- FSM holds owner via WeakRef; ShiftCoordinator is RefCounted (logic-only); persistence tests free the Save node -> test suite exits with zero 'resources still in use' warnings (was ~13) and 57/57 pass - GameManager uses each scenario's shift_duration_s (900s ~ 10-15 min) for real shifts instead of the 300s test duration - Wand screening gets a 0.8s recharge cooldown with a wand.recharge message - TODO/DONE/MEMORY/README synced
765 lines
29 KiB
GDScript
765 lines
29 KiB
GDScript
class_name GameManager
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extends Node
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## Wireframe: connects a scenario to a ShiftCoordinator, spawns NPC avatars,
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## and routes player input into the interaction and access flows.
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const Rules := preload("res://src/core/rules.gd")
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const Strings := preload("res://src/core/strings.gd")
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const AccessArtifact := preload("res://src/core/access_artifact.gd")
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const AccessVerifier := preload("res://src/core/access_verifier.gd")
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const DoorState := preload("res://src/core/door_state.gd")
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const WandScreener := preload("res://src/core/wand_screener.gd")
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const RadioSystem := preload("res://src/core/radio_system.gd")
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const ScenarioFactory := preload("res://src/content/scenario_factory.gd")
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const ShiftCoordinator := preload("res://src/core/shift_coordinator.gd")
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const VenueScenario := preload("res://src/core/venue_scenario.gd")
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const WorldBuilder := preload("res://src/game/world_builder.gd")
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const GuardController := preload("res://src/game/guard_controller.gd")
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const NpcAvatar := preload("res://src/game/npc_avatar.gd")
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const NpcProfile := preload("res://src/core/npc_profile.gd")
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const AudioFeedback := preload("res://src/game/audio_feedback.gd")
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const Hud := preload("res://src/game/ui/hud.gd")
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const RadioPanel := preload("res://src/game/ui/radio_panel.gd")
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const ShiftReview := preload("res://src/game/ui/shift_review.gd")
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var world_builder: WorldBuilder = null
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var door := DoorState.new()
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var flashlight_on := false
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var coordinator: ShiftCoordinator = null
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var guard: GuardController = null
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var _sun: DirectionalLight3D = null
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var _env_node: WorldEnvironment = null
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var _sky: ProceduralSkyMaterial = null
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var _last_phase: int = -1
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## Per-phase lighting looks for the sun, sky, and ambient (PLAN.md: shift
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## structure — phase-based lighting). Night phases switch street lamps on.
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const PHASE_LIGHTING := {
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Rules.Phase.EARLY: {
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"sun_energy": 1.2, "sun_angle": -50.0, "sun_color": Color(1.0, 0.98, 0.92),
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"sky_top": Color(0.32, 0.55, 0.95), "sky_horizon": Color(0.82, 0.88, 0.95),
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"sky_ground": Color(0.45, 0.5, 0.55), "ambient": Color(0.75, 0.78, 0.85), "night": false,
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},
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Rules.Phase.MIDDAY: {
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"sun_energy": 1.5, "sun_angle": -62.0, "sun_color": Color(1.0, 1.0, 0.98),
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"sky_top": Color(0.3, 0.52, 0.95), "sky_horizon": Color(0.85, 0.9, 0.96),
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"sky_ground": Color(0.5, 0.54, 0.58), "ambient": Color(0.85, 0.88, 0.95), "night": false,
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},
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Rules.Phase.EVENING: {
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"sun_energy": 0.7, "sun_angle": -16.0, "sun_color": Color(1.0, 0.72, 0.5),
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"sky_top": Color(0.62, 0.32, 0.35), "sky_horizon": Color(1.0, 0.68, 0.42),
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"sky_ground": Color(0.3, 0.24, 0.3), "ambient": Color(0.55, 0.45, 0.5), "night": true,
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},
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Rules.Phase.LATE: {
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"sun_energy": 0.05, "sun_angle": -8.0, "sun_color": Color(0.3, 0.35, 0.5),
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"sky_top": Color(0.02, 0.03, 0.08), "sky_horizon": Color(0.1, 0.12, 0.2),
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"sky_ground": Color(0.05, 0.05, 0.08), "ambient": Color(0.08, 0.09, 0.16), "night": true,
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},
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}
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var hud: Hud = null
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var radio_panel: RadioPanel = null
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var shift_review_panel: ShiftReview = null
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var audio: AudioFeedback = null
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var verifier := AccessVerifier.new()
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var wand_screener := WandScreener.new()
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var active_scenario_id := "hollywood_building"
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## Shift length mirrors the scenario default (900s / 10-15 min per PLAN.md) unless
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## overridden for a test or debug build.
