Control pass (ADRs 0007-0010) stays first. Added the holes the audit found: venue-correct access artifacts (override_access unread), session shell, leftover PLAN verbs, crowd rubberneck, emergency aftermath, replay, NPC poses, real ambience, a few Joke Shop/Studio events, and doc drift. Host sign-in remains deferred. Generated-asset integration stays out (already in DONE).
186 lines
9.4 KiB
Markdown
186 lines
9.4 KiB
Markdown
# TODO
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Checked against `PLAN.md`, ADRs 0001–0010, `README.md`, `DONE.md`, and `src/` (Godot 4.3
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prototype, release **v0.2.1**, 57 headless tests). Do the control pass first; it unblocks
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everything that uses focus or verbs.
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Host `REQUIRE_SIGNIN_VIEW` stays deferred.
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## Player control, focus ring, and radial action menu
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Design: `PLAN.md` → "Player Control, Focus, and Action Menu" and ADRs 0007–0010.
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### Locomotion
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- [ ] Stop stealing WASD: wand off `W` (wheel + optional `C`); allow/deny `A`/`D` only while
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inspect/wand is open; polite direction off `Q` as a required bind.
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- [ ] Accel/decel on walk; gravity only when airborne; `floor_snap_length` for the steps.
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- [ ] Mouse look only while captured and no modal UI is open. Freeze walk+look while the radial
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(and inspect/wand opened from it) is up. Recapture on close.
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- [ ] `Esc` closes the top modal first; with nothing open it still toggles mouse capture.
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### Focus and head ring
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- [ ] Replace the 8 m hairline ray as the primary picker with a focus cone (range ~10 m, head
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inside a ~90 px / 10° circle around the crosshair; closest to center wins; occluded heads
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skipped). Keep `Tab` as the 12 m cycle.
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- [ ] Small grace so walk-bob does not drop focus.
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- [ ] Billboarded ring on the focused avatar `Head`; gold idle, brighter while the radial is open;
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one at a time. Optional `display_name` under the ring. No internal type name in the world.
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- [ ] Add a small screen-center crosshair so the focus circle has a visible origin.
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### Radial HUD
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- [ ] New `src/game/ui/action_radial.gd` doughnut: open on LMB or `Space` when someone is focused.
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Opening click does not pick a slice. Slices (top, clockwise, de-escalation first): raise
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hand, point, head shake, polite direction, inspect, wand (grey if no wand), warning, block,
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radio assist. Emergency stays on `R` only.
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- [ ] Highlight by mouse angle, or `A`/`D` / arrows. Click slice or `Space` confirms. `Esc` / RMB
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closes with no action and no recorder event.
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- [ ] Inspect / wand / radio slices close the wheel then open the existing panels. Freeze until
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that panel closes.
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- [ ] Number keys `1`–`6` may remain as closed-menu shortcuts; they must not fire while the wheel
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is open.
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### NPC display
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- [ ] Procedural rig: neck, shoes, hair cap from seed, two eye spheres so the head has a front.
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Keep props, height variation, walk bob, notice-head-turn. Collision capsule matches height.
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Named `Head` node stays the attach point.
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### Input, copy, tests
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- [ ] Update `project.godot` input map (`action_menu`, `confirm`, `cancel` includes RMB, wand on
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`C`). Update `hud.controls` and the README table + smoke checklist.
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- [ ] Headless tests `src/test/tests/test_focus_and_radial.gd`: cone picks the centered head;
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highlight wrap; cancel writes no recorder event; `W` does not open wand.
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## Access artifacts actually match the venue
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`GameManager._artifacts_for` maps `NpcType` → a wristband or free `RECOGNITION`. Joke Shop
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events set `override_access` `{has_ticket, has_id}` and nobody reads it, so club guests inspect
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as "recognized staff" instead of ID/ticket. Studio counterfeit/follow events have the same hole.
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- [ ] Build artifacts from the event (`override_access`, carried items) and the venue policy,
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not from `NpcType` alone.
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- [ ] Joke Shop: valid ID+ticket, ID without ticket, expired/mismatched/missing ID, no ID when
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required. Recognition must not auto-grant on every `AUTHORIZED_GUEST`.
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- [ ] Give some guests `carried_items` (keys / belt / phone / prohibited) so wand alerts are not
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always clear.
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- [ ] Studio: counterfeit wristband/credential and "follow authorized guest" use the scripted
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event data, not the generic type map.
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- [ ] Headless tests: Joke Shop `guest_no_id` is not granted by recognition; `guest_valid`
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grants only with ID+ticket; wand venues still require `controller.screened`.
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## Session shell
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The game boots into a live 900 s shift. `Save` declares `settings.json` and never uses it.
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`V` cycles venues by restarting the shift.
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- [ ] Startup menu: pick venue, start shift, quit. Keyboard + click. Replaces `V` as the
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player-facing path (`V` may stay as a debug bind).
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- [ ] Pause overlay when `Esc` releases the mouse (or a dedicated pause key): resume, restart
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shift, settings, quit to menu.
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- [ ] Settings: mouse look sensitivity, persist through `Save` / `settings.json`. Load on boot.
