# DONE Completed task sections moved from `TODO.md`. Sections are moved only when every item is finished and verified. ## Project Setup - [x] Confirm Godot 4.x editor version to standardize on (Godot 4.3 stable, official build). - [x] Initialize a git repository and add a sensible root `.gitignore` for Godot and export artifacts. - [x] Scaffold the Godot project (`project.godot`, input map, folder structure). - [x] Add the GUT test framework and a runnable headless test command. (Deviation: GUT requires the editor plugin; replaced with a lightweight custom harness in `src/test/test_runner.gd` that runs without the editor.) - [x] Document setup, run, and test commands in `README.md`. ## Prototype Scene - [x] Build a placeholder Hollywood Boulevard building entrance with steps, sidewalk, and a restricted door (procedural `WorldBuilder`). - [x] Add a controllable guard character with first-person camera controls (`GuardController`). - [x] Add basic keyboard/mouse input: move, look, interact, and cancel. - [x] Add a debug overlay showing NPC intent, escalation level, and shift timer (`F` toggles). ## Core Simulation — Systems - [x] Implement `ShiftCoordinator` to start, advance, and end a shift. - [x] Implement `VenueScenario` as a `Resource` with locations, rules, NPC pools, and event pools. - [x] Implement an event scheduler that emits routine traffic and occasional scripted events (`EventScheduler`). - [x] Implement `NPCController` with movement toward waypoints, doors, and queues (movement handled by `NpcAvatar`). ## NPC Interaction - [x] Define `NpcProfile` resources with intent, temperament, compliance, and escalation tolerances. - [x] Implement a lightweight finite state machine for NPC states (`FSM`). - [x] Implement the observation phase (Level 0) without forced intervention. - [x] Implement simple deterrence (Level 1): raise hand, point, eye contact, and head shake. - [x] Implement polite dialogue with professional, friendly, firm, and suspicious tones (logic level; tone picker UI deferred). - [x] Implement formal warnings (Level 2) and make NPC reactions depend on profile and tone. - [x] Implement blocking and physical positioning (Level 3) without default force. - [x] Wire typical NPC reactions: leave, argue, ignore, record, move closer, or return later. ## Access Verification - [x] Implement `AccessVerifier` with input from recognition, wristbands, IDs, tickets, credentials, and guest lists. - [x] Add wristband inspection UI showing color, pattern, date, and event marking. - [x] Model valid, expired, counterfeit, mismatched, missing, and ambiguous access artifacts. - [x] Record admit, redirect, hold, and refuse decisions for shift review. - [x] Add feedback scoring for incorrectly denying an authorized person or admitting an unauthorized one. ## Escalation and Radio — Core - [x] Implement `EscalationManager` with explicit levels 0 through 5 and available-action gating. - [x] Implement the security-assistance radio call (Level 4) with a report form and arrival delay. - [x] Implement the emergency radio (Level 5) with hold-to-confirm and a report form. - [x] Add radio cooldown and battery limits to prevent spam. ## Incident, Reputation, and Shift Review - [x] Implement `IncidentRecorder` emitting structured events (actor, behavior, action, evidence, escalation, outcome). - [x] Implement body-camera evidence tied to incident events. - [x] Implement `ReputationEvaluator` for peaceful resolutions, accuracy, complaints, damage, and entrance security. - [x] Implement `CrowdSystem` reactions to calm, aggressive, armed, and emergency situations. - [x] Implement the end-of-shift review screen summarizing decisions, consequences, and justification. ## Scenario Content — Venue Data - [x] Author a minimal Hollywood Boulevard building scenario with tourist, confused-visitor, and simple-trespasser NPCs. - [x] Author a rare violent-threat event that requires justified emergency escalation. - [x] Add The Joke Shop scenario data: ID checks, guest lists, and wand-screening policy. - [x] Add the Hollywood Boulevard Late Night TV Studio scenario data with the full NPC mix and credential checks. - [x] Add a mental-health-crisis event with careful, respectful de-escalation guidance. ## Tooling and Quality - [x] Add headless test coverage for access verification rules. - [x] Add headless test coverage for escalation transitions and scoring. - [x] Add fixed-seed scenario tests for deterministic NPC behavior. - [x] Set up GitHub Actions to run headless tests on push (`ci.yml`). - [x] Add a smoke-test checklist for launching one full shift (in `README.md`). ## Core Simulation — NPC Perception - [x] Implement a perception pass so NPCs react to the guard's gestures and proximity. - [x] Give NPCs local waypoints per intent (photo spots, queue, stage door, sidewalk exit) instead of all walking to the entrance. - [x] Add returning-trespasser behavior: an NPC that was directed away may circle back later in the shift. ## Escalation and Radio — Responder Dispatch - [x] Spawn a dispatched security NPC / armed responder avatar that arrives at the venue after the call delay. - [x] Give the responder command, restraint, evacuation, and arrest outcomes that resolve the incident. - [x] Add a visible emergency-radio cooldown indicator in the HUD. ## Scenario Content — Wand Screening (The Joke Shop) - [x] Implement the handheld wand inspection interaction with alerts from keys, belts, phones, and weapons. - [x] Enforce screening-before-entry flow and record false alarm / prohibited item decisions. - [x] Add venue-specific dialogue lines for door staff. ## Polish and Accessibility - [x] Add dialogue tone picker (Professional / Friendly / Firm / Suspicious) before addressing an NPC. - [x] Add interaction alternatives that do not require precise aiming (e.g. scan-and-select pinned list of nearby NPCs). - [x] Add visual and audio feedback per escalation level (colors, tones, shake). - [x] Add audio for crowd ambience, radio responses, and confirmation prompts. - [x] Externalize dialogue and UI text for localization.