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var scenario_duration_s: float = 900.0
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var _wand_cooldown := 0.0
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const WAND_COOLDOWN_S := 0.8
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var scene_root: Node3D = null
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var npcs: Array = []
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var npc_counter := 0
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var targeted_npc: Object = null
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var inspection_open := false
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var wand_open := false
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var current_incident_npc_id := ""
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var current_incident_active := false
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var current_npc_truth := {"weapons_seen": false, "danger_level": 0}
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## Venue cycling (V): next venue in the scenario list.
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const VENUE_ORDER := ["hollywood_building", "joke_shop", "tv_studio"]
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var _venue_index := 0
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## RNG for venue door-staff lines so repeated interactions vary.
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var _door_rng := RandomNumberGenerator.new()
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## Aim-free targeting: cycle through nearby NPCs with Tab (accessibility).
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const NEARBY_RADIUS := 12.0
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var _nearby_index := -1
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func _ready() -> void:
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_door_rng.randomize()
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scene_root = Node3D.new()
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scene_root.name = "SceneRoot"
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add_child(scene_root)
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world_builder = WorldBuilder.new(scene_root)
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world_builder.build()
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_ensure_lighting()
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guard = _build_guard()
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scene_root.add_child(guard)
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guard.global_position = Vector3(0, 1.6, -2.5)
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guard.picked_target.connect(_on_guard_target)
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guard.cleared_target.connect(_on_guard_clear)
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selected_scenario = _build_scenario(active_scenario_id)
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scenario_duration_s = selected_scenario.shift_duration_s
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coordinator = ShiftCoordinator.new()
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coordinator.setup(selected_scenario, scenario_duration_s, 4242)
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coordinator.npc_spawn_requested.connect(_spawn_npc)
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coordinator.shift_ended.connect(_on_shift_ended)
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coordinator.radio.responder_arrived.connect(_on_responder_arrived)
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_build_ui()
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coordinator.start()
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_last_phase = -1
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_apply_phase_lighting()
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var selected_scenario: VenueScenario = null
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func _build_guard() -> GuardController:
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var g := GuardController.new()
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g.name = "Guard"
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var head := Node3D.new()
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head.name = "Head"
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g.add_child(head)
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var camera := Camera3D.new()
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camera.name = "Camera3D"
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camera.current = true
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head.add_child(camera)
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var flashlight := SpotLight3D.new()
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flashlight.name = "Flashlight"
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flashlight.visible = false
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flashlight.position = Vector3(0, -0.15, -0.4)
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flashlight.rotation_degrees = Vector3(-10, 0, 0)
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flashlight.spot_range = 18.0
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flashlight.spot_angle = 28.0
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flashlight.light_energy = 2.5
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head.add_child(flashlight)
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var collider := CollisionShape3D.new()
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var shape := CapsuleShape3D.new()
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shape.radius = 0.4
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shape.height = 1.7
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collider.shape = shape
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collider.position = Vector3(0, 0.85, 0)
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g.add_child(collider)
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g.add_to_group("guard")
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return g
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func _build_scenario(id: String) -> VenueScenario:
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match id:
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"joke_shop":
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return ScenarioFactory.joke_shop()
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"tv_studio":
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return ScenarioFactory.tv_studio()
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_:
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return ScenarioFactory.hollywood_building()
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func switch_scenario(id: String) -> void:
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active_scenario_id = id
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selected_scenario = _build_scenario(id)
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if coordinator:
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restart_shift()
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func restart_shift() -> void:
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shift_review_panel.hide()
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for n in npcs:
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n.queue_free()
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npcs.clear()
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npc_counter = 0
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inspector_current_events = []
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current_incident_active = false
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current_incident_npc_id = ""
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scenario_duration_s = selected_scenario.shift_duration_s
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coordinator.setup(selected_scenario, scenario_duration_s, 4242)
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coordinator.start()
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_last_phase = -1
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_apply_phase_lighting()
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var inspector_current_events: Array = []
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func _build_ui() -> void:
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hud = Hud.new()
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add_child(hud)
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audio = AudioFeedback.new()
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add_child(audio)
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radio_panel = RadioPanel.new()
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add_child(radio_panel)
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radio_panel.hide()
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radio_panel.submitted.connect(_on_radio_submitted)
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radio_panel.cancelled.connect(func():
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radio_panel.hide()
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hud.set_action_hint(""))
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shift_review_panel = ShiftReview.new()
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add_child(shift_review_panel)
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shift_review_panel.hide()
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shift_review_panel.restart_requested.connect(restart_shift)
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func _ensure_lighting() -> void:
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_sun = DirectionalLight3D.new()
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_sun.name = "Sun"
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_sun.rotation_degrees = Vector3(-50, -30, 0)
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_sun.light_energy = 1.2
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_sun.shadow_enabled = true
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_sun.light_angular_distance = 1.2
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_sun.directional_shadow_mode = DirectionalLight3D.SHADOW_PARALLEL_4_SPLITS
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_sun.directional_shadow_max_distance = 60.0
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scene_root.add_child(_sun)
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_env_node = WorldEnvironment.new()
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var env := Environment.new()
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env.background_mode = Environment.BG_SKY
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_sky = ProceduralSkyMaterial.new()
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var sky := Sky.new()
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sky.sky_material = _sky
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env.sky = sky
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env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
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env.ambient_light_energy = 0.5
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env.reflected_light_source = Environment.REFLECTION_SOURCE_SKY
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_env_node.environment = env
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scene_root.add_child(_env_node)
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## Apply the lighting look for the current shift phase (sun, sky, ambient,
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## street lamps). Runs on phase change and once at shift start.
