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security-game/DONE.md
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Full build / Import + headless tests (push) Successful in 16s
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Detailed graphics pass: authored textures, humanoid NPCs, HUD feedback, asset pipeline
- tools/generate_textures.py (deterministic PIL) produces all authored PNGs:
  brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons,
  access-card art (all <=1024px, power-of-two)
- WorldBuilder: textured facade/glass door/sidewalk/asphalt, striped awning
  with 'STEP LINE', generated skyline backdrop planes
- GameManager: soft sun shadows (4-split parallel); guard in 'guard' group
- NPC avatars: humanoid rig (torso/head/limbs) with archetype props (camera,
  delivery box, performer hat, protest sign, tourist backpack), procedural
  walk bob, head-turns-toward-guard attention cue
- HUD: inspection artifact cards, mode icons (flashlight/door/wand),
  per-escalation vignette, body-camera overlay (corner brackets + REC + clock)
- assets/ import convention documented; test_asset_textures_present_and_pow2
  guards the pipeline (57 tests pass)
- README tech stack updated for Gitea Actions + asset pipeline; screenshot
  gallery regenerated (day + night)
2026-10-31 13:33:43 +01:00

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DONE

Completed task sections moved from TODO.md. Sections are moved only when every item is finished and verified.

Project Setup

  • Confirm Godot 4.x editor version to standardize on (Godot 4.3 stable, official build).
  • Initialize a git repository and add a sensible root .gitignore for Godot and export artifacts.
  • Scaffold the Godot project (project.godot, input map, folder structure).
  • 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.)
  • Document setup, run, and test commands in README.md.

Prototype Scene

  • Build a placeholder Hollywood Boulevard building entrance with steps, sidewalk, and a restricted door (procedural WorldBuilder).
  • Add a controllable guard character with first-person camera controls (GuardController).
  • Add basic keyboard/mouse input: move, look, interact, and cancel.
  • Add a debug overlay showing NPC intent, escalation level, and shift timer (F toggles).

Core Simulation — Systems

  • Implement ShiftCoordinator to start, advance, and end a shift.
  • Implement VenueScenario as a Resource with locations, rules, NPC pools, and event pools.
  • Implement an event scheduler that emits routine traffic and occasional scripted events (EventScheduler).
  • Implement NPCController with movement toward waypoints, doors, and queues (movement handled by NpcAvatar).

NPC Interaction

  • Define NpcProfile resources with intent, temperament, compliance, and escalation tolerances.
  • Implement a lightweight finite state machine for NPC states (FSM).
  • Implement the observation phase (Level 0) without forced intervention.
  • Implement simple deterrence (Level 1): raise hand, point, eye contact, and head shake.
  • Implement polite dialogue prompts and reaction logic driven by escalation level and profile.
  • Implement formal warnings (Level 2) and make NPC reactions depend on profile and level.
    • Note (2026-10-31): the selectable dialogue tone-of-voice system (Professional/Friendly/Firm/ Suspicious) was intentionally removed from code and docs; reactions now depend solely on escalation level and NPC profile.
  • Implement blocking and physical positioning (Level 3) without default force.
  • Wire typical NPC reactions: leave, argue, ignore, record, move closer, or return later.

Access Verification

  • Implement AccessVerifier with input from recognition, wristbands, IDs, tickets, credentials, and guest lists.
  • Add wristband inspection UI showing color, pattern, date, and event marking.
  • Model valid, expired, counterfeit, mismatched, missing, and ambiguous access artifacts.
  • Record admit, redirect, hold, and refuse decisions for shift review.
  • Add feedback scoring for incorrectly denying an authorized person or admitting an unauthorized one.

Escalation and Radio — Core

  • Implement EscalationManager with explicit levels 0 through 5 and available-action gating.
  • Implement the security-assistance radio call (Level 4) with a report form and arrival delay.
  • Implement the emergency radio (Level 5) with hold-to-confirm and a report form.
  • Add radio cooldown and battery limits to prevent spam.

