View File
@@ -66,6 +66,18 @@ func test_radio_crackle_methods() -> bool:
audio.free() audio.free()
return a and b return a and b
func test_volume_settings_are_stored_and_applied() -> bool:
var audio: Node = AudioFeedback.new()
audio.set_volumes(0.8, 0.5, 0.2)
var a := TestUtils.check(is_equal_approx(audio.master_volume, 0.8), "master volume stores")
var b := TestUtils.check(is_equal_approx(audio.sfx_volume, 0.5), "sfx volume stores")
var c := TestUtils.check(is_equal_approx(audio.ambience_volume, 0.2), "ambience volume stores")
audio.set_volumes(3.0, -1.0, 0.5)
var d := TestUtils.check(is_equal_approx(audio.master_volume, 1.0)
and is_equal_approx(audio.sfx_volume, 0.0), "volumes clamp")
audio.free()
return a and b and c and d
func test_game_manager_wires_audio() -> bool: func test_game_manager_wires_audio() -> bool:
var src := FileAccess.get_file_as_string("res://src/game/game_manager.gd") var src := FileAccess.get_file_as_string("res://src/game/game_manager.gd")
var a := TestUtils.check(src.contains("audio.start_crowd_bed()"), "the bed starts with the shift") var a := TestUtils.check(src.contains("audio.start_crowd_bed()"), "the bed starts with the shift")
+32
View File
@@ -0,0 +1,32 @@
extends RefCounted
## Campaign progression and serialization tests.
const Campaign := preload("res://src/core/campaign.gd")
func test_campaign_advances_in_order_and_completes() -> bool:
var campaign := Campaign.new()
campaign.setup()
var a := TestUtils.check_eq(campaign.next_venue(), "hollywood_building", "starts at Hollywood")
var b := TestUtils.check(campaign.record_shift("hollywood_building", {"reputation": {"grade": "B"}}),
"records the first shift")
var c := TestUtils.check_eq(campaign.next_venue(), "joke_shop", "advances to the Joke Shop")
campaign.record_shift("joke_shop", {"reputation": {"grade": "A"}})
campaign.record_shift("tv_studio", {"reputation": {"grade": "A"}})
var d := TestUtils.check(campaign.complete and campaign.next_venue() == "", "completes after three venues")
var e := TestUtils.check_eq(campaign.last_grade, "A", "stores the last grade")
return a and b and c and d and e
func test_campaign_round_trips_and_resets() -> bool:
var campaign := Campaign.new()
campaign.setup({"index": 1, "shift_number": 2, "difficulty": "hard",
"completed": ["hollywood_building"], "last_grade": "C"})
var data := campaign.summary()
var restored := Campaign.new()
restored.setup(data)
var a := TestUtils.check_eq(restored.next_venue(), "joke_shop", "restores the next venue")
var b := TestUtils.check_eq(restored.difficulty, "hard", "restores difficulty")
var c := TestUtils.check_eq(restored.completed, ["hollywood_building"], "restores completion")
restored.reset()
var d := TestUtils.check(not restored.complete and restored.next_venue() == "hollywood_building",
"reset returns to the first venue")
