# TODO ## Bug Fixes ### LATE shift phase never fires - [ ] Add a `Rules.Phase.LATE` entry (e.g. `{"start_s": 900.0}`) to `shift_phases` in `hollywood_building()`, `joke_shop()`, and `tv_studio()` in `src/content/scenario_factory.gd`. - [ ] Confirm `violent_emergency_event` (tagged `Phase.LATE`, `time_range_s` 760–880) can now be pulled by `EventScheduler.pull_due`. - [ ] Add a test asserting the LATE-phase event is reachable (e.g. tick a coordinator past 900s and check the event pool is eligible). ## Missing PLAN Features — NPCs and Reactions ### PROTESTER archetype - [ ] Add `PROTESTER` to `Rules.NpcType` and a `"Protester"` entry to `NPC_TYPE_NAMES` in `src/core/rules.gd`. - [ ] Add a protester profile in `ScenarioFactory.shared_profiles()` (id `"protester"`, temperament ~0.5, base_compliance ~0.4, reactions favoring ARGUE/IGNORE/RECORD). - [ ] Add a `TYPE_COLORS` entry for `PROTESTER` in `src/game/npc_avatar.gd`. - [ ] Add routine protester events (e.g. `"protest_gather"`, intent `"protest"`) to the Hollywood Boulevard and TV Studio event pools. - [ ] Add a scenario test asserting the protester profile exists and is referenced by an event. ### "Call someone else" NPC reaction - [ ] Add `CALL_SOMEONE` to `Rules.Reaction` in `src/core/rules.gd`. - [ ] Handle `CALL_SOMEONE` in `NPCController._update_state_for_reaction` (e.g. transition to `ARGUING` or a new `CALLING` state). - [ ] Give relevant profiles (influencer, trespasser) a weight for `CALL_SOMEONE` in their `reactions_by_level`. - [ ] Add a reaction log line in `GameManager._react_to_outcome` and a `Strings` entry. - [ ] Add a test asserting `CALL_SOMEONE` can be rolled and updates the FSM. ## Missing PLAN Features — Equipment and Environment ### Door lock/secure mechanic - [ ] Add a door state (locked/unlocked) to `WorldBuilder` (or a small `Door` node) with a visible indicator. - [ ] Add a player action + key binding (e.g. `L`) to toggle the door lock in `GameManager`. - [ ] Make `FORCE_ENTRY` reactions fail (or be delayed) while the door is locked; log the consequence. - [ ] Add a `Strings` entry and a headless test for the lock state transition. ### Flashlight interaction - [ ] Add a flashlight toggle + key binding (e.g. `G`) in `GameManager`. - [ ] Attach a `SpotLight3D` to the guard that toggles with the flashlight. - [ ] Make the flashlight affect NPC perception at night (e.g. widen `AWARE_RADIUS` or raise notice probability when lit). - [ ] Add a `Strings` entry and a headless test for the perception effect. ## Persistence ### Persist shift results - [ ] Call `Save.save_shift_result(review)` from `GameManager._on_shift_ended`. - [ ] Load past results (`Save.load_shift_results()`) and show a short history (count + last grade) on the shift review screen. - [ ] Add a test that a saved review round-trips through `Save` (or verify manually in the smoke test). ## Navigation ### Navmesh-based NPC movement - [ ] Add a `NavigationRegion3D` with a baked navmesh covering the sidewalk, steps, and entrance in `WorldBuilder`. - [ ] Switch `NpcAvatar` from direct `move_and_slide` toward `target_position` to `NavigationAgent3D` path following. - [ ] Keep the per-intent waypoint and returning-trespasser re-targeting behavior working on the navmesh. - [ ] Verify NPCs route around the building/steps in a manual smoke test. ## Localization ### Move Strings to JSON - [ ] Create a `res://` JSON file (e.g. `res://content/strings.en.json`) containing the current `Strings.TABLE` entries. - [ ] Load the JSON at startup and keep `Strings.lookup`/`Strings.fmt` signatures unchanged. - [ ] Update `test_strings.gd` to load from the JSON-backed table and confirm all keys still resolve. ## 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`.