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security-game/TODO.md
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zwitschi 439e0a4281
CI / headless-tests (push) Canceled after 49s
Implement prototype: venue-driven simulation core, scenarios, tests, and playable entrance scene
- 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
2026-10-31 11:37:54 +01:00

1.8 KiB

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.