14 KiB
14 KiB
MEMORY
Session memory for durable decisions, state, and gotchas. Keep concise, remove obsolete entries.
Decisions
- Engine: Godot 4.3 stable (official editor build,
~/.local/bin/godot). The system's preinstalledgodot-runner(4.7.2, Fedora) cannot load projects from arbitrary paths because it was compiled without path overrides; use the official editor binary instead. - Language: GDScript. All cross-file references use explicit
preload()constants (notclass_nameglobals) so scripts compile in headless--scriptruns without the editor's class cache. - Test framework deviation: the project uses a custom minimal headless test runner (
src/test/test_runner.gd) instead of GUT, because GUT needs the editor plugin. CI runs it with--headless. - Eventing: no autoload signal bus.
ShiftCoordinatorowns anEventBusinstance (src/core/event_bus.gd) passed to subsystems; subsystems emit only when a bus is assigned. Autoloads at parse time are unreliable under--script. - Static signals are not available in Godot 4.3 GDScript ("Expected func or var after static") — do not use them.
- GDScript lambdas capture local variables by value; mutating a captured local inside a lambda does not affect the outer variable. Use member functions for accumulators in tests.
- Shift length is the scenario's
shift_duration_s(900 s in all three venues). Tests and the screenshot tool override elapsed time; they do not change the default. - RNG: NPC reactions and event scheduling are seedable for deterministic tests.
Current State
- Next playable pass (planned, not coded): ADR-0007 locomotion/input layers, ADR-0008 cone focus +
head ring, ADR-0009 radial action menu, ADR-0010 procedural NPC presentation. Emergency stays on
R. Wand leavesW. Host sign-in follow-up is deferred. PLAN.md has the full pass notes. - Release v0.2.1 is LIVE (2026-10-31): CI run 1110 built the NSIS installer + AppImage and published — installers/AppImage are on the releases page. Releasing = bump version → tag → push.
- NSIS gotchas (validated in a local ubuntu:24.04 docker repro): makensis uses
-Ddefines (never/D), resolves relative-DICON/-DARTIFACTagainst the script directory so CI passes$PWD-absolute paths; installed exe must be space-free (step-line.exe); ICO must be classic BMP entries (ImageMagickicon:auto-resize=48,32,16; PIL emits PNG-compressed ICOs NSIS cannot load). - appimagetool runs system
appstreamcliif present (strict, exit 3 on warnings) — project metadata now passes--pedantic. - Distribution facts (verified via Gitea API + host creds): repo is public, account is
admin;
v0.2.1has all 5 assets; the installers were initially missing from the release becausepublish_release.shuploaded only portables — now fixed (uploads installer + AppImage; falls back to~/.git-credentialswhen noGITEA_TOKEN). - Host sign-in: instance
[service] REQUIRE_SIGNIN_VIEW=trueblocks anonymous browse/download (not a repo/API setting).~/.git-credentialsholds the Gitea creds (basic-auth usable);.envonly holdsOPENROUTER_API_KEY. - Release v0.2.0 was LIVE: pushing the
v0.2.0tag made Gitea Actions run the build job and publish automatically (host has theGITEA_TOKENsecret). Tag page and/releasesare public (HTTP 200). Caveat: anonymous asset downloads redirect to login on this host (host setting — tracked in TODO). Future releases = bumpconfig/version,git tag vX.Y.Z, push. No local token needed. - Core simulation, three scenarios, headless tests (57 passing), and a first-person prototype with interaction HUD, access inspection, radio (assist + emergency hold-to-confirm), debug overlay, and shift review are implemented and green.
- NPC avatars now walk to per-intent waypoints (
VenueScenario.waypoint_for_intent): enter/trespass/deliver/arrive → entrance, photo/film/perform/wander/roam → sidewalk, sit → steps_end.NpcAvatar.setuptakes an explicitdoor_position. - Returning-trespasser behavior:
NpcProfile.return_probability(trespasser 0.6, mental-crisis 0.4, others 0).NPCController._maybe_schedule_return()moves a directed-away NPC toLOITERING_DISTANT;tick_return(delta)fires after 20-60s and transitions back toAPPROACH.NpcAvatar._advance_fsmre-targets the door on return. - Perception pass:
NPCController.perceive_guard(distance)returns{noticed, band, reaction}with bandsunaware(>6m),aware(2-6m),near(<2m). Near + temperament ≥0.6 → ARGUE, else COMPLY.GameManager._perception_pass()feeds real guard distance each physics tick and logs first-time notice. - Responder dispatch:
RadioSystemtrackspending_callsand decrementsarrival_delay_sintick; emitsresponder_arrivedwhen a call's delay elapses.RadioSystem.responder_outcome(call)maps danger/weapons → command/restraint/evacuation/arrest.GameManager._on_responder_arrivedspawns aRESPONDERavatar at the entrance and logs the outcome. HUD shows an emergency-radio cooldown label via_update_radio_cooldown. - Wand screening (Joke Shop):
WandScreener(newsrc/core/wand_screener.gd) classifies carried items as prohibited (weapon/knife/gun/blade) vs false-alarm (keys/belt/phone/coins/watch/buckle) vs clear.NpcProfile.carried_itemsholds guest items.GameManagerbindsWto_toggle_wand_screeningandA/Dtodecide_wand;decide_accessblocks admission at wand venues untilcontroller.screenedis true.VenueScenario.door_staff_linesholds venue-specific door-staff dialogue (Joke Shop has id/ticket/wand/refusal/prohibited lines). - Design change (2026-10-31): the selectable dialogue tone-of-voice system was removed.