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func _apply_phase_lighting() -> void:
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var phase: int = coordinator.current_phase if coordinator else Rules.Phase.EARLY
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var cfg: Dictionary = PHASE_LIGHTING.get(phase, PHASE_LIGHTING[Rules.Phase.EARLY])
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if _sun:
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_sun.light_energy = float(cfg.get("sun_energy", 1.0))
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_sun.light_color = cfg.get("sun_color", Color.WHITE)
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_sun.rotation_degrees = Vector3(float(cfg.get("sun_angle", -50.0)), -30, 0)
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if _sky:
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_sky.sky_top_color = cfg.get("sky_top", Color.BLUE)
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_sky.sky_horizon_color = cfg.get("sky_horizon", Color.WHITE)
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_sky.ground_bottom_color = cfg.get("sky_ground", Color(0.5, 0.5, 0.5))
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_sky.ground_horizon_color = cfg.get("sky_horizon", Color.WHITE)
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if world_builder:
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world_builder.set_night_mode(cfg.get("night", false))
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func _spawn_npc(profile: NpcProfile, intent: String, _npc_id: String) -> void:
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npc_counter += 1
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var avatar := NpcAvatar.new()
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avatar.name = "Npc_%d" % npc_counter
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var spawn_side: float = 1.0 if npc_counter % 2 == 0 else -1.0
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var spawn_x := spawn_side * (4.0 + float((npc_counter * 13) % 18))
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var spawn_pos := Vector3(spawn_x, 0.5, 6.0 + float((npc_counter * 7) % 16))
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# Per-intent waypoint (photo spots, queue, stage door, sidewalk exit) instead
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# of every NPC walking to the entrance (TODO: Core Simulation — NPC Perception).
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var target_pos: Vector3 = selected_scenario.waypoint_for_intent(intent)
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var door_pos: Vector3 = selected_scenario._location_or_default("entrance", Vector3(0, 0.5, 1.2))
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avatar.setup(profile, intent, npc_counter * 991 + 17, spawn_pos, target_pos, door_pos)
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scene_root.add_child(avatar)
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npcs.append(avatar)
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## Spawn a dispatched responder avatar when a radio call's arrival delay elapses
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## (TODO: Escalation and Radio — Responder Dispatch). The responder walks to the
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## entrance and resolves the incident with command/restraint/evacuation/arrest.
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func _on_responder_arrived(call: Dictionary) -> void:
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var outcome: String = RadioSystem.responder_outcome(call)
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var responder_profile := _responder_profile()
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npc_counter += 1
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var avatar := NpcAvatar.new()
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avatar.name = "Responder_%d" % npc_counter
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# Responder approaches from the street, toward the entrance.
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var spawn_pos := Vector3(0.0, 0.5, 14.0)
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var door_pos: Vector3 = selected_scenario._location_or_default("entrance", Vector3(0, 0.5, 1.2))
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avatar.setup(responder_profile, "respond", npc_counter * 991 + 17, spawn_pos, door_pos, door_pos)
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scene_root.add_child(avatar)
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npcs.append(avatar)
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hud.log(Strings.fmt("responder.arrived", [outcome]))
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coordinator.recorder.add_event(call.get("report", {}).get("npc_id", ""), {
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"type": "responder_action",
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"outcome": outcome,
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"call_type": call.get("type", "assist"),
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})
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coordinator.crowd.apply_event("emergency_responder" if call.get("type", "") == "emergency" else "calm_professionalism")
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func _responder_profile() -> NpcProfile:
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var p := NpcProfile.new()
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p.id = "responder"
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p.display_name = "Responder"
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p.npc_type = Rules.NpcType.RESPONDER
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p.temperament = 0.1
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p.base_compliance = 1.0
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return p
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func _on_shift_ended(review: Dictionary) -> void:
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# Persist the finished shift locally (Save autoload, user:// JSON).
