# TODO ## Core Simulation — NPC Perception - [ ] Implement a perception pass so NPCs react to the guard's gestures and proximity. - [ ] Give NPCs local waypoints per intent (photo spots, queue, stage door, sidewalk exit) instead of all walking to the entrance. - [ ] Add returning-trespasser behavior: an NPC that was directed away may circle back later in the shift. ## Escalation and Radio — Responder Dispatch - [ ] Spawn a dispatched security NPC / armed responder avatar that arrives at the venue after the call delay. - [ ] Give the responder command, restraint, evacuation, and arrest outcomes that resolve the incident. - [ ] Add a visible emergency-radio cooldown indicator in the HUD. ## Scenario Content — Wand Screening (The Joke Shop) - [ ] Implement the handheld wand inspection interaction with alerts from keys, belts, phones, and weapons. - [ ] Enforce screening-before-entry flow and record false alarm / prohibited item decisions. - [ ] Add venue-specific dialogue lines for door staff. ## Polish and Accessibility - [ ] Add dialogue tone picker (Professional / Friendly / Firm / Suspicious) before addressing an NPC. - [ ] Add interaction alternatives that do not require precise aiming (e.g. scan-and-select pinned list of nearby NPCs). - [ ] Add visual and audio feedback per escalation level (colors, tones, shake). - [ ] Add audio for crowd ambience, radio responses, and confirmation prompts. - [ ] Externalize dialogue and UI text for localization. ## Future Systems (design-level backlog) - [ ] Body-camera replay timeline in the shift review. - [ ] Long (10-15 minute) shift lengths and phase-based lighting. - [ ] Venue selection screen; export presets for desktop targets. - [ ] IDE/editor-based GUT integration when a Godot editor workflow is introduced. - [ ] Reduce RefCounted reference cycles (NPCController <-> FSM) noted in `MEMORY.md`.