- Responder outcomes now reach the shift review (ShiftCoordinator.responder_outcomes), and the review screen names them. - "evacuation" (emergency call, low danger, no weapon) actually clears the entrance: the door is locked, every NPC flees and is marked as leaving, and a security_failure reputation hit applies. - An emergency call the situation did not justify (no weapon, danger <= 1) appends an investigation note, records investigation_opened, and applies the existing false_report hit. The review lists the investigations. - Fix dispatch dying after the first shift: coordinator.setup() builds a new RadioSystem, so the responder_arrived connection made in _ready was lost on every venue switch/restart. _connect_radio() re-wires it beside _connect_crowd(). Tests/docs - Headless suite 105 -> 113 (test_emergency_aftermath.gd), new smoke_emergency.gd covering the investigation, evacuation aftermath, and review copy. - README controls/status/smoke checklist, TODO section moved to DONE, MEMORY notes. - Version 0.2.5.
73 lines
3.6 KiB
JSON
73 lines
3.6 KiB
JSON
{
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"hud.controls": "LMB/Space wheel · A/D step · Space confirm · Esc cancel · R emergency · E inspect · C wand · Q polite · B camera · Tab cycle · G light · L lock · F debug",
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"radial.raise_hand": "Stop",
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"radial.eye_contact": "Look",
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"radial.point": "Point",
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"radial.head_shake": "No",
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"radial.polite": "Ask",
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"radial.inspect": "Inspect",
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"radial.wand": "Wand",
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"radial.warning": "Warn",
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"radial.block": "Block",
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"radial.reason": "Reason",
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"radial.recognize": "Recognize",
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"radial.radio": "Radio",
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"hud.escalation_prefix": "Escalation: %s",
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"hud.cooldown": "EMERGENCY RADIO COOLDOWN: %.0fs",
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"hud.aim_first": "Aim at someone first.",
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"hud.no_one_nearby": "No one nearby.",
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"hud.targeting": "Targeting %s (Tab to cycle).",
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"hud.no_wand": "No wand at this venue.",
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"hud.screen_first": "Screen this guest with the wand (C) before admitting them.",
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"access.granted": "Entry granted: %s",
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"access.denied": "Entry denied: %s",
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"access.policy_satisfied": "policy satisfied",
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"access.wrong_grant": "You granted entry despite verification failure!",
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"access.wrong_deny": "You denied entry despite valid verification!",
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"wand.admitted_prohibited": "You admitted %s with a prohibited item!",
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"wand.denied_false_alarm": "You denied %s over a harmless item.",
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"wand.cleared": "%s cleared the wand check.",
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"wand.refused": "%s refused entry after the wand check.",
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"radio.address_first": "Address someone first before calling.",
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"radio.blocked": "Radio blocked: %s",
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"radio.inaccurate": "Dispatch flags inaccuracies in your report (-%d).",
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"radio.received": "Dispatch received your report. Assistance en route.",
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"radio.emergency_dispatched": "Emergency responder dispatched.",
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"radio.easter_egg": "¿Dónde está la mota?",
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"responder.arrived": "Responder arrives and %ss the situation.",
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"responder.evacuated": "The entrance is cleared and the door is locked while the block is secured.",
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"investigation.unjustified": "Emergency call against %s reviewed: no weapon, low danger.",
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"investigation.started": "Your emergency call is flagged for investigation.",
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"react.comply": "%s complies and steps back.",
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"react.leave": "%s turns and leaves.",
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"react.argue": "%s argues with you.",
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"react.record": "%s starts filming you.",
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"react.ignore": "%s ignores you.",
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"react.threaten": "%s is threatening you. Emergency radio (R) is justified now.",
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"react.force_entry": "%s is forcing the door!",
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"react.return_later": "%s leaves but may come back.",
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"react.call_someone": "%s calls someone for help.",
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"react.none": "No reaction (yet).",
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"bodycam.on": "Body camera on.",
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"bodycam.off": "Body camera off.",
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"bodycam.warning": "Formal warning recorded on the body camera.",
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"recognition.declared": "You tell %s you recognize them. Logged as evidence.",
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"recognition.already": "You have already recognized %s this shift.",
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"reason.ask": "You ask %s why they are here.",
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"reason.reply": "%s: \"%s\"",
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"reason.silent": "%s says nothing and looks away.",
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"station.blocking": "You step between %s and the door.",
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"perception.near": "%s notices you standing close.",
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"perception.aware": "%s notices you watching.",
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"door.locked": "The door is now locked.",
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"door.unlocked": "The door is now unlocked.",
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"door.thwarted": "%s tries the locked door and fails.",
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"flashlight.on": "Flashlight on.",
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"flashlight.off": "Flashlight off.",
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"hud.venue_switched": "Venue: %s",
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"wand.recharge": "Wand scanner is recharging…",
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"review.responder": "Responder outcomes: %s",
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"review.investigations": "Investigations: %s",
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"review.none": "none"
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}
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