Rules.Tone/TONE_NAMES,NpcProfile.tone_modifiers, and the tone param onNPCController.roll_reaction/apply_player_actionno longer exist;NpcProfile.dialogue_linesis a flatArray[String];GameManageruses_apply_interaction(level, action_name); theTkey is gone. HUDtone_labelremoved andhud.tone_prefixstring deleted from JSON. - Polish/accessibility: venue cycling (
VcyclesVENUE_ORDERand restarts the shift), aim-free targeting (Tabcycles nearby NPCs withinNEARBY_RADIUS), color-coded escalation indicator (Hud.set_escalation), procedural audio (AudioFeedbacknode generates sine tones for confirm/radio/escalation/deny), and a centralizedStringstable (src/core/strings.gd,lookup/fmt) backed bycontent/strings.en.json. NOTE:Strings.getwas renamed toStrings.lookupbecausegetcollides withObject.get. - Newly added: LATE shift phase (start 700s) with a reachability test; PROTESTER archetype + events + colors; CALL_SOMEONE reaction;
DoorStatecore class +Lbinding + visual indicator; flashlight (G, SpotLight3D, perception bonus at evening/late); persistence wired (Save.save_shift_resulton shift end, history + best score on the review screen);NavigationRegion3Dflat navmesh +NavigationAgent3DNPC paths (steps now visual-only); strings moved tores://content/strings.en.json(41 keys, loader keepslookup/fmt);export_presets.cfg(Linux/Windows/macOS) +tools/build_releases.sh+docs/RELEASING.md; README Downloads section. - Run tests:
godot --headless --path . --script res://src/test/test_runner.gd - Boot check:
godot --headless --path . --quit-after 120 - Screenshot tools:
godot --path . -s res://src/test/take_screenshot.gd(single shot touser://screenshot.png);godot --path . -s res://src/test/capture_screenshots.gd(staged README gallery shots touser://screenshots/, copied todocs/screenshots/). - Release build verified locally: export templates for 4.3 installed at
~/.local/share/godot/export_templates/4.3.stable/;./tools/build_releases.shproduced Linux/Windows/macOS artifacts for 0.1.0 inbuild/and the Linux binary passed a headless smoke test. Publishing to Gitea still needs a token (seetools/publish_release.sh,docs/RELEASING.md). - CI: the repo now carries a Gitea Actions workflow at
.gitea/workflows/build.yml(checks on push/PR; full export + artifact upload + optional release publish on tags andworkflow_dispatch). A repo secretGITEA_TOKENis required for tag releases. The old.github/workflows/ci.ymlwas removed so hosts scanning both paths do not double-run. - Venue cycling:
Vswitches Hollywood Blvd → The Joke Shop → TV Studio and restarts the shift. - Venue door-staff dialogue:
VenueScenario.door_staff_line(context, rng)and GameManager logging (id/ticket/wand-check, refusal, prohibited-item) — Joke Shop flavor. - CI cache:
.gitea/workflows/build.ymlno longer usesactions/cache(the runner can't reach the GitHub cache service; import is fast).GODOT_SILENCE_ROOT_WARNING=1set on jobs. Logs live in.gitea/logs/after each run. - Visual polish (v0.2.0): phase lighting (GameManager.PHASE_LIGHTING + ProceduralSkyMaterial), street lamps + night mode in WorldBuilder.set_night_mode, marquee Label3D, crosswalk/planters/ trees, NPC per-seed variation. capture_screenshots.gd shoots day + fast-forwarded LATE night (6 shots in docs/screenshots/). Version bumped to 0.2.0; binaries rebuilt.