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if Save:
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Save.save_shift_result(review)
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shift_review_panel.show_review(review, selected_scenario, Save.load_shift_results() if Save else [])
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func _on_guard_target(target: Node3D) -> void:
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targeted_npc = target
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_begin_incident(target)
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func _on_guard_clear() -> void:
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targeted_npc = null
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hud.set_target_label("")
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hud.set_action_hint("")
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func _begin_incident(avatar: Node3D) -> void:
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var controller: Object = avatar.get_npc_controller() if avatar.has_method("get_npc_controller") else null
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if controller == null:
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return
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current_incident_npc_id = controller.npc_id
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current_incident_active = true
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current_npc_truth = _read_npc_truth(controller)
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var profile: Object = controller.profile
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var label := "[%s] %s — %s" % [
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Rules.NPC_TYPE_NAMES.get((profile.npc_type if profile else -1), "?"),
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profile.display_name if profile else "?",
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controller.intent,
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]
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hud.set_target_label(label)
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var hint := ""
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if profile and profile.npc_type == Rules.NpcType.VIOLENT_THREAT:
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hint = "High risk: threaten/force-entry likely. Emergency radio (R) is justified."
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elif profile and profile.npc_type == Rules.NpcType.MENTAL_CRISIS:
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hint = "Requires patience. Avoid aggressive confrontation."
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elif profile and profile.npc_type == Rules.NpcType.AUTHORIZED_GUEST:
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hint = "Likely authorized. Press E to verify access."
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hud.set_action_hint(hint)
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# ------------------------------------------------------------------ input ---
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventKey and event.pressed and not event.echo:
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_handle_key(event.keycode)
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func _handle_key(keycode: Key) -> void:
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match keycode:
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KEY_E:
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if targeted_npc != null and not inspection_open:
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_toggle_inspection()
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KEY_Q:
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if targeted_npc != null and not inspection_open:
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_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "polite direction")
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KEY_W:
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if targeted_npc != null and not inspection_open:
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_toggle_wand_screening()
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KEY_TAB:
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_cycle_nearby_target()
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KEY_F:
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hud.toggle_debug()
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KEY_G:
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_toggle_flashlight()
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KEY_L:
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_toggle_door_lock()
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KEY_V:
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_cycle_venue()
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_:
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_handle_action_key(keycode)
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func _handle_action_key(keycode: Key) -> void:
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match keycode:
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KEY_1:
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_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "raise hand")
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KEY_2:
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_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "point")
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KEY_3:
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_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "head shake")
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KEY_4:
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_apply_interaction(Rules.Level.FORMAL_WARNING, "formal warning")
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KEY_5:
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_apply_interaction(Rules.Level.BLOCKING, "blocking")
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KEY_6:
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_open_radio(false)
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KEY_R:
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_open_radio(true)
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KEY_A:
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if inspection_open:
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decide_access(true)
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elif wand_open:
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decide_wand(true)
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KEY_D:
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if inspection_open:
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decide_access(false)
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elif wand_open:
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decide_wand(false)
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_:
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pass
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## Toggle the guard's flashlight. In evening/late phases it widens NPC
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## perception radius (PLAN.md: Level 3 — flashlight at night).
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func _toggle_flashlight() -> void:
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flashlight_on = not flashlight_on
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var lamp: SpotLight3D = guard.get_node_or_null("Head/Flashlight") as SpotLight3D
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if lamp:
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lamp.visible = flashlight_on
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hud.set_flashlight(flashlight_on)
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hud.log(Strings.lookup("flashlight.on") if flashlight_on else Strings.lookup("flashlight.off"))
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## Lock or unlock the restricted door (PLAN.md: Level 3). Locked doors thwart
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## FORCE_ENTRY attempts during the reaction flow.
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func _toggle_door_lock() -> void:
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door.toggle()
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if world_builder:
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world_builder.set_door_locked(door.locked)
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hud.set_door(door.locked)
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hud.log(Strings.lookup("door.locked") if door.locked else Strings.lookup("door.unlocked"))
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## Cycle to the next venue (Hollywood Blvd → The Joke Shop → TV Studio).
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## The coordinator is rebuilt with the new scenario and the shift restarts.
