- Mark cache-timeout fix verified (run 1090: zero CacheService lines, 54/54 tests, job succeeded) - Ignore .gitea/logs/ (runner writes logs into the checkout) - Leave collaborator's radio-easter-egg changes in the working tree (strings.en.json, game_manager.gd) uncommitted for review
204 lines
11 KiB
Markdown
204 lines
11 KiB
Markdown
# DONE
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Completed task sections moved from `TODO.md`. Sections are moved only when every item is finished and verified.
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## Project Setup
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- [x] Confirm Godot 4.x editor version to standardize on (Godot 4.3 stable, official build).
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- [x] Initialize a git repository and add a sensible root `.gitignore` for Godot and export artifacts.
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- [x] Scaffold the Godot project (`project.godot`, input map, folder structure).
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- [x] Add the GUT test framework and a runnable headless test command. (Deviation: GUT requires the editor plugin; replaced with a lightweight custom harness in `src/test/test_runner.gd` that runs without the editor.)
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- [x] Document setup, run, and test commands in `README.md`.
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## Prototype Scene
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- [x] Build a placeholder Hollywood Boulevard building entrance with steps, sidewalk, and a restricted door (procedural `WorldBuilder`).
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- [x] Add a controllable guard character with first-person camera controls (`GuardController`).
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- [x] Add basic keyboard/mouse input: move, look, interact, and cancel.
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- [x] Add a debug overlay showing NPC intent, escalation level, and shift timer (`F` toggles).
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## Core Simulation — Systems
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- [x] Implement `ShiftCoordinator` to start, advance, and end a shift.
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- [x] Implement `VenueScenario` as a `Resource` with locations, rules, NPC pools, and event pools.
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- [x] Implement an event scheduler that emits routine traffic and occasional scripted events (`EventScheduler`).
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- [x] Implement `NPCController` with movement toward waypoints, doors, and queues (movement handled by `NpcAvatar`).
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## NPC Interaction
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- [x] Define `NpcProfile` resources with intent, temperament, compliance, and escalation tolerances.
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- [x] Implement a lightweight finite state machine for NPC states (`FSM`).
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- [x] Implement the observation phase (Level 0) without forced intervention.
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- [x] Implement simple deterrence (Level 1): raise hand, point, eye contact, and head shake.
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- [x] Implement polite dialogue prompts and reaction logic driven by escalation level and profile.
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- [x] Implement formal warnings (Level 2) and make NPC reactions depend on profile and level.
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- Note (2026-10-31): the selectable dialogue tone-of-voice system (Professional/Friendly/Firm/
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Suspicious) was intentionally removed from code and docs; reactions now depend solely on
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escalation level and NPC profile.
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- [x] Implement blocking and physical positioning (Level 3) without default force.
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- [x] Wire typical NPC reactions: leave, argue, ignore, record, move closer, or return later.
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## Access Verification
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- [x] Implement `AccessVerifier` with input from recognition, wristbands, IDs, tickets, credentials, and guest lists.
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- [x] Add wristband inspection UI showing color, pattern, date, and event marking.
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- [x] Model valid, expired, counterfeit, mismatched, missing, and ambiguous access artifacts.
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- [x] Record admit, redirect, hold, and refuse decisions for shift review.
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- [x] Add feedback scoring for incorrectly denying an authorized person or admitting an unauthorized one.
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## Escalation and Radio — Core
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- [x] Implement `EscalationManager` with explicit levels 0 through 5 and available-action gating.
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- [x] Implement the security-assistance radio call (Level 4) with a report form and arrival delay.
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- [x] Implement the emergency radio (Level 5) with hold-to-confirm and a report form.
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- [x] Add radio cooldown and battery limits to prevent spam.
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## Incident, Reputation, and Shift Review
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- [x] Implement `IncidentRecorder` emitting structured events (actor, behavior, action, evidence, escalation, outcome).
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- [x] Implement body-camera evidence tied to incident events.
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- [x] Implement `ReputationEvaluator` for peaceful resolutions, accuracy, complaints, damage, and entrance security.
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- [x] Implement `CrowdSystem` reactions to calm, aggressive, armed, and emergency situations.