- Assets pipeline:
python3 tools/generate_textures.pyproduces all authored PNGs underassets/textures/(≤1024px, pow2); regenerate after changing the script, then rungodot --headless --importbefore tests. 57 headless tests guard the pipeline. - General image pipeline:
python3 tools/asset_pipeline.pydefaults toopenai/gpt-5-image-mini, requests supported 1:1/3:2 sources, then fits each role's target. It provides crop, resize, tile edge blending, alpha-glyph recoloring, and role-aware audits. Screenshot auditing checks 1280x720 minimum, 16:9 aspect, and contrast; visual composition remains a manual check. Python tools require Pillow fromrequirements-tools.txt. - AI texture mode:
python3 tools/generate_textures.py --aigenerates textures via the OpenRouter image API (POST https://openrouter.ai/api/v1/images, modelbytedance-seed/seedream-4.5by default, base64 PNG indata[].b64_json). RequiresOPENROUTER_API_KEY(a gitignored.envin the repo root holds it locally; source it withset -a && . ./.env && set +a).--prompt/--name/--model/--sizeoverride the default batch. Output is downscaled to ≤1024px. NOTE: seedream rejects sizes below 3,686,400 px (1920×1920), so the script requestsGEN_SIZE=2048and downscales — do not lowerGEN_SIZEbelow 1920. Verified end-to-end 2026-10-31 (3 textures generated). Legacy--airemains on Seedream 4.5 and still ignoresbackground: transparent; do not use it for alpha-dependent assets. Gemini 3.1 Flash Image advertised broad ratios but the current provider rejected authentication. The validated role-aware model is GPT-5 Image Mini. - Runtime assets: all 15 loaded world/HUD/card textures now live in
assets/textures/ai/game_ready/; each passes role audit. Generated tile edges are blended, icon alpha masks are recolored white where needed, and the vignette uses the existing deterministic generator because the API returned an empty transparent image. The sixdocs/screenshots/captures were regenerated after wiring and pass screenshot audit. - Detailed graphics: textured facade/awning/skyline, humanoid NPC rigs + props + walk bob +
attention head-turn, inspection artifact cards, mode icons, escalation vignette, body-cam
overlay (REC + shift clock). Screenshot set regenerated (
docs/screenshots/, day + night). - Polish: wand scan cooldown (
WAND_COOLDOWN_S+wand.rechargemessage). - NOTE: collaborators occasionally add uncommitted work to this shared tree (e.g. the radio
easter egg); check
git statusbefore committing and leave foreign changes untouched unless asked.
Known Issues / Notes
- Reference cycles are fixed:
FSMholds its owner viaWeakRef,ShiftCoordinatorisRefCounted, and persistence tests free theSavenode — the suite exits with no "resources still in use" warnings (was ~13). If a future subsystem introduces a cycle, repeat the WeakRef pattern. - Shift length:
GameManageruses the scenario'sshift_duration_s(900s ≈ 10-15 min); tests and the screenshot tool override elapsed time directly. - Headless (dummy renderer) logs "Parameter m is null" from
mesh_get_surface_count; it does not occur with a real GL driver and does not affect logic. - Steps are visual-only (no collider) so NPCs can path to the entrance; the guard spawns on the landing so it never needs to climb.
- Persistence tests write into the real
user://shift_results.json(harmless local pollution of the demo history). - macOS export required
rendering/textures/vram_compression/import_etc2_astc=trueinproject.godot(universal build demands ETC2 ASTC enabled). - Joke Shop
door_staff_linesare logged throughGameManager(inspect / wand / refuse). They are not a separate dialogue UI. GameManager._artifacts_forignores eventoverride_accessand maps artifacts byNpcType. Joke Shop guests currently inspect as recognized staff. Tracked in TODO "Access artifacts actually match the venue".Save.SETTINGS_FILEis declared and unused; no mouse-sensitivity or pause menu yet.
Open Questions
- Whether the responder avatar should be playable/controllable or purely scripted.
- Localization target languages beyond English.
- macOS notarization approach for broad distribution.
Plan vs code (re-evaluated)
Shipped and tested: simulation core, three venues, 57 headless tests, v0.2.1 installers/AppImage, procedural world, HUD inspect/wand/radio, shift review (summary only), Tab targeting, V venue cycle.
Still missing (now in TODO.md, control pass first): ADR-0007–0010 input/focus/radial/NPC face;
venue-correct access artifacts (override_access unread); startup/pause/settings; eye contact,
recognize-as-verb, body-cam toggle, real blocking, request-reason; crowd rubberneck; emergency
aftermath; body-cam replay timeline; sit/photo/film poses; real crowd audio; a few Joke Shop /
Studio scripted cases; README test-count drift (says 52).