return a and b and c and d
+27
View File
@@ -0,0 +1,27 @@
extends RefCounted
## Context-line selection is deterministic and falls back safely.
const NpcProfile := preload("res://src/core/npc_profile.gd")
const NpcController := preload("res://src/core/npc_controller.gd")
const ScenarioFactory := preload("res://src/content/scenario_factory.gd")
func test_context_lines_are_deterministic_and_fallback() -> bool:
var profile := ScenarioFactory.hollywood_building().profile_for(0)
var rng_a := RandomNumberGenerator.new(); rng_a.seed = 7
var rng_b := RandomNumberGenerator.new(); rng_b.seed = 7
var a := profile.line_for("refusal", rng_a)
var b := profile.line_for("refusal", rng_b)
var c := profile.line_for("reason", rng_a)
var d := TestUtils.check(a != "" and a == b, "context lines are deterministic")
var e := TestUtils.check(c != "", "reason falls back to dialogue_lines")
var f := TestUtils.check(profile.line_for("missing", rng_a) == "",
"unknown context with no fallback is empty")
return d and e and f
func test_request_reason_uses_reason_context() -> bool:
var profile := ScenarioFactory.hollywood_building().profile_for(0)
var controller := NpcController.new()
controller.setup("dialogue_test", profile, "enter", 3)
var reply := controller.request_reason()
return TestUtils.check(reply == controller.last_reason_reply and reply != "",
"request_reason stores the authored reply")
+3 -1
View File
@@ -81,7 +81,9 @@ func test_settings_defaults_present() -> bool:
var ok := TestUtils.check( var ok := TestUtils.check(
defaults.has("look_sensitivity") and defaults.has("hud_font_scale") defaults.has("look_sensitivity") and defaults.has("hud_font_scale")
and defaults.has("invert_y") and defaults.has("head_bob") and defaults.has("invert_y") and defaults.has("head_bob")
and defaults.has("input_bindings"), and defaults.has("input_bindings")
and defaults.has("master_volume") and defaults.has("sfx_volume")
and defaults.has("ambience_volume") and defaults.has("captions_enabled"),
"settings have documented defaults") "settings have documented defaults")
save.free() save.free()
return ok return ok
+39
View File
@@ -0,0 +1,39 @@
extends RefCounted
## Radio form submission: normal calls send on click; emergency calls require
## the documented hold and do not submit on a quick release.
const RadioPanel := preload("res://src/game/ui/radio_panel.gd")
func test_normal_radio_sends_on_click() -> bool:
var panel: RadioPanel = RadioPanel.new()
var got := {}
panel.submitted.connect(func(report, emergency):
got["report"] = report
got["emergency"] = emergency)
panel.open(null, false, {})
panel.action_button.pressed.emit()
var a := TestUtils.check(got.has("report"), "normal click emits a report")
var b := TestUtils.check(not bool(got.get("emergency", true)), "normal report is not emergency")
var c := TestUtils.check(not panel.visible, "panel closes after sending")
var d := TestUtils.check_eq(str(got.get("report", {}).get("location", "")), "front entrance",
"default location is included")
panel.free()
return a and b and c and d
func test_emergency_requires_hold() -> bool:
var panel: RadioPanel = RadioPanel.new()
var calls := {"count": 0}
panel.submitted.connect(func(_report, _emergency):
calls["count"] = int(calls["count"]) + 1)
panel.open(null, true, {})
panel.action_button.pressed.emit()
var a := TestUtils.check_eq(int(calls["count"]), 0, "quick emergency click does not send")
panel.action_button.button_down.emit()
panel._process(0.2)
panel.action_button.button_up.emit()
var b := TestUtils.check_eq(int(calls["count"]), 0, "short hold does not send")
panel.action_button.button_down.emit()
panel._process(RadioPanel.HOLD_NEEDED + 0.1)
var c := TestUtils.check_eq(int(calls["count"]), 1, "full hold sends exactly once")
panel.free()
return a and b and c
+59
View File
@@ -0,0 +1,59 @@
extends RefCounted
## Content-matrix validation for all authored venues.
const ScenarioFactory := preload("res://src/content/scenario_factory.gd")
const ScenarioValidator := preload("res://src/core/scenario_validator.gd")
const EventScheduler := preload("res://src/core/event_scheduler.gd")
func test_all_authored_venues_validate() -> bool:
var problems: Array[String] = []
for scenario in [ScenarioFactory.hollywood_building(), ScenarioFactory.joke_shop(),
ScenarioFactory.tv_studio()]:
for problem in ScenarioValidator.validate(scenario):
problems.append("%s: %s" % [scenario.id, problem])
return TestUtils.check(problems.is_empty(),
"venue content matrices validate (%s)" % str(problems))
func test_validator_rejects_duplicate_and_missing_profile() -> bool:
var scenario := ScenarioFactory.hollywood_building()