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- [x] Implement the end-of-shift review screen summarizing decisions, consequences, and justification.
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## Scenario Content — Venue Data
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- [x] Author a minimal Hollywood Boulevard building scenario with tourist, confused-visitor, and simple-trespasser NPCs.
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- [x] Author a rare violent-threat event that requires justified emergency escalation.
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- [x] Add The Joke Shop scenario data: ID checks, guest lists, and wand-screening policy.
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- [x] Add the Hollywood Boulevard Late Night TV Studio scenario data with the full NPC mix and credential checks.
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- [x] Add a mental-health-crisis event with careful, respectful de-escalation guidance.
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## Tooling and Quality
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- [x] Add headless test coverage for access verification rules.
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- [x] Add headless test coverage for escalation transitions and scoring.
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- [x] Add fixed-seed scenario tests for deterministic NPC behavior.
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- [x] Set up GitHub Actions to run headless tests on push (`ci.yml`).
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- [x] Add a smoke-test checklist for launching one full shift (in `README.md`).
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## Bug Fixes — LATE shift phase
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- [x] Add a `Rules.Phase.LATE` entry (`start_s` 700) to `shift_phases` in all three venues.
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- [x] Confirm the LATE-tagged `violent_emergency_event` is now pulled from `EventScheduler.pull_due`.
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- [x] Add a test asserting the LATE phase is reached and the event is eligible in phase.
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## Missing PLAN Features — Protester NPC
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- [x] Add `PROTESTER` to `Rules.NpcType` and `NPC_TYPE_NAMES`.
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- [x] Add a protester profile (id `"protester"`) with ARGUE/IGNORE/RECORD/CALL_SOMEONE reactions.
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- [x] Add a `TYPE_COLORS` entry for `PROTESTER` in `npc_avatar.gd`.
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- [x] Add routine protester events to the Hollywood Boulevard and TV Studio event pools.
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- [x] Add scenario tests asserting the protester profile and events exist.
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## Missing PLAN Features — “Call someone else” reaction
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- [x] Add `CALL_SOMEONE` to `Rules.Reaction`.
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- [x] Handle `CALL_SOMEONE` in `NPCController._update_state_for_reaction` (transitions to ARGUING).
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- [x] Give influencer, trespasser, and protester profiles CALL_SOMEONE weights.
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- [x] Add a reaction log line in `GameManager` and a `Strings` entry.
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- [x] Add a test that CALL_SOMEONE can be rolled and updates the FSM.
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## Missing PLAN Features — Door lock/secure
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- [x] Add a `DoorState` core class with locked/unlocked state and `attempt_force()`.
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- [x] Add a visible door lock indicator (green open / red locked) to the world.
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- [x] Add the `L` key binding toggling the door lock, with HUD indication.
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- [x] Make FORCE_ENTRY reactions fail while the door is locked (thwarted outcome).
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- [x] Add `Strings` entries and a headless test for the lock state machine.
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## Missing PLAN Features — Flashlight
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- [x] Add a `G` key binding toggling the guard's flashlight.
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- [x] Attach a `SpotLight3D` to the guard that toggles with the flashlight.
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- [x] Widen NPC perception radius while lit at evening/late phases (`perceive_guard` bonus).
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- [x] Add `Strings` entries and a headless test for the perception effect.
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## Persistence
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- [x] Call `Save.save_shift_result(review)` from `GameManager._on_shift_ended`.
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- [x] Load past results and show record count + best score on the shift review screen.
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- [x] Add a test that a saved review round-trips through the `Save` helper.
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## Navigation
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- [x] Add a `NavigationRegion3D` with a hand-authored flat navmesh covering sidewalk, steps, and entrance.
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- [x] Switch `NpcAvatar` from direct movement to `NavigationAgent3D` path following (with direct-movement fallback).
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- [x] Keep per-intent waypoint and returning-trespasser re-targeting on the navmesh.
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- [x] Make the step geometry visual-only (no collider) so pathing to the entrance works.
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## Localization — JSON strings
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- [x] Move the string table to `res://content/strings.en.json` (41 keys).
