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security-game/TODO.md
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zwitschi f11b441c07
Full build / Import + headless tests (push) Successful in 22s
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Implement control pass: focus cone, action wheel, named inputs, boot fixes
- Venue-correct access artifacts (AccessLoadout) and screened-aware verify
- Cone focus on NPC heads with billboarded ring + display name (ADR-0008)
- Action wheel with de-escalation-first slices (ADR-0009); Esc/RMB cancel
- Procedural NPC face/hair/neck/shoes (ADR-0010); named input actions
- Fix GameManager parse error (radial typed as ActionRadial)
- Fix first-person camera height and guard spawning inside the building
- Move building volume back so the door/awning/marquee are visible
- Pull the event scheduler once per simulated second; cap live NPCs
- Regenerate README screenshots; update TODO/DONE/MEMORY/README; 77 tests

Adds src/test/smoke_focus_radial.gd for the windowed focus/radial smoke.
2026-10-31 15:58:01 +01:00

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TODO

Godot 4.3 prototype. Release v0.2.1 is live on the host. The working tree (uncommitted) has the access-loadout fix and the ADR-0007–0010 control pass; headless suite 77/77 and a windowed focus/radial smoke pass.

Host REQUIRE_SIGNIN_VIEW stays deferred.

World and presentation follow-ups (found during the control smoke)

  • The skyline backdrop was removed: assets/textures/ai/game_ready/skyline.png has an opaque black background, so the planes rendered as black slabs with window dots. Re-add the backdrop only with a transparent asset or a keyed shader.
  • Guard settles ~0.5 m above the ground after spawning on the landing. Check the capsule offset and the spawn y, and verify eye height while walking the steps.
  • Steps and the landing are visual-only (no collider). The guard walks through them; add simple step colliders or restage the landing so it does not intersect the walk path.
  • Marquee text (STEP LINE) is tiny from the sidewalk. Scale the Label3D up.
  • Focus ring and name tag are small at 2–3 m. Consider a larger torus / font after a real playtest.
  • NPC crowd cap (MAX_LIVE_NPCS) silently drops routine traffic at 16. Add a short despawn/lifetime for ordinary guests so the entrance does not fill up with standers.

Session shell

The game boots into a live 900 s shift. Save declares settings.json and never uses it. V cycles venues by restarting the shift.

  • Startup menu: pick venue, start shift, quit. Keyboard + click. Replaces V as the player-facing path (V may stay as a debug bind).
  • Pause overlay when Esc releases the mouse (or a dedicated pause key): resume, restart shift, settings, quit to menu.
  • Settings: mouse look sensitivity, persist through Save / settings.json. Load on boot.
  • Shift review "Run another shift" returns to the venue menu, not a silent restart of the same scenario.

Remaining PLAN verbs (radial exists)

  • Eye contact as a Level 1 action (PLAN / glossary). Distinct from raise-hand. Add a radial slice if it ships.
  • "I recognize this person" is a player decision recorded as evidence, not a pre-attached artifact on every staff/guest type. Staff still auto-recognize when override_access is empty (AccessLoadout).
  • Formal warning can activate the body-camera / security-light flag (PLAN Level 2). Overlay is currently always on; toggling should write an incident event.
  • Blocking stations the guard between the person and the door (PLAN Level 3). Today it only sends apply_player_action(BLOCKING).
  • "Request reason for entry" as a Level 3 ask, with a short NPC reply from dialogue_lines.

Crowd presentation

CrowdSystem is a mood/attention float. PLAN wants people watching, gathering, and panicking.

  • On aggressive_behavior / emergency_responder, nearby idle NPCs stop and face the incident (rubberneck). On crowd_panic, they move away from the door.
  • Profile a busy entrance with textured materials and props; add LOD or culling for distant NPCs if frame time drops.

Emergency aftermath

Responder outcomes (command / restraint / evacuation / arrest) are log lines. PLAN also wants evacuation, a closed street, and an investigation when the call was unjustified.

  • evacuation outcome actually clears the entrance (NPCs leave, door stays locked).
  • Unjustified emergency (low danger, no weapon) writes an investigation note on the shift review and applies the existing false-report / reputation hit.
  • Review copy names the responder outcome, not only battery and crowd %.

Body-camera replay

  • Shift review: a timeline of recorded incident events (ADR-0005 already stores them). Scrub or step through; no live 3D replay required in the first version.

NPC theater

Intents sit / photo / film / perform already pick waypoints. ADR-0010 rig (face/hair) is in the working tree. Bodies still idle-stand at those spots.

  • Sit pose at steps_end. Photo: brief raise of the influencer/tourist prop. Performer stays put and plays the hat/sign.

Audio

AudioFeedback is sine beeps. DONE called that "crowd ambience"; it is not.

  • Loop a low crowd bed that rises with CrowdSystem.mood.
  • Radio open/close crackle on the existing radio panel, still headless-safe (no-op without an audio server).

Accessibility

  • Escalation colors that still read in grayscale (shape or label, not hue alone).
  • HUD font scale in settings.

Scenario content still missing vs PLAN lists

  • Joke Shop: guest on the reservation list without ID; borrowed/mismatched ID; guest refuses wand screening; late arrival during a performance.
  • Studio: filming-boundary repeat (influencer ignores a posted line); celebrity-arrival crowd spike (more rubberneckers, not only one arrive spawn).
  • Building: "activate body camera" and "request reason" once those verbs exist, used in at least one authored event.

Documentation drift

  • README controls table, smoke checklist, test count, and implemented/not-yet lists refreshed for the control pass (77 tests).
  • PLAN.md Tech Stack / Planned Commands still say GUT and GitHub Actions; the project uses src/test/test_runner.gd and .gitea/workflows/build.yml.
  • MEMORY: door_staff_lines log through GameManager; 300 s default removed.

Distribution follow-up (host config, deferred)

Verified via API+host credentials (2026-10-31):

  • Repo is public (private:false) and account has admin rights.
  • Release v0.2.1 now carries all five artifacts (portable binaries + NSIS installer + AppImage).
  • Remaining host setting: instance-wide [service] REQUIRE_SIGNIN_VIEW=true makes anonymous browsing/downloads redirect to login. Host admin: REQUIRE_SIGNIN_VIEW = false under [service] in app.ini, restart Gitea. Alternative: mirror downloads.

Open Polish

  • Keep % placeholders stable in Strings.fmt when adding keys (positional formatting).

Tooling (when an editor workflow exists)

  • IDE/editor-based GUT integration. Until then the custom headless runner stays.
  • Optional later: author venues as .tres resources instead of ScenarioFactory functions.