# TODO Checked against `PLAN.md`, ADRs 0001–0010, `README.md`, `DONE.md`, and `src/` (Godot 4.3 prototype, release **v0.2.1**, 57 headless tests). Do the control pass first; it unblocks everything that uses focus or verbs. Host `REQUIRE_SIGNIN_VIEW` stays deferred. ## Player control, focus ring, and radial action menu Design: `PLAN.md` → "Player Control, Focus, and Action Menu" and ADRs 0007–0010. ### Locomotion - [ ] Stop stealing WASD: wand off `W` (wheel + optional `C`); allow/deny `A`/`D` only while inspect/wand is open; polite direction off `Q` as a required bind. - [ ] Accel/decel on walk; gravity only when airborne; `floor_snap_length` for the steps. - [ ] Mouse look only while captured and no modal UI is open. Freeze walk+look while the radial (and inspect/wand opened from it) is up. Recapture on close. - [ ] `Esc` closes the top modal first; with nothing open it still toggles mouse capture. ### Focus and head ring - [ ] Replace the 8 m hairline ray as the primary picker with a focus cone (range ~10 m, head inside a ~90 px / 10° circle around the crosshair; closest to center wins; occluded heads skipped). Keep `Tab` as the 12 m cycle. - [ ] Small grace so walk-bob does not drop focus. - [ ] Billboarded ring on the focused avatar `Head`; gold idle, brighter while the radial is open; one at a time. Optional `display_name` under the ring. No internal type name in the world. - [ ] Add a small screen-center crosshair so the focus circle has a visible origin. ### Radial HUD - [ ] New `src/game/ui/action_radial.gd` doughnut: open on LMB or `Space` when someone is focused. Opening click does not pick a slice. Slices (top, clockwise, de-escalation first): raise hand, point, head shake, polite direction, inspect, wand (grey if no wand), warning, block, radio assist. Emergency stays on `R` only. - [ ] Highlight by mouse angle, or `A`/`D` / arrows. Click slice or `Space` confirms. `Esc` / RMB closes with no action and no recorder event. - [ ] Inspect / wand / radio slices close the wheel then open the existing panels. Freeze until that panel closes. - [ ] Number keys `1`–`6` may remain as closed-menu shortcuts; they must not fire while the wheel is open. ### NPC display - [ ] Procedural rig: neck, shoes, hair cap from seed, two eye spheres so the head has a front. Keep props, height variation, walk bob, notice-head-turn. Collision capsule matches height. Named `Head` node stays the attach point. ### Input, copy, tests - [ ] Update `project.godot` input map (`action_menu`, `confirm`, `cancel` includes RMB, wand on `C`). Update `hud.controls` and the README table + smoke checklist. - [ ] Headless tests `src/test/tests/test_focus_and_radial.gd`: cone picks the centered head; highlight wrap; cancel writes no recorder event; `W` does not open wand. ## Access artifacts actually match the venue `GameManager._artifacts_for` maps `NpcType` → a wristband or free `RECOGNITION`. Joke Shop events set `override_access` `{has_ticket, has_id}` and nobody reads it, so club guests inspect as "recognized staff" instead of ID/ticket. Studio counterfeit/follow events have the same hole. - [ ] Build artifacts from the event (`override_access`, carried items) and the venue policy, not from `NpcType` alone. - [ ] Joke Shop: valid ID+ticket, ID without ticket, expired/mismatched/missing ID, no ID when required. Recognition must not auto-grant on every `AUTHORIZED_GUEST`. - [ ] Give some guests `carried_items` (keys / belt / phone / prohibited) so wand alerts are not always clear. - [ ] Studio: counterfeit wristband/credential and "follow authorized guest" use the scripted event data, not the generic type map. - [ ] Headless tests: Joke Shop `guest_no_id` is not granted by recognition; `guest_valid` grants only with ID+ticket; wand venues still require `controller.screened`. ## Session shell The game boots into a live 900 s shift. `Save` declares `settings.json` and never uses it. `V` cycles venues by restarting the shift. - [ ] Startup menu: pick venue, start shift, quit. Keyboard + click. Replaces `V` as the player-facing path (`V` may stay as a debug bind). - [ ] Pause overlay when `Esc` releases the mouse (or a dedicated pause key): resume, restart shift, settings, quit to menu. - [ ] Settings: mouse look sensitivity, persist through `Save` / `settings.json`. Load on boot. - [ ] Shift review "Run another shift" returns to the venue menu, not a silent restart of the same scenario. ## Remaining PLAN verbs (after the radial exists) - [ ] Eye contact as a Level 1 action (PLAN / glossary). Distinct from raise-hand. - [ ] "I recognize this person" is a player decision