5.0 KiB
5.0 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.
- Prototype shift duration defaults to 300 s for testing; production targets 10-15 minutes per PLAN.md.
- RNG: NPC reactions and event scheduling are seedable for deterministic tests.
Current State
- Core simulation, three scenarios, headless tests (41 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). - Polish/accessibility: tone picker (
Tcyclesselected_toneviaTONE_ORDER; HUDtone_label), 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) for localization. NOTE:Strings.getwas renamed toStrings.lookupbecausegetcollides withObject.get. - Run tests:
godot --headless --path . --script res://src/test/test_runner.gd - Boot check:
godot --headless --path . --quit-after 120 - Screenshot tool:
godot --path . --script res://src/test/take_screenshot.gd(writes touser://screenshot.png).
Known Issues / Notes
- RefCounted reference cycle:
NPCControllerholds anFSMthat holds a back-reference to its owner, so test suites report "resources still in use at exit". Benign (process exit), but worth breaking later (e.g.WeakRefor explicitdispose()). - 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. - Wand screening (Joke Shop) is policy-only; the interaction is not yet in the prototype (see TODO).
Open Questions
- Tone picker UI design and whether tones should be selectable per interaction.
- Whether the responder avatar should be playable/controllable or purely scripted.
- Localization target languages.