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func _cycle_venue() -> void:
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_venue_index = (_venue_index + 1) % VENUE_ORDER.size()
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switch_scenario(VENUE_ORDER[_venue_index])
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var venue_name: String = selected_scenario.display_name if selected_scenario else "?"
|
|
hud.log(Strings.fmt("hud.venue_switched", [venue_name]))
|
|
hud.set_wand_icon(false)
|
|
hud.set_shift_state(coordinator, selected_scenario)
|
|
|
|
## Aim-free targeting: cycle through NPCs near the guard (Tab). Lets players
|
|
## interact without precise aiming (accessibility).
|
|
func _cycle_nearby_target() -> void:
|
|
if guard == null:
|
|
return
|
|
var nearby: Array = []
|
|
for avatar in npcs:
|
|
if not is_instance_valid(avatar):
|
|
continue
|
|
if (avatar.global_position - guard.global_position).length() <= NEARBY_RADIUS:
|
|
nearby.append(avatar)
|
|
if nearby.is_empty():
|
|
hud.log(Strings.lookup("hud.no_one_nearby"))
|
|
return
|
|
_nearby_index = (_nearby_index + 1) % nearby.size()
|
|
var next_target: Node3D = nearby[_nearby_index]
|
|
targeted_npc = next_target
|
|
_begin_incident(next_target)
|
|
hud.log(Strings.fmt("hud.targeting", [next_target.name]))
|
|
|
|
func _apply_interaction(level: int, action_name: String) -> void:
|
|
if targeted_npc == null:
|
|
hud.log(Strings.lookup("hud.aim_first"))
|
|
return
|
|
var controller: Object = _targeted_controller()
|
|
if controller == null or coordinator == null:
|
|
return
|
|
var outcome: Dictionary = controller.apply_player_action(level)
|
|
var npc_id: String = controller.npc_id
|
|
coordinator.recorder.add_event(npc_id, {
|
|
"type": "player_action",
|
|
"action": action_name,
|
|
"level": level,
|
|
})
|
|
coordinator.recorder.add_escalation(npc_id, level, "%s on %s" % [action_name, npc_id])
|
|
if level >= Rules.Level.FORMAL_WARNING:
|
|
coordinator.reputation.apply("prop", -1.5, "escalation L%d %s" % [level, action_name])
|
|
hud.set_escalation(level)
|
|
if audio:
|
|
audio.play_escalation(level)
|
|
_react_to_outcome(controller, outcome)
|
|
|
|
func _react_to_outcome(controller: Object, outcome: Dictionary) -> void:
|
|
var reaction: int = outcome.get("reaction", -1)
|
|
var name: String = (controller.profile.display_name if controller.profile else "Person")
|
|
match reaction:
|
|
Rules.Reaction.COMPLY:
|
|
hud.log(Strings.fmt("react.comply", [name]))
|
|
coordinator.crowd.apply_event("de_escalation")
|
|
coordinator.reputation.apply("peaceful", 2.0, "resolved peacefully")
|
|
_close_incident("peaceful")
|
|
Rules.Reaction.LEAVE:
|
|
hud.log(Strings.fmt("react.leave", [name]))
|
|
coordinator.crowd.apply_event("calm_professionalism")
|
|
_close_incident("left")
|
|
Rules.Reaction.ARGUE:
|
|
hud.log(Strings.fmt("react.argue", [name]))
|
|
coordinator.crowd.apply_event("aggressive_behavior")
|
|
Rules.Reaction.RECORD:
|
|
hud.log(Strings.fmt("react.record", [name]))
|
|
coordinator.reputation.apply("complaint", -3.0, "filmed interaction")
|
|
coordinator.crowd.apply_event("aggressive_behavior")
|
|
Rules.Reaction.IGNORE:
|
|
hud.log(Strings.fmt("react.ignore", [name]))
|
|
Rules.Reaction.THREATEN:
|
|
hud.log(Strings.fmt("react.threaten", [name]))
|
|
coordinator.crowd.apply_event("aggressive_behavior")
|
|
Rules.Reaction.FORCE_ENTRY:
|
|
var force_result: Dictionary = door.attempt_force()
|
|
if force_result.get("succeeded", false):
|
|
hud.log(Strings.fmt("react.force_entry", [name]))
|
|
coordinator.crowd.apply_event("emergency_responder")
|
|
coordinator.reputation.apply("security_failure", -5.0, "forced entry attempt")
|
|
else:
|
|
hud.log(Strings.fmt("door.thwarted", [name]))
|
|
coordinator.crowd.apply_event("aggressive_behavior")
|
|
coordinator.reputation.apply("prop", -2.0, "forcing attempt (locked door)")
|
|
Rules.Reaction.RETURN_LATER:
|
|
hud.log(Strings.fmt("react.return_later", [name]))
|
|
Rules.Reaction.CALL_SOMEONE:
|
|
hud.log(Strings.fmt("react.call_someone", [name]))
|
|
coordinator.crowd.apply_event("aggressive_behavior")
|
|
_:
|
|
hud.log(Strings.lookup("react.none"))
|
|
|
|
func _open_radio(emergency: bool) -> void:
|
|
if targeted_npc == null:
|
|
hud.log(Strings.lookup("radio.address_first"))
|
|
return
|
|
var controller: Object = _targeted_controller()
|
|
if controller == null:
|
|
return
|
|
radio_panel.open(controller, emergency, current_npc_truth)
|
|
hud.set_action_hint("Fill in the radio report on screen.")