Incident, Reputation, and Shift Review

  • Implement IncidentRecorder emitting structured events (actor, behavior, action, evidence, escalation, outcome).
  • Implement body-camera evidence tied to incident events.
  • Implement ReputationEvaluator for peaceful resolutions, accuracy, complaints, damage, and entrance security.
  • Implement CrowdSystem reactions to calm, aggressive, armed, and emergency situations.
  • Implement the end-of-shift review screen summarizing decisions, consequences, and justification.

Scenario Content — Venue Data

  • Author a minimal Hollywood Boulevard building scenario with tourist, confused-visitor, and simple-trespasser NPCs.
  • Author a rare violent-threat event that requires justified emergency escalation.
  • Add The Joke Shop scenario data: ID checks, guest lists, and wand-screening policy.
  • Add the Hollywood Boulevard Late Night TV Studio scenario data with the full NPC mix and credential checks.
  • Add a mental-health-crisis event with careful, respectful de-escalation guidance.

Tooling and Quality

  • Add headless test coverage for access verification rules.
  • Add headless test coverage for escalation transitions and scoring.
  • Add fixed-seed scenario tests for deterministic NPC behavior.
  • Set up GitHub Actions to run headless tests on push (ci.yml).
  • Add a smoke-test checklist for launching one full shift (in README.md).

Bug Fixes — LATE shift phase

  • Add a Rules.Phase.LATE entry (start_s 700) to shift_phases in all three venues.
  • Confirm the LATE-tagged violent_emergency_event is now pulled from EventScheduler.pull_due.
  • Add a test asserting the LATE phase is reached and the event is eligible in phase.

Missing PLAN Features — Protester NPC

  • Add PROTESTER to Rules.NpcType and NPC_TYPE_NAMES.
  • Add a protester profile (id "protester") with ARGUE/IGNORE/RECORD/CALL_SOMEONE reactions.
  • Add a TYPE_COLORS entry for PROTESTER in npc_avatar.gd.
  • Add routine protester events to the Hollywood Boulevard and TV Studio event pools.
  • Add scenario tests asserting the protester profile and events exist.

Missing PLAN Features — “Call someone else” reaction

  • Add CALL_SOMEONE to Rules.Reaction.
  • Handle CALL_SOMEONE in NPCController._update_state_for_reaction (transitions to ARGUING).
  • Give influencer, trespasser, and protester profiles CALL_SOMEONE weights.
  • Add a reaction log line in GameManager and a Strings entry.
  • Add a test that CALL_SOMEONE can be rolled and updates the FSM.

Missing PLAN Features — Door lock/secure

  • Add a DoorState core class with locked/unlocked state and attempt_force().
  • Add a visible door lock indicator (green open / red locked) to the world.
  • Add the L key binding toggling the door lock, with HUD indication.
  • Make FORCE_ENTRY reactions fail while the door is locked (thwarted outcome).
  • Add Strings entries and a headless test for the lock state machine.

Missing PLAN Features — Flashlight

  • Add a G key binding toggling the guard's flashlight.
  • Attach a SpotLight3D to the guard that toggles with the flashlight.
  • Widen NPC perception radius while lit at evening/late phases (perceive_guard bonus).
  • Add Strings entries and a headless test for the perception effect.

Persistence

  • Call Save.save_shift_result(review) from GameManager._on_shift_ended.
  • Load past results and show record count + best score on the shift review screen.
  • Add a test that a saved review round-trips through the Save helper.

Navigation

  • Add a NavigationRegion3D with a hand-authored flat navmesh covering sidewalk, steps, and entrance.
  • Switch NpcAvatar from direct movement to NavigationAgent3D path following (with direct-movement fallback).
  • Keep per-intent waypoint and returning-trespasser re-targeting on the navmesh.
  • Make the step geometry visual-only (no collider) so pathing to the entrance works.

Localization — JSON strings

  • Move the string table to res://content/strings.en.json (41 keys).
  • Load the JSON at startup; Strings.lookup/Strings.fmt signatures unchanged.
  • Update the strings tests to confirm every JSON key resolves to a real value.