recorded as evidence, not a pre-attached artifact on every staff/guest type. - [ ] Formal warning can activate the body-camera / security-light flag (PLAN Level 2). Overlay is currently always on; toggling should write an incident event. - [ ] Blocking stations the guard between the person and the door (PLAN Level 3). Today it only sends `apply_player_action(BLOCKING)`. - [ ] "Request reason for entry" as a Level 3 ask, with a short NPC reply from `dialogue_lines`. ## Crowd presentation `CrowdSystem` is a mood/attention float. PLAN wants people watching, gathering, and panicking. - [ ] On `aggressive_behavior` / `emergency_responder`, nearby idle NPCs stop and face the incident (rubberneck). On `crowd_panic`, they move away from the door. - [ ] Profile a busy entrance with textured materials and props; add LOD or culling for distant NPCs if frame time drops. ## Emergency aftermath Responder outcomes (`command` / `restraint` / `evacuation` / `arrest`) are log lines. PLAN also wants evacuation, a closed street, and an investigation when the call was unjustified. - [ ] `evacuation` outcome actually clears the entrance (NPCs leave, door stays locked). - [ ] Unjustified emergency (low danger, no weapon) writes an investigation note on the shift review and applies the existing false-report / reputation hit. - [ ] Review copy names the responder outcome, not only battery and crowd %. ## Body-camera replay - [ ] Shift review: a timeline of recorded incident events (ADR-0005 already stores them). Scrub or step through; no live 3D replay required in the first version. ## NPC theater Intents `sit` / `photo` / `film` / `perform` already pick waypoints. Bodies still idle-stand. - [ ] Sit pose at `steps_end`. Photo: brief raise of the influencer/tourist prop. Performer stays put and plays the hat/sign. After the ADR-0010 rig pass, not before. ## Audio `AudioFeedback` is sine beeps. DONE called that "crowd ambience"; it is not. - [ ] Loop a low crowd bed that rises with `CrowdSystem.mood`. - [ ] Radio open/close crackle on the existing radio panel, still headless-safe (no-op without an audio server). ## Accessibility - [ ] Escalation colors that still read in grayscale (shape or label, not hue alone). - [ ] HUD font scale in settings. ## Scenario content still missing vs PLAN lists - [ ] Joke Shop: guest on the reservation list without ID; borrowed/mismatched ID; guest refuses wand screening; late arrival during a performance. - [ ] Studio: filming-boundary repeat (influencer ignores a posted line); celebrity-arrival crowd spike (more rubberneckers, not only one `arrive` spawn). - [ ] Building: "activate body camera" and "request reason" once those verbs exist, used in at least one authored event. ## Documentation drift - [ ] README Development Status: test count is **57**, not 52. "Not yet implemented" should match this file (control pass, artifact wiring, session shell, replay, crowd presentation). - [ ] `PLAN.md` Tech Stack / Planned Commands still say GUT and GitHub Actions; the project uses `src/test/test_runner.gd` and `.gitea/workflows/build.yml`. - [ ] MEMORY: drop "door_staff_lines not surfaced" (they log through `GameManager`) and the obsolete "prototype defaults to 300 s" decision. ## Distribution follow-up (host config, deferred) Verified via API+host credentials (2026-10-31): - [x] Repo is **public** (`private:false`) and account has admin rights. - [x] Release `v0.2.1` now carries all five artifacts (portable binaries + NSIS installer + AppImage) — the two installers were missing after CI publish (script uploaded only the portables); `tools/publish_release.sh` fixed to include them and re-uploaded via API. - [ ] **Remaining host setting**: instance-wide `[service] REQUIRE_SIGNIN_VIEW=true` makes anonymous browsing/downloads redirect to login (API-confirmed repo is public; this is a server `app.ini` setting, not an API or repo option). Advised path for the host admin: set `REQUIRE_SIGNIN_VIEW = false` in `app.ini` under `[service]`, restart Gitea, then verify `curl -sI https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.2.1` returns 200 (not a login redirect) and an anonymous asset download succeeds. Alternative: mirror downloads (Itch.io / GitHub Releases) for anonymous users. ## Open Polish - [ ] Keep `%` placeholders stable in `Strings.fmt` when adding keys (positional formatting). ## Tooling (when an editor workflow exists) - [ ] IDE/editor-based GUT integration. Until then the custom headless runner stays. - [ ] Optional later: author venues as `.tres` resources instead of `ScenarioFactory` functions. Not required for the control pass.