|
|
|
|
func _on_radio_submitted(report: Dictionary, emergency: bool) -> void:
|
|
hud.set_action_hint("")
|
|
var result: Dictionary = coordinator.radio.request_emergency(report) if emergency else coordinator.radio.request_assistance(report)
|
|
if not result.get("ok", false):
|
|
hud.log(Strings.fmt("radio.blocked", [result.get("reason", "unknown")]))
|
|
return
|
|
var hits: int = coordinator.radio.credibility_hits(report, current_npc_truth)
|
|
if hits > 0:
|
|
coordinator.reputation.apply("false_report", -4.0 * hits, "inaccurate radio report")
|
|
hud.log(Strings.fmt("radio.inaccurate", [4 * hits]))
|
|
else:
|
|
hud.log(Strings.lookup("radio.received"))
|
|
if emergency:
|
|
coordinator.crowd.apply_event("emergency_responder")
|
|
hud.log(Strings.lookup("radio.emergency_dispatched"))
|
|
else:
|
|
coordinator.crowd.apply_event("calm_professionalism")
|
|
if audio:
|
|
audio.play_radio_response()
|
|
_maybe_radio_easter_egg()
|
|
|
|
## Rare hidden radio transmission: a stray voice asks "¿Dónde está la mota?"
|
|
## over the radio. Fires on a small random chance after a successful call.
|
|
func _maybe_radio_easter_egg() -> void:
|
|
if _door_rng.randf() < 0.025:
|
|
hud.log(Strings.lookup("radio.easter_egg"))
|
|
|
|
# ----------------------------------------------------------------- access --
|
|
|
|
func _toggle_inspection() -> void:
|
|
if inspection_open:
|
|
hud.hide_inspection()
|
|
inspection_open = false
|
|
return
|
|
var controller: Object = _targeted_controller()
|
|
if controller == null:
|
|
return
|
|
inspection_open = true
|
|
var artifacts := _artifacts_for(controller)
|
|
var result: Dictionary = verifier.verify(artifacts, selected_scenario.access_policy)
|
|
hud.show_inspection(controller, artifacts, result)
|
|
# Venue door-staff flavor: an applicable check line (PLAN.md: door-staff dialogue).
|
|
var line := _door_context_line()
|
|
if line != "":
|
|
hud.log(line)
|
|
|
|
# ------------------------------------------------------------- wand screening --
|
|
|
|
## Handheld wand inspection (The Joke Shop). Only available when the venue
|
|
## carries a wand. The wand reports an alert; the player interprets it.
|
|
func _toggle_wand_screening() -> void:
|
|
if _wand_cooldown > 0.0:
|
|
hud.log(Strings.lookup("wand.recharge"))
|
|
return
|
|
if wand_open:
|
|
hud.hide_wand()
|
|
hud.set_wand_icon(false)
|
|
wand_open = false
|
|
return
|
|
if not selected_scenario.equipment.has("wand"):
|
|
hud.log(Strings.lookup("hud.no_wand"))
|
|
hud.set_wand_icon(false)
|
|
return
|
|
hud.set_wand_icon(true)
|
|
var controller: Object = _targeted_controller()
|
|
if controller == null:
|
|
return
|
|
var profile: Object = controller.profile
|
|
var items: Array = profile.carried_items if profile else []
|
|
var result: Dictionary = wand_screener.screen(items)
|
|
wand_open = true
|
|
hud.show_wand(controller, result)
|
|
var wand_line := selected_scenario.door_staff_line("wand_check", _door_rng)
|
|
if wand_line != "":
|
|
hud.log(wand_line)