scenario.event_pool.append({
"id": "tourist_photo", "phase": 0, "kind": "routine",
"npc_type": 999, "intent": "photo",
})
var problems := ScenarioValidator.validate(scenario)
var a := TestUtils.check(problems.any(func(p): return str(p).contains("duplicate")),
"duplicate ids are rejected")
var b := TestUtils.check(problems.any(func(p): return str(p).contains("missing profile")),
"missing profiles are rejected")
return a and b
func test_scripted_events_do_not_repeat_immediately() -> bool:
var scenario := ScenarioFactory.hollywood_building()
scenario.event_pool = [{
"id": "matrix_probe", "phase": 0, "kind": "scripted",
"npc_type": 0, "intent": "enter", "time_range_s": Vector2(0, 900),
"probability": 1.0, "base_weight": 1.0,
}]
var scheduler := EventScheduler.new()
scheduler.setup(scenario, 7)
var first := scheduler.pull_due(10.0, 0)
var second := scheduler.pull_due(11.0, 0)
var a := TestUtils.check(first.size() == 1, "first scripted event is eligible")
var b := TestUtils.check(second.is_empty(), "same scripted event is suppressed next pull")
return a and b
func test_spawn_multiplier_scales_routine_traffic() -> bool:
var scenario := ScenarioFactory.hollywood_building()
var scheduler := EventScheduler.new()
scheduler.setup(scenario, 3)
scheduler.spawn_rate_multiplier = 0.0
var quiet := 0
for i in 20:
quiet += scheduler.fallback_routine_traffic(0).size()
var a := TestUtils.check(quiet == 0, "zero difficulty multiplier suppresses routine traffic")
scheduler.spawn_rate_multiplier = 1.0
var active := 0
for i in 20:
active += scheduler.fallback_routine_traffic(0).size()
var b := TestUtils.check(active > 0, "normal difficulty sends routine traffic")
return a and b
+44
View File
@@ -0,0 +1,44 @@
extends RefCounted
## Mid-shift checkpoint data survives a JSON round-trip and restores the
## coordinator's systems without replaying completed interactions.
const ScenarioFactory := preload("res://src/content/scenario_factory.gd")
const ShiftCoordinator := preload("res://src/core/shift_coordinator.gd")
const IncidentRecorder := preload("res://src/core/incident_recorder.gd")
const Rules := preload("res://src/core/rules.gd")
func test_coordinator_snapshot_round_trip() -> bool:
var scenario := ScenarioFactory.hollywood_building()
var first := ShiftCoordinator.new()
first.setup(scenario, 900.0, 42)
first.start()
first.elapsed_s = 123.0
first.recorder.start_incident("guest", "focus")
first.recorder.add_escalation("guest", Rules.Level.FORMAL_WARNING, "warning")
first.recorder.close_incident("guest", "peaceful")
first.reputation.apply("peaceful", 5.0, "test")
first.crowd.mood = 0.4
first.radio.battery = 70.0
var payload: Dictionary = JSON.parse_string(JSON.stringify(first.snapshot()))
var second := ShiftCoordinator.new()
second.setup(scenario, 900.0, 42)
second.restore(payload)
var a := TestUtils.check(is_equal_approx(second.elapsed_s, 123.0), "elapsed time restores")
var b := TestUtils.check_eq(second.recorder.to_dict()["open_count"], 0, "incident state restores")
var c := TestUtils.check_eq(second.recorder.to_dict()["incidents"].size(), 1,
"closed incidents restore")
var d := TestUtils.check(is_equal_approx(second.reputation.rating, 75.0), "reputation restores")
var e := TestUtils.check(is_equal_approx(second.crowd.mood, 0.4), "crowd mood restores")
var f := TestUtils.check(is_equal_approx(second.radio.battery, 70.0), "radio battery restores")
return a and b and c and d and e and f
func test_open_incident_snapshot_restores_evidence() -> bool:
var recorder := IncidentRecorder.new()
recorder.start_incident("guest", "focus")
recorder.add_access_evidence("guest", {"kind": "wristband", "status": "valid"})
var restored := IncidentRecorder.new()
restored.restore(JSON.parse_string(JSON.stringify(recorder.snapshot())))
var a := TestUtils.check(restored.has_open_incident("guest"), "open incident restores")
restored.add_event("guest", {"type": "player_action"})
var b := TestUtils.check(restored.open_incidents_count() == 1, "restored incident accepts events")
return a and b
+1 -1
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@@ -2,7 +2,7 @@
# Build distributable desktop executables with the Godot export pipeline. # Build distributable desktop executables with the Godot export pipeline.
# #
# Requirements: # Requirements:
# - Godot 4.3 (or the version in project.godot `config/features`) on PATH, # - Godot 4.7.2 (or the version in project.godot `config/features`) on PATH,
# with export templates installed (see docs/RELEASING.md). # with export templates installed (see docs/RELEASING.md).
# - Run from the repository root. # - Run from the repository root.
# #