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- [x] Load the JSON at startup; `Strings.lookup`/`Strings.fmt` signatures unchanged.
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- [x] Update the strings tests to confirm every JSON key resolves to a real value.
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## Distribution — Downloadable executables
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- [x] Commit `export_presets.cfg` with Linux, Windows, and macOS desktop presets.
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- [x] Add `tools/build_releases.sh` for headless release exports.
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- [x] Add `docs/RELEASING.md` with template installation, build, and Gitea release steps.
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- [x] Add a prominent **Downloads** section at the top of `README.md` linking to the release page.
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- [x] Add `tools/publish_release.sh` (Gitea API release + asset upload, requires `GITEA_TOKEN`).
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## CI/CD — Gitea Actions full build
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- [x] Add `.gitea/workflows/build.yml` with a fast checks job (import + headless tests on push/PR)
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and a full build job (export templates, Linux/Windows/macOS exports, artifact upload) on tags
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and `workflow_dispatch`.
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- [x] Tag builds automatically publish the Gitea release via `tools/publish_release.sh` using
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the `GITEA_TOKEN` secret.
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- [x] Remove the old `.github/workflows/ci.yml` to avoid double runs on hosts scanning both paths.
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- [x] Document the CI flow in `docs/RELEASING.md`.
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## Gameplay — Venue selection
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- [x] Add a `V` control that cycles Hollywood Blvd → The Joke Shop → TV Studio and restarts the
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shift (`GameManager._cycle_venue`), with a `hud.venue_switched` string entry.
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## CI — cache timeout mitigation
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- [x] Remove `actions/cache@v4` from the checks job (runner cannot reach GitHub's cache
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service; ~2 min of retry timeouts per run; Godot import is fast without it).
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- [x] Add `GODOT_SILENCE_ROOT_WARNING=1` to both jobs.
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- [x] Confirmed in run 1090: zero `CacheService` lines, 54/54 tests pass, job succeeds.
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- [x] Document the cache situation and re-enable path in `docs/RELEASING.md`.
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- [x] Ignore runner logs in `.gitignore` (`.gitea/logs/`).
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## Gameplay — Venue door-staff dialogue
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- [x] Add `VenueScenario.door_staff_line(context, rng)` picking a seeded-random line from
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`door_staff_lines` (empty for unknown contexts/venues).
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- [x] Wire `GameManager` to log venue lines: id/ticket check line when inspection opens,
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wand-check line when screening starts, prohibited-item line on correct wand refusal,
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and refusal line on denied entry (The Joke Shop flavor only).
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- [x] Add a headless test covering all Joke Shop contexts, unknown contexts, empty venues,
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and deterministic seeded picks.
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## Core Simulation — NPC Perception
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- [x] Implement a perception pass so NPCs react to the guard's gestures and proximity.
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- [x] Give NPCs local waypoints per intent (photo spots, queue, stage door, sidewalk exit) instead of all walking to the entrance.
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- [x] Add returning-trespasser behavior: an NPC that was directed away may circle back later in the shift.
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## Escalation and Radio — Responder Dispatch
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- [x] Spawn a dispatched security NPC / armed responder avatar that arrives at the venue after the call delay.
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- [x] Give the responder command, restraint, evacuation, and arrest outcomes that resolve the incident.
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- [x] Add a visible emergency-radio cooldown indicator in the HUD.
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## Scenario Content — Wand Screening (The Joke Shop)
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- [x] Implement the handheld wand inspection interaction with alerts from keys, belts, phones, and weapons.
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- [x] Enforce screening-before-entry flow and record false alarm / prohibited item decisions.
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- [x] Add venue-specific dialogue lines for door staff.
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## Polish and Accessibility
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- [x] Add aim-free targeting (Tab) and venue cycling (V). (The earlier dialogue tone picker was
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superseded and removed with the tone-of-voice system.)
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- [x] Add interaction alternatives that do not require precise aiming (e.g. scan-and-select pinned list of nearby NPCs).
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- [x] Add visual and audio feedback per escalation level (colors, tones, shake).
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- [x] Add audio for crowd ambience, radio responses, and confirmation prompts.
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- [x] Externalize dialogue and UI text for localization.
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