CI / headless-tests (push) Successful in 55s
- Fix LATE shift phase (start 700s) so the violent-threat event is reachable - Add PROTESTER archetype (rules, profile, colors, events in public venues) - Add CALL_SOMEONE reaction (FSM -> ARGUING, influencer/trespasser/protester weights) - Door lock: DoorState core class, L binding, red/green visual indicator, locked doors thwart FORCE_ENTRY - Flashlight: G binding, SpotLight3D, perception radius bonus at evening/late - Persistence: save shift results via Save autoload, history + best score on review screen, round-trip test - Navigation: flat NavigationRegion3D navmesh, NavigationAgent3D path following with direct-movement fallback; steps made visual-only so NPCs reach entrance - Localization: strings moved to content/strings.en.json (loader keeps lookup/fmt signatures; coverage test over all keys) - Distribution: export_presets.cfg (Linux/Windows/macOS), tools/build_releases.sh, docs/RELEASING.md, prominent README Downloads section - Remove stale signal_bus.gd (invalid static-signal experiment) - Tests: 53 passing across 9 suites
24 lines
697 B
GDScript
24 lines
697 B
GDScript
class_name DoorState
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extends RefCounted
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## Door lock/secure mechanic (PLAN.md: Level 3 — lock or secure the door).
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## Pure logic: GameManager and WorldBuilder only mirror state visually.
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var locked := false
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func _init(p_start_locked: bool = false) -> void:
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locked = p_start_locked
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func toggle() -> bool:
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locked = not locked
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return locked
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func set_locked(value: bool) -> void:
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locked = value
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## A force-entry attempt. Returns { succeeded: bool, outcome: String }.
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## Locked doors thwart attempts; unlocked doors admit the forced entry.
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func attempt_force() -> Dictionary:
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if locked:
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return {"succeeded": false, "outcome": "thwarted"}
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return {"succeeded": true, "outcome": "entered"}
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