Verbs (PLAN levels 1-3) - Eye contact: own Level 1 radial slice, logged as "eye contact". - Recognition is a player decision: "Recognize" sets NPCController.player_recognized, writes access evidence, and GameManager only then appends a RECOGNITION artifact. It is no longer implied by NPC type. - Body camera: real flag (off by default) driving the REC overlay; B toggles it and a formal warning arms it automatically, writing a body_camera incident event. - Blocking stations the guard 0.9 m from the person toward the entrance and turns to face them, instead of only emitting the escalation level. - Request reason: Level 3 ask answered from the NPC's seeded dialogue_lines. - Radial grows to 12 slices (174 px outer radius, centered labels). Incident recording fix - IncidentRecorder.start_incident() was never called, so add_event / add_access_evidence / add_escalation silently no-opped and the shift review always reported zero incidents. Incidents now open on focus (guarded by has_open_incident), verbs call _ensure_incident, and ShiftCoordinator closes leftovers as "unresolved" before building the review. Copy and docs - 9 new string keys (eye contact, body camera, recognition, reason, station). - README controls, 26-step smoke checklist, test count, status lists. - TODO section moved to DONE; MEMORY records the verb design and the recorder bug. Verification: headless 98/98, smoke_plan_verbs.gd + smoke_session_shell.gd + windowed smoke_focus_radial.gd all pass. Version bumped to 0.2.3.
99 lines
3.2 KiB
GDScript
99 lines
3.2 KiB
GDScript
class_name IncidentRecorder
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extends RefCounted
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const EventBus := preload("res://src/core/event_bus.gd")
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var event_bus: EventBus = null
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func set_event_bus(bus: EventBus) -> void:
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event_bus = bus
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## Structured incident history (ADR-0005). Records observations, player actions,
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## access evidence, escalation levels, responses, and outcomes for evidence,
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## reputation, crowd reactions, and shift review.
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var incidents: Array[Dictionary] = []
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var _open_incidents: Dictionary = {} # npc_id -> incident dict
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## Begin an incident for an NPC. Returns incident_id.
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func start_incident(npc_id: String, trigger: String) -> String:
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var incident := {
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"id": "inc_%s_%d" % [npc_id, Time.get_ticks_usec()],
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"npc_id": npc_id,
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"trigger": trigger,
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"opened_at_ms": Time.get_ticks_msec(),
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"events": [],
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"access_evidence": [],
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"escalation_history": [],
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"outcome": null,
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}
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_open_incidents[npc_id] = incident
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return incident["id"]
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func add_event(npc_id: String, event: Dictionary) -> void:
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if not _open_incidents.has(npc_id):
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return
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var incident: Dictionary = _open_incidents[npc_id]
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event["at_ms"] = Time.get_ticks_msec()
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incident["events"].append(event)
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if event_bus:
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event_bus.incident_recorded.emit(incident.duplicate(true))
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func add_access_evidence(npc_id: String, evidence: Dictionary) -> void:
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if not _open_incidents.has(npc_id):
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return
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var incident: Dictionary = _open_incidents[npc_id]
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incident["access_evidence"].append(evidence)
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if event_bus:
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event_bus.access_decided.emit(evidence.duplicate(true))
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incident["events"].append({
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"type": "access_check",
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"at_ms": Time.get_ticks_msec(),
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"evidence": evidence,
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})
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func add_escalation(npc_id: String, level: int, reason: String) -> void:
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if not _open_incidents.has(npc_id):
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return
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var incident: Dictionary = _open_incidents[npc_id]
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incident["escalation_history"].append({
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"level": level,
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"reason": reason,
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"at_ms": Time.get_ticks_msec(),
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})
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## Close an incident. outcome: e.g. "peaceful", "escort_off_property",
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## "assisted", "responded", "custody". Returns the closed incident.
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func close_incident(npc_id: String, outcome: String) -> Dictionary:
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if not _open_incidents.has(npc_id):
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return {}
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var incident: Dictionary = _open_incidents[npc_id]
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incident["outcome"] = outcome
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incident["closed_at_ms"] = Time.get_ticks_msec()
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incidents.append(incident)
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_open_incidents.erase(npc_id)
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if event_bus:
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event_bus.incident_recorded.emit(incident.duplicate(true))
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return incident
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func open_incidents_count() -> int:
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return _open_incidents.size()
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## True when an incident is already open for this NPC (avoids duplicating one
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## incident every time the player re-focuses the same person).
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func has_open_incident(npc_id: String) -> bool:
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return _open_incidents.has(npc_id)
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## Close every still-open incident at shift end so the review does not silently
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## drop interactions the player never resolved. Returns how many were closed.
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func close_all_open(outcome: String = "unresolved") -> int:
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var ids: Array = _open_incidents.keys()
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for npc_id in ids:
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close_incident(str(npc_id), outcome)
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return ids.size()
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func to_dict() -> Dictionary:
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return {
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"incidents": incidents.duplicate(true),
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"open_count": _open_incidents.size(),
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}
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