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- [ ] Shift review "Run another shift" returns to the venue menu, not a silent restart of the
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same scenario.
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## Remaining PLAN verbs (after the radial exists)
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- [ ] Eye contact as a Level 1 action (PLAN / glossary). Distinct from raise-hand.
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- [ ] "I recognize this person" is a player decision recorded as evidence, not a pre-attached
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artifact on every staff/guest type.
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- [ ] Formal warning can activate the body-camera / security-light flag (PLAN Level 2). Overlay
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is currently always on; toggling should write an incident event.
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- [ ] Blocking stations the guard between the person and the door (PLAN Level 3). Today it only
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sends `apply_player_action(BLOCKING)`.
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- [ ] "Request reason for entry" as a Level 3 ask, with a short NPC reply from `dialogue_lines`.
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## Crowd presentation
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`CrowdSystem` is a mood/attention float. PLAN wants people watching, gathering, and panicking.
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- [ ] On `aggressive_behavior` / `emergency_responder`, nearby idle NPCs stop and face the
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incident (rubberneck). On `crowd_panic`, they move away from the door.
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- [ ] Profile a busy entrance with textured materials and props; add LOD or culling for distant
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NPCs if frame time drops.
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## Emergency aftermath
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Responder outcomes (`command` / `restraint` / `evacuation` / `arrest`) are log lines. PLAN also
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wants evacuation, a closed street, and an investigation when the call was unjustified.
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- [ ] `evacuation` outcome actually clears the entrance (NPCs leave, door stays locked).
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- [ ] Unjustified emergency (low danger, no weapon) writes an investigation note on the shift
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review and applies the existing false-report / reputation hit.
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- [ ] Review copy names the responder outcome, not only battery and crowd %.
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## Body-camera replay
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- [ ] Shift review: a timeline of recorded incident events (ADR-0005 already stores them).
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Scrub or step through; no live 3D replay required in the first version.
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## NPC theater
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Intents `sit` / `photo` / `film` / `perform` already pick waypoints. Bodies still idle-stand.
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- [ ] Sit pose at `steps_end`. Photo: brief raise of the influencer/tourist prop. Performer
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stays put and plays the hat/sign. After the ADR-0010 rig pass, not before.
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## Audio
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`AudioFeedback` is sine beeps. DONE called that "crowd ambience"; it is not.
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- [ ] Loop a low crowd bed that rises with `CrowdSystem.mood`.
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- [ ] Radio open/close crackle on the existing radio panel, still headless-safe (no-op without
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an audio server).
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## Accessibility
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- [ ] Escalation colors that still read in grayscale (shape or label, not hue alone).
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- [ ] HUD font scale in settings.
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## Scenario content still missing vs PLAN lists
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- [ ] Joke Shop: guest on the reservation list without ID; borrowed/mismatched ID; guest
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refuses wand screening; late arrival during a performance.
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- [ ] Studio: filming-boundary repeat (influencer ignores a posted line); celebrity-arrival
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crowd spike (more rubberneckers, not only one `arrive` spawn).
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- [ ] Building: "activate body camera" and "request reason" once those verbs exist, used in
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at least one authored event.
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## Documentation drift
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- [ ] README Development Status: test count is **57**, not 52. "Not yet implemented" should
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match this file (control pass, artifact wiring, session shell, replay, crowd presentation).
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- [ ] `PLAN.md` Tech Stack / Planned Commands still say GUT and GitHub Actions; the project
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uses `src/test/test_runner.gd` and `.gitea/workflows/build.yml`.
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- [ ] MEMORY: drop "door_staff_lines not surfaced" (they log through `GameManager`) and the
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obsolete "prototype defaults to 300 s" decision.
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## Distribution follow-up (host config, deferred)
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Verified via API+host credentials (2026-10-31):
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- [x] Repo is **public** (`private:false`) and account has admin rights.
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- [x] Release `v0.2.1` now carries all five artifacts (portable binaries + NSIS installer +
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AppImage) — the two installers were missing after CI publish (script uploaded only the
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portables); `tools/publish_release.sh` fixed to include them and re-uploaded via API.
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- [ ] **Remaining host setting**: instance-wide `[service] REQUIRE_SIGNIN_VIEW=true` makes
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anonymous browsing/downloads redirect to login (API-confirmed repo is public; this is a
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server `app.ini` setting, not an API or repo option).
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Advised path for the host admin: set `REQUIRE_SIGNIN_VIEW = false` in `app.ini` under
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`[service]`, restart Gitea, then verify `curl -sI https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.2.1`
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returns 200 (not a login redirect) and an anonymous asset download succeeds. Alternative:
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mirror downloads (Itch.io / GitHub Releases) for anonymous users.
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## Open Polish
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- [ ] Keep `%` placeholders stable in `Strings.fmt` when adding keys (positional formatting).
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## Tooling (when an editor workflow exists)
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- [ ] IDE/editor-based GUT integration. Until then the custom headless runner stays.
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- [ ] Optional later: author venues as `.tres` resources instead of `ScenarioFactory` functions.
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Not required for the control pass.
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