Files
security-game/content/strings.en.json
T
zwitschi 1e972a7490
CI / headless-tests (push) Successful in 55s
Implement TODO backlog: LATE phase fix, protester, CALL_SOMEONE, door lock, flashlight, persistence, navmesh, JSON localization, and release tooling
- Fix LATE shift phase (start 700s) so the violent-threat event is reachable
- Add PROTESTER archetype (rules, profile, colors, events in public venues)
- Add CALL_SOMEONE reaction (FSM -> ARGUING, influencer/trespasser/protester weights)
- Door lock: DoorState core class, L binding, red/green visual indicator,
  locked doors thwart FORCE_ENTRY
- Flashlight: G binding, SpotLight3D, perception radius bonus at evening/late
- Persistence: save shift results via Save autoload, history + best score on
  review screen, round-trip test
- Navigation: flat NavigationRegion3D navmesh, NavigationAgent3D path following
  with direct-movement fallback; steps made visual-only so NPCs reach entrance
- Localization: strings moved to content/strings.en.json (loader keeps
  lookup/fmt signatures; coverage test over all keys)
- Distribution: export_presets.cfg (Linux/Windows/macOS), tools/build_releases.sh,
  docs/RELEASING.md, prominent README Downloads section
- Remove stale signal_bus.gd (invalid static-signal experiment)
- Tests: 53 passing across 9 suites
2026-10-31 12:51:13 +01:00

44 lines
2.3 KiB
JSON

{
"hud.controls": "Q polite direction · 1-3 simple gestures · 4 warning · 5 block · 6 assist · R emergency · E inspect / close · W wand · A allow · D deny · T tone · G flashlight · L lock door · F debug",
"hud.tone_prefix": "Tone: %s",
"hud.escalation_prefix": "Escalation: %s",
"hud.cooldown": "EMERGENCY RADIO COOLDOWN: %.0fs",
"hud.aim_first": "Aim at someone first.",
"hud.no_one_nearby": "No one nearby.",
"hud.targeting": "Targeting %s (Tab to cycle).",
"hud.no_wand": "No wand at this venue.",
"hud.screen_first": "Screen this guest with the wand (W) before admitting them.",
"access.granted": "Entry granted: %s",
"access.denied": "Entry denied: %s",
"access.policy_satisfied": "policy satisfied",
"access.wrong_grant": "You granted entry despite verification failure!",
"access.wrong_deny": "You denied entry despite valid verification!",
"wand.admitted_prohibited": "You admitted %s with a prohibited item!",
"wand.denied_false_alarm": "You denied %s over a harmless item.",
"wand.cleared": "%s cleared the wand check.",
"wand.refused": "%s refused entry after the wand check.",
"radio.address_first": "Address someone first before calling.",
"radio.blocked": "Radio blocked: %s",
"radio.inaccurate": "Dispatch flags inaccuracies in your report (-%d).",
"radio.received": "Dispatch received your report. Assistance en route.",
"radio.emergency_dispatched": "Emergency responder dispatched.",
"responder.arrived": "Responder arrives and %ss the situation.",
"react.comply": "%s complies and steps back.",
"react.leave": "%s turns and leaves.",
"react.argue": "%s argues with you.",
"react.record": "%s starts filming you.",
"react.ignore": "%s ignores you.",
"react.threaten": "%s is threatening you. Emergency radio (R) is justified now.",
"react.force_entry": "%s is forcing the door!",
"react.return_later": "%s leaves but may come back.",
"react.call_someone": "%s calls someone for help.",
"react.none": "No reaction (yet).",
"perception.near": "%s notices you standing close.",
"perception.aware": "%s notices you watching.",
"door.locked": "The door is now locked.",
"door.unlocked": "The door is now unlocked.",
"door.thwarted": "%s tries the locked door and fails.",
"flashlight.on": "Flashlight on.",
"flashlight.off": "Flashlight off."
}