|
|
|
|
## Resolve a wand screening: the player decides whether to admit the guest.
|
|
func decide_wand(allowed: bool) -> void:
|
|
var controller: Object = _targeted_controller()
|
|
if controller == null:
|
|
hud.hide_wand()
|
|
wand_open = false
|
|
return
|
|
var profile: Object = controller.profile
|
|
var items: Array = profile.carried_items if profile else []
|
|
var result: Dictionary = wand_screener.screen(items)
|
|
var decision: Dictionary = wand_screener.decide(result, allowed)
|
|
coordinator.recorder.add_access_evidence(controller.npc_id, {
|
|
"type": "wand_screening",
|
|
"decided": allowed,
|
|
"prohibited": decision.get("prohibited", false),
|
|
"false_alarm": decision.get("false_alarm", false),
|
|
"item": decision.get("item", ""),
|
|
"correct": decision.get("correct", false),
|
|
})
|
|
var name: String = (profile.display_name if profile else "Person")
|
|
if decision.get("prohibited", false) and allowed:
|
|
hud.log(Strings.fmt("wand.admitted_prohibited", [name]))
|
|
coordinator.reputation.apply("security_failure", -5.0, "admitted prohibited item")
|
|
elif decision.get("prohibited", false) and not allowed:
|
|
var ban_line := selected_scenario.door_staff_line("prohibited_item", _door_rng)
|
|
if ban_line != "":
|
|
hud.log(ban_line)
|
|
coordinator.reputation.apply("access_judgment", 1.0, "correct prohibited-item refusal")
|
|
elif decision.get("false_alarm", false) and not allowed:
|
|
hud.log(Strings.fmt("wand.denied_false_alarm", [name]))
|
|
coordinator.reputation.apply("complaint", -2.0, "false-alarm refusal")
|
|
elif allowed:
|
|
hud.log(Strings.fmt("wand.cleared", [name]))
|
|
coordinator.reputation.apply("access_judgment", 1.0, "correct wand admission")
|
|
else:
|
|
hud.log(Strings.fmt("wand.refused", [name]))
|
|
coordinator.reputation.apply("access_judgment", 1.0, "correct wand refusal")
|
|
# Mark the NPC as screened so the screening-before-entry flow is satisfied.
|
|
controller.screened = true
|
|
hud.hide_wand()
|
|
wand_open = false
|
|
# Short scan cooldown: the wand must “recharge” between guests (PLAN.md: feel).
|
|
_wand_cooldown = WAND_COOLDOWN_S
|
|
|
|
func decide_access(allowed: bool) -> void:
|
|
var controller: Object = _targeted_controller()
|
|
if controller == null:
|
|
hud.hide_inspection()
|
|
inspection_open = false
|
|
return
|
|
# Screening-before-entry: at wand venues, a guest must be screened first.
|
|
if allowed and selected_scenario.access_policy.wand_screening_required and not controller.screened:
|
|
hud.log(Strings.lookup("hud.screen_first"))
|
|
hud.hide_inspection()
|
|
inspection_open = false
|
|
return
|
|
var artifacts := _artifacts_for(controller)
|
|
var result: Dictionary = verifier.verify(artifacts, selected_scenario.access_policy)
|
|
var granted: bool = result.get("granted", false)
|
|
coordinator.recorder.add_access_evidence(controller.npc_id, {
|
|
"decided": allowed,
|
|
"verified_granted": granted,
|
|
"issues": result.get("issues", []),
|
|
"checked": result.get("checked_artifacts", []),
|
|
})
|
|
if allowed == granted:
|
|
if allowed:
|
|
hud.log(Strings.fmt("access.granted", ["; ".join(result.get("reasons", [])) if result.get("reasons", []) else Strings.lookup("access.policy_satisfied")]))
|
|
coordinator.reputation.apply("access_judgment", 2.0, "correct admission")
|
|
if audio:
|
|
audio.play_confirm()
|
|
else:
|
|
hud.log(Strings.fmt("access.denied", ["; ".join(result.get("issues", []))]))
|
|
var refusal_line := selected_scenario.door_staff_line("refusal", _door_rng)
|
|
if refusal_line != "":
|
|
hud.log(refusal_line)
|
|
coordinator.reputation.apply("access_judgment", 1.0, "correct refusal")
|
|
if audio:
|
|
audio.play_deny()
|
|
else:
|
|
if allowed:
|
|
hud.log(Strings.lookup("access.wrong_grant"))
|
|
else:
|
|
hud.log(Strings.lookup("access.wrong_deny"))
|
|
coordinator.reputation.apply("access_judgment", -6.0, "wrong access decision")
|
|
if audio:
|
|
audio.play_deny()
|
|
hud.hide_inspection()
