- Delete Rules.Tone/TONE_NAMES, NpcProfile.tone_modifiers, tone params on NPCController.roll_reaction/apply_player_action; dialogue_lines flattened to Array[String]; HUD tone label, T binding, and hud.tone_prefix removed - Docs updated everywhere (PLAN, README, DONE, MEMORY); PLAN section heading 'Tone and Design Direction' -> 'Design Direction' - Add .gitea/workflows/build.yml: checks job (import+tests) on push/PR; full build job (export templates, Linux/Windows/macOS exports, artifact upload, and tag-based Gitea release publish via GITEA_TOKEN) on tags/dispatch - Remove old .github/workflows/ci.yml to avoid double runs - Add venue cycling (V) across all three scenarios with hud.venue_switched - Refresh README screenshots to match the new HUD - 53/53 tests pass, boot smoke clean
72 lines
2.4 KiB
GDScript
72 lines
2.4 KiB
GDScript
class_name NpcProfile
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extends Resource
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const Rules := preload("res://src/core/rules.gd")
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## Authorable behavior profile for one kind of NPC (PLAN.md: NPC Behavior Types).
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@export var id: String = ""
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@export var display_name: String = ""
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@export var npc_type: int = Rules.NpcType.TOURIST
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## How difficult temperament is (0 = very calm, 1 = very hot-headed).
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## Affects how likely the NPC is to argue, point, or threaten at each level.
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@export_range(0.0, 1.0) var temperament: float = 0.25
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## Probability the NPC obeys a level-1 polite direction.
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@export_range(0.0, 1.0) var base_compliance: float = 0.8
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## Probability that an NPC directed away will circle back later in the shift
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## (returning-trespasser behavior). 0 = never returns. Trespassers and people
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## in crisis are more likely to return than tourists.
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@export_range(0.0, 1.0) var return_probability: float = 0.0
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## Probability weighting of the NP C's reaction per player escalation level.
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## keys: escalation level int -> { ReactionEnum: weight }
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## Missing entries fall back to the profile's `default_reactions`.
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@export var reactions_by_level: Dictionary = {}
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@export var default_reactions: Dictionary = {
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Rules.Level.SIMPLE_DETERRENCE: {
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Rules.Reaction.COMPLY: 80,
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Rules.Reaction.IGNORE: 12,
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Rules.Reaction.ARGUE: 8,
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},
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Rules.Level.FORMAL_WARNING: {
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Rules.Reaction.COMPLY: 70,
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Rules.Reaction.LEAVE: 10,
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Rules.Reaction.ARGUE: 12,
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Rules.Reaction.RECORD: 8,
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},
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Rules.Level.BLOCKING: {
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Rules.Reaction.COMPLY: 55,
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Rules.Reaction.LEAVE: 15,
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Rules.Reaction.ARGUE: 20,
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Rules.Reaction.RECORD: 10,
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},
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Rules.Level.RADIO_ASSIST: {
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Rules.Reaction.LEAVE: 65,
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Rules.Reaction.ARGUE: 15,
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Rules.Reaction.FORCE_ENTRY: 20,
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},
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Rules.Level.EMERGENCY: {
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Rules.Reaction.FORCE_ENTRY: 30,
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Rules.Reaction.THREATEN: 40,
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Rules.Reaction.LEAVE: 30,
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},
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}
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## Delay the NPC waits before reacting to the player (frames/seconds scaled).
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@export_range(0.1, 5.0) var reaction_delay: float = 0.6
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## Dialogue lines this NPC uses. Falls back to generic lines when empty.
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@export var dialogue_lines: Array[String] = []
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## Items the NPC is carrying, used by the handheld wand (The Joke Shop).
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## Values are item names: "keys", "belt", "phone", "weapon", "knife", etc.
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@export var carried_items: Array[String] = []
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func pickup_reactions_per_level(level: int) -> Dictionary:
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if reactions_by_level.has(level):
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return reactions_by_level[level]
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return default_reactions.get(level, {})
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