CI / headless-tests (push) Canceled after 49s
- Godot 4.3 project scaffold with first-person guard, procedural world, interaction HUD, access inspection, radio forms, debug overlay, shift review - Simulation core: ShiftCoordinator, VenueScenario, EventScheduler, NPCController/FSM, AccessVerifier, EscalationManager, RadioSystem, IncidentRecorder, ReputationEvaluator, CrowdSystem, EventBus - Three authored scenarios (Hollywood Blvd building, The Joke Shop, TV studio) - Custom headless test runner (25 tests) replacing editor-dependent GUT, plus GitHub Actions CI - Documentation workflow live: README, PLAN (tech stack), TODO/DONE, MEMORY
23 lines
889 B
GDScript
23 lines
889 B
GDScript
class_name AccessArtifact
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extends Resource
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const Rules := preload("res://src/core/rules.gd")
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## An item or piece of evidence used to verify entry (PLAN.md: Authorized Access).
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@export var kind: int = Rules.AccessKind.NONE
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@export var status: int = Rules.ArtifactStatus.MISSING
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## Human-readable attributes the player can inspect, e.g. color, pattern, date,
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## event marking, DOB, name, ticket section. Populated by scenario content.
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@export var attributes: Dictionary = {}
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func _init(p_kind: int = Rules.AccessKind.NONE, p_status: int = Rules.ArtifactStatus.MISSING, p_attributes: Dictionary = {}) -> void:
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kind = p_kind
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status = p_status
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attributes = p_attributes
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func summary() -> String:
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var kind_name: String = Rules.ACCESS_KIND_NAMES.get(kind, "None")
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var status_name: String = Rules.ARTIFACT_STATUS_NAMES.get(status, "Unknown")
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return "%s (%s)" % [kind_name, status_name]
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