CI / headless-tests (push) Successful in 2m22s
- New capture tool src/test/capture_screenshots.gd (windowed, staged: venue overview, targeting an NPC, access inspection, radio report) - Generated shots saved to docs/screenshots/ and embedded as a 2x2 gallery in README above the Downloads section
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MEMORY
Session memory for durable decisions, state, and gotchas. Keep concise, remove obsolete entries.
Decisions
- Engine: Godot 4.3 stable (official editor build,
~/.local/bin/godot). The system's preinstalledgodot-runner(4.7.2, Fedora) cannot load projects from arbitrary paths because it was compiled without path overrides; use the official editor binary instead. - Language: GDScript. All cross-file references use explicit
preload()constants (notclass_nameglobals) so scripts compile in headless--scriptruns without the editor's class cache. - Test framework deviation: the project uses a custom minimal headless test runner (
src/test/test_runner.gd) instead of GUT, because GUT needs the editor plugin. CI runs it with--headless. - Eventing: no autoload signal bus.
ShiftCoordinatorowns anEventBusinstance (src/core/event_bus.gd) passed to subsystems; subsystems emit only when a bus is assigned. Autoloads at parse time are unreliable under--script. - Static signals are not available in Godot 4.3 GDScript ("Expected func or var after static") — do not use them.
- GDScript lambdas capture local variables by value; mutating a captured local inside a lambda does not affect the outer variable. Use member functions for accumulators in tests.
- Prototype shift duration defaults to 300 s for testing; production targets 10-15 minutes per PLAN.md.
- RNG: NPC reactions and event scheduling are seedable for deterministic tests.
Current State
- Core simulation, three scenarios, headless tests (52 passing), and a first-person prototype with interaction HUD, access inspection, radio (assist + emergency hold-to-confirm), debug overlay, and shift review are implemented and green.
- NPC avatars now walk to per-intent waypoints (
VenueScenario.waypoint_for_intent): enter/trespass/deliver/arrive → entrance, photo/film/perform/wander/roam → sidewalk, sit → steps_end.NpcAvatar.setuptakes an explicitdoor_position. - Returning-trespasser behavior:
NpcProfile.return_probability(trespasser 0.6, mental-crisis 0.4, others 0).NPCController._maybe_schedule_return()moves a directed-away NPC toLOITERING_DISTANT;tick_return(delta)fires after 20-60s and transitions back toAPPROACH.NpcAvatar._advance_fsmre-targets the door on return. - Perception pass:
NPCController.perceive_guard(distance)returns{noticed, band, reaction}with bandsunaware(>6m),aware(2-6m),near(<2m). Near + temperament ≥0.6 → ARGUE, else COMPLY.GameManager._perception_pass()feeds real guard distance each physics tick and logs first-time notice. - Responder dispatch:
RadioSystemtrackspending_callsand decrementsarrival_delay_sintick; emitsresponder_arrivedwhen a call's delay elapses.RadioSystem.responder_outcome(call)maps danger/weapons → command/restraint/evacuation/arrest.GameManager._on_responder_arrivedspawns aRESPONDERavatar at the entrance and logs the outcome. HUD shows an emergency-radio cooldown label via_update_radio_cooldown. - Wand screening (Joke Shop):
WandScreener(newsrc/core/wand_screener.gd) classifies carried items as prohibited (weapon/knife/gun/blade) vs false-alarm (keys/belt/phone/coins/watch/buckle) vs clear.NpcProfile.carried_itemsholds guest items.GameManagerbindsWto_toggle_wand_screeningandA/Dtodecide_wand;decide_accessblocks admission at wand venues untilcontroller.screenedis true.VenueScenario.door_staff_linesholds venue-specific door-staff dialogue (Joke Shop has id/ticket/wand/refusal/prohibited lines). - Polish/accessibility: tone picker (
Tcyclesselected_toneviaTONE_ORDER; HUDtone_label), aim-free targeting (Tabcycles nearby NPCs withinNEARBY_RADIUS), color-coded escalation indicator (Hud.set_escalation), procedural audio (AudioFeedbacknode generates sine tones for confirm/radio/escalation/deny), and a centralizedStringstable (src/core/strings.gd,lookup/fmt) for localization. NOTE:Strings.getwas renamed toStrings.lookupbecausegetcollides withObject.get. - Newly added: LATE shift phase (start 700s) with a reachability test; PROTESTER archetype + events + colors; CALL_SOMEONE reaction;
DoorStatecore class +Lbinding + visual indicator; flashlight (G, SpotLight3D, perception bonus at evening/late); persistence wired (Save.save_shift_resulton shift end, history + best score on the review screen);NavigationRegion3Dflat navmesh +NavigationAgent3DNPC paths (steps now visual-only); strings moved tores://content/strings.en.json(41 keys, loader keepslookup/fmt);export_presets.cfg(Linux/Windows/macOS) +tools/build_releases.sh+docs/RELEASING.md; README Downloads section. - Run tests:
godot --headless --path . --script res://src/test/test_runner.gd - Boot check:
godot --headless --path . --quit-after 120 - Screenshot tools:
godot --path . -s res://src/test/take_screenshot.gd(single shot touser://screenshot.png);godot --path . -s res://src/test/capture_screenshots.gd(staged README gallery shots touser://screenshots/, copied todocs/screenshots/). - Release build verified locally: export templates for 4.3 installed at
~/.local/share/godot/export_templates/4.3.stable/;./tools/build_releases.shproduced Linux/Windows/macOS artifacts for 0.1.0 inbuild/and the Linux binary passed a headless smoke test. Publishing to Gitea still needs a token (seetools/publish_release.sh,docs/RELEASING.md).
Known Issues / Notes
- RefCounted reference cycle:
NPCControllerholds anFSMthat holds a back-reference to its owner, so test suites report "resources still in use at exit". Benign (process exit), but worth breaking later (e.g.WeakRefor explicitdispose()). - Headless (dummy renderer) logs "Parameter m is null" from
mesh_get_surface_count; it does not occur with a real GL driver and does not affect logic. - Steps are visual-only (no collider) so NPCs can path to the entrance; the guard spawns on the landing so it never needs to climb.
- Persistence tests write into the real
user://shift_results.json(harmless local pollution of the demo history). - macOS export required
rendering/textures/vram_compression/import_etc2_astc=trueinproject.godot(universal build demands ETC2 ASTC enabled). - Joke Shop
door_staff_linesauthored but not yet surfaced in the prototype UI (tracked in TODO).
Open Questions
- Whether the responder avatar should be playable/controllable or purely scripted.
- Localization target languages beyond English.
- macOS notarization approach for broad distribution.
Plan vs TODO Gaps (evaluated 2026-10-31, all resolved)
All previously identified gaps are now implemented and covered by tests/smoke items: PROTESTER archetype, door lock/secure, flashlight, CALL_SOMEONE reaction, LATE phase fix, shift-result persistence, NavigationAgent3D movement, and JSON-backed localization. Remaining backlog lives in TODO.md.