- 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.
131 lines
6.3 KiB
Markdown
131 lines
6.3 KiB
Markdown
# TODO
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Godot 4.3 prototype. Release **v0.2.1** is live on the host. The working tree (uncommitted)
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has the access-loadout fix and the ADR-0007–0010 control pass; headless suite **77/77** and a
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windowed focus/radial smoke pass.
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Host `REQUIRE_SIGNIN_VIEW` stays deferred.
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## World and presentation follow-ups (found during the control smoke)
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- [ ] The skyline backdrop was removed: `assets/textures/ai/game_ready/skyline.png` has an
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opaque black background, so the planes rendered as black slabs with window dots. Re-add
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the backdrop only with a transparent asset or a keyed shader.
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- [ ] Guard settles ~0.5 m above the ground after spawning on the landing. Check the capsule
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offset and the spawn `y`, and verify eye height while walking the steps.
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- [ ] Steps and the landing are visual-only (no collider). The guard walks through them; add
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simple step colliders or restage the landing so it does not intersect the walk path.
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- [ ] Marquee text (`STEP LINE`) is tiny from the sidewalk. Scale the Label3D up.
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- [ ] Focus ring and name tag are small at 2–3 m. Consider a larger torus / font after a
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real playtest.
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- [ ] NPC crowd cap (`MAX_LIVE_NPCS`) silently drops routine traffic at 16. Add a short
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despawn/lifetime for ordinary guests so the entrance does not fill up with standers.
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## Session shell
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The game boots into a live 900 s shift. `Save` declares `settings.json` and never uses it.
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`V` cycles venues by restarting the shift.
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- [ ] Startup menu: pick venue, start shift, quit. Keyboard + click. Replaces `V` as the
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player-facing path (`V` may stay as a debug bind).
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- [ ] Pause overlay when `Esc` releases the mouse (or a dedicated pause key): resume, restart
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shift, settings, quit to menu.
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- [ ] Settings: mouse look sensitivity, persist through `Save` / `settings.json`. Load on boot.
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- [ ] Shift review "Run another shift" returns to the venue menu, not a silent restart of the
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same scenario.
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## Remaining PLAN verbs (radial exists)
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- [ ] Eye contact as a Level 1 action (PLAN / glossary). Distinct from raise-hand. Add a
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radial slice if it ships.
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- [ ] "I recognize this person" is a player decision recorded as evidence, not a pre-attached
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artifact on every staff/guest type. Staff still auto-recognize when `override_access` is
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empty (`AccessLoadout`).
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- [ ] Formal warning can activate the body-camera / security-light flag (PLAN Level 2). Overlay
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is currently always on; toggling should write an incident event.
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- [ ] Blocking stations the guard between the person and the door (PLAN Level 3). Today it only
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sends `apply_player_action(BLOCKING)`.
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- [ ] "Request reason for entry" as a Level 3 ask, with a short NPC reply from `dialogue_lines`.
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## Crowd presentation
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`CrowdSystem` is a mood/attention float. PLAN wants people watching, gathering, and panicking.
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- [ ] On `aggressive_behavior` / `emergency_responder`, nearby idle NPCs stop and face the
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incident (rubberneck). On `crowd_panic`, they move away from the door.
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- [ ] Profile a busy entrance with textured materials and props; add LOD or culling for distant
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NPCs if frame time drops.
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## Emergency aftermath
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Responder outcomes (`command` / `restraint` / `evacuation` / `arrest`) are log lines. PLAN also
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wants evacuation, a closed street, and an investigation when the call was unjustified.
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- [ ] `evacuation` outcome actually clears the entrance (NPCs leave, door stays locked).
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- [ ] Unjustified emergency (low danger, no weapon) writes an investigation note on the shift
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review and applies the existing false-report / reputation hit.
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- [ ] Review copy names the responder outcome, not only battery and crowd %.
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## Body-camera replay
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- [ ] Shift review: a timeline of recorded incident events (ADR-0005 already stores them).
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Scrub or step through; no live 3D replay required in the first version.
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## NPC theater
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Intents `sit` / `photo` / `film` / `perform` already pick waypoints. ADR-0010 rig (face/hair)
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is in the working tree. Bodies still idle-stand at those spots.
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- [ ] Sit pose at `steps_end`. Photo: brief raise of the influencer/tourist prop. Performer
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stays put and plays the hat/sign.
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## Audio
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`AudioFeedback` is sine beeps. DONE called that "crowd ambience"; it is not.
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- [ ] Loop a low crowd bed that rises with `CrowdSystem.mood`.
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- [ ] Radio open/close crackle on the existing radio panel, still headless-safe (no-op without
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an audio server).
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## Accessibility
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- [ ] Escalation colors that still read in grayscale (shape or label, not hue alone).
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- [ ] HUD font scale in settings.
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## Scenario content still missing vs PLAN lists
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- [ ] Joke Shop: guest on the reservation list without ID; borrowed/mismatched ID; guest
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refuses wand screening; late arrival during a performance.
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- [ ] Studio: filming-boundary repeat (influencer ignores a posted line); celebrity-arrival
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crowd spike (more rubberneckers, not only one `arrive` spawn).
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- [ ] Building: "activate body camera" and "request reason" once those verbs exist, used in
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at least one authored event.
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## Documentation drift
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- [x] README controls table, smoke checklist, test count, and implemented/not-yet lists
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refreshed for the control pass (77 tests).
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- [ ] `PLAN.md` Tech Stack / Planned Commands still say GUT and GitHub Actions; the project
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uses `src/test/test_runner.gd` and `.gitea/workflows/build.yml`.
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- [x] MEMORY: door_staff_lines log through `GameManager`; 300 s default removed.
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## Distribution follow-up (host config, deferred)
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Verified via API+host credentials (2026-10-31):
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- [x] Repo is **public** (`private:false`) and account has admin rights.
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- [x] Release `v0.2.1` now carries all five artifacts (portable binaries + NSIS installer +
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AppImage).
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- [ ] **Remaining host setting**: instance-wide `[service] REQUIRE_SIGNIN_VIEW=true` makes
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anonymous browsing/downloads redirect to login. Host admin: `REQUIRE_SIGNIN_VIEW = false`
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under `[service]` in `app.ini`, restart Gitea. Alternative: mirror downloads.
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## Open Polish
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- [ ] Keep `%` placeholders stable in `Strings.fmt` when adding keys (positional formatting).
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## Tooling (when an editor workflow exists)
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- [ ] IDE/editor-based GUT integration. Until then the custom headless runner stays.
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- [ ] Optional later: author venues as `.tres` resources instead of `ScenarioFactory` functions.
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