CI / headless-tests (push) Canceled after 49s
- Godot 4.3 project scaffold with first-person guard, procedural world, interaction HUD, access inspection, radio forms, debug overlay, shift review - Simulation core: ShiftCoordinator, VenueScenario, EventScheduler, NPCController/FSM, AccessVerifier, EscalationManager, RadioSystem, IncidentRecorder, ReputationEvaluator, CrowdSystem, EventBus - Three authored scenarios (Hollywood Blvd building, The Joke Shop, TV studio) - Custom headless test runner (25 tests) replacing editor-dependent GUT, plus GitHub Actions CI - Documentation workflow live: README, PLAN (tech stack), TODO/DONE, MEMORY
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TODO
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 dialogue tone picker (Professional / Friendly / Firm / Suspicious) before addressing an NPC.
- 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.
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.