|
|
inspection_open = false
|
|
|
|
## Venue-specific opening line for the access inspection (e.g. The Joke Shop's
|
|
## ID / ticket check lines). Returns "" when the venue has no matching lines.
|
|
func _door_context_line() -> String:
|
|
if selected_scenario == null:
|
|
return ""
|
|
if selected_scenario.access_policy.require_id:
|
|
return selected_scenario.door_staff_line("id_check", _door_rng)
|
|
if selected_scenario.access_policy.requires(Rules.AccessKind.TICKET):
|
|
return selected_scenario.door_staff_line("ticket_check", _door_rng)
|
|
return ""
|
|
|
|
func _artifacts_for(controller: Object) -> Array:
|
|
var profile: Object = controller.profile
|
|
var npc_type: int = profile.npc_type if profile else -1
|
|
var out: Array = []
|
|
match npc_type:
|
|
Rules.NpcType.AUTHORIZED_GUEST, Rules.NpcType.AUTHORIZED_STAFF:
|
|
out.append(AccessArtifact.new(Rules.AccessKind.RECOGNITION, Rules.ArtifactStatus.VALID, {"known": true}))
|
|
Rules.NpcType.DELIVERY:
|
|
out.append(AccessArtifact.new(Rules.AccessKind.CREDENTIAL, Rules.ArtifactStatus.VALID, {"role": "delivery"}))
|
|
Rules.NpcType.TRESPASSER:
|
|
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.COUNTERFEIT, {"color": "red", "date": "2024-01-01"}))
|
|
Rules.NpcType.TOURIST:
|
|
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.MISSING, {}))
|
|
Rules.NpcType.CONFUSED_VISITOR:
|
|
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.AMBIGUOUS, {"color": "gold"}))
|
|
_:
|
|
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.MISSING, {}))
|
|
return out
|
|
|
|
func _read_npc_truth(controller: Object) -> Dictionary:
|
|
var profile: Object = controller.profile
|
|
var npc_type: int = profile.npc_type if profile else -1
|
|
return {
|
|
"weapons_seen": npc_type == Rules.NpcType.VIOLENT_THREAT,
|
|
"danger_level": 3 if npc_type == Rules.NpcType.VIOLENT_THREAT else 1,
|
|
}
|
|
|
|
func _targeted_controller() -> Object:
|
|
if targeted_npc == null:
|
|
return null
|
|
if targeted_npc.has_method("get_npc_controller"):
|
|
return targeted_npc.get_npc_controller()
|
|
return null
|
|
|
|
func _close_incident(outcome: String) -> void:
|
|
if current_incident_active and not current_incident_npc_id.is_empty():
|
|
coordinator.recorder.close_incident(current_incident_npc_id, outcome)
|
|
current_incident_active = false
|
|
current_incident_npc_id = ""
|
|
|
|
func _physics_process(delta: float) -> void:
|
|
if _wand_cooldown > 0.0:
|
|
_wand_cooldown = maxf(0.0, _wand_cooldown - delta)
|
|
if coordinator == null or not coordinator.running:
|
|
return
|
|
coordinator.tick(delta)
|
|
if coordinator.current_phase != _last_phase:
|
|
_last_phase = coordinator.current_phase
|
|
_apply_phase_lighting()
|
|
hud.set_shift_state(coordinator, selected_scenario)
|
|
_perception_pass()
|
|
|
|
## Perception pass: NPCs notice the guard's proximity (PLAN.md: Level 0
|
|
## Observation). Feeds each NPC's distance to the guard into its controller
|
|
## and logs a one-time reaction when an NPC first notices the guard.
|
|
func _perception_pass() -> void:
|
|
if guard == null:
|
|
return
|
|
var guard_pos: Vector3 = guard.global_position
|
|
var lit_bonus := 0.0
|
|
if flashlight_on and coordinator.current_phase >= Rules.Phase.EVENING:
|
|
lit_bonus = 4.0
|
|
for avatar in npcs:
|
|
if not is_instance_valid(avatar):
|
|
continue
|
|
var controller: Object = avatar.get_npc_controller() if avatar.has_method("get_npc_controller") else null
|
|
if controller == null:
|
|
continue
|
|
var distance: float = (avatar.global_position - guard_pos).length()
|
|
var already_noticed: bool = controller.guard_noticed
|
|
var perception: Dictionary = controller.perceive_guard(distance, lit_bonus)
|
|
if perception.get("noticed", false) and not already_noticed:
|
|
# First-time notice: log a subtle reaction.
|
|
var name: String = (controller.profile.display_name if controller.profile else "Person")
|
|
if perception.get("band", "") == "near":
|
|
hud.log(Strings.fmt("perception.near", [name]))
|
|
else:
|
|
hud.log(Strings.fmt("perception.aware", [name]))
|