Distribution — Downloadable executables

  • Commit export_presets.cfg with Linux, Windows, and macOS desktop presets.
  • Add tools/build_releases.sh for headless release exports.
  • Add docs/RELEASING.md with template installation, build, and Gitea release steps.
  • Add a prominent Downloads section at the top of README.md linking to the release page.
  • Add tools/publish_release.sh (Gitea API release + asset upload, requires GITEA_TOKEN).

CI/CD — Gitea Actions full build

  • Add .gitea/workflows/build.yml with a fast checks job (import + headless tests on push/PR) and a full build job (export templates, Linux/Windows/macOS exports, artifact upload) on tags and workflow_dispatch.
  • Tag builds automatically publish the Gitea release via tools/publish_release.sh using the GITEA_TOKEN secret.
  • Remove the old .github/workflows/ci.yml to avoid double runs on hosts scanning both paths.
  • Document the CI flow in docs/RELEASING.md.

Gameplay — Venue selection

  • Add a V control that cycles Hollywood Blvd → The Joke Shop → TV Studio and restarts the shift (GameManager._cycle_venue), with a hud.venue_switched string entry.

🎨 Visual polish pass (v0.2.0, pre-release graphics)

  • Phase-based lighting: per-phase sun direction/energy/color, sky gradient (ProceduralSkyMaterial), and ambient in GameManager.PHASE_LIGHTING; applied on phase change and shift start.
  • Street lamps: poles with emissive bulbs + OmniLights on the sidewalk; WorldBuilder.set_night_mode switches bulbs/lights on at night.
  • Marquee signage: emissive “STEP LINE” strips + Label3D above the entrance.
  • Street dressing: crosswalk stripes, planters, and low-poly trees.
  • NPC visual variety: per-seed height/brightness variation (deterministic LCG).
  • Denser routine traffic (tourists/performers/influencers/trespassers).
  • capture_screenshots.gd now fast-forwards to the LATE phase and captures a night set (lamps + marquee + flashlight cone); README gallery is now 2×3 (day + night); six shots regenerated in docs/screenshots/.
  • config/version → 0.2.0; build/ artifacts rebuilt and Linux binary smoke-tested.
  • New world/lighting headless tests (56 total).

🎮 Assets & detailed graphics pass (textures, rigs, UI feedback)

  • Authored texture set via tools/generate_textures.py (deterministic PIL): brick facade, seamless concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art — all ≤1024px and power-of-two; imported under assets/textures/.
  • Environment: textured facade + glass door, concrete sidewalk, asphalt street, striped awning with “STEP LINE”, generated skyline backdrop planes, soft sun shadows.
  • NPCs: humanoid rig (torso/head/limbs) with archetype props (camera, delivery box, hat, sign, backpack), procedural walk bob, head-turns-toward-guard cue.
  • UI/feedback: inspection artifact cards, mode icons (flashlight/door/wand), escalation vignette, body-camera overlay (corner brackets + REC + shift clock).
  • Assets convention documented in README; test_asset_textures_present_and_pow2 guards the pipeline (57 tests total).
  • (remaining, in TODO) crowd performance profiling and LOD/culling when the crowd grows.

CI — cache timeout mitigation

  • Remove actions/cache@v4 from the checks job (runner cannot reach GitHub's cache service; ~2 min of retry timeouts per run; Godot import is fast without it).
  • Add GODOT_SILENCE_ROOT_WARNING=1 to both jobs.
  • Confirmed in run 1090: zero CacheService lines, 54/54 tests pass, job succeeds.
  • Document the cache situation and re-enable path in docs/RELEASING.md.
  • Ignore runner logs in .gitignore (.gitea/logs/).

Gameplay — Venue door-staff dialogue

  • Add VenueScenario.door_staff_line(context, rng) picking a seeded-random line from door_staff_lines (empty for unknown contexts/venues).
  • Wire GameManager to log venue lines: id/ticket check line when inspection opens, wand-check line when screening starts, prohibited-item line on correct wand refusal, and refusal line on denied entry (The Joke Shop flavor only).
  • Add a headless test covering all Joke Shop contexts, unknown contexts, empty venues, and deterministic seeded picks.

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 aim-free targeting (Tab) and venue cycling (V). (The earlier dialogue tone picker was superseded and removed with the tone-of-voice system.)
  • 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.