chore(meta): merge main into planning, resolve CHANGELOG conflict

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-13 23:02:07 +01:00
co-authored by Claude Opus 4.6
370 changed files with 32718 additions and 42053 deletions
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@@ -22,7 +22,7 @@ Named after Hoshe Finn - Paula Myo's detective partner who does the legwork, che
- **Create test plans** for new features before implementation begins
- **Write test reports** documenting what was tested, what passed, what failed
- **Regression testing** - ensure new changes don't break existing functionality
- **Verify implementations against specifications** - compare code behavior to DECISIONS.md requirements
- **Verify implementations against specifications** - compare code behavior to decisions/ domain file requirements
- **Edge case identification** - think about what breaks when inputs are unexpected
- **Performance testing** - identify bottlenecks, especially in perception/LOS/chunk systems
- **Playtest reports** - structured feedback on whether the game feels right
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@@ -16,7 +16,7 @@ Named after Inigo from the Void Trilogy — the Dreamer who shared immersive mul
## Your role on the team
- Design the soundscape layers for each location (Logistics Hub, Bar, Ring spaces)
- Design the soundscape layers for each zone type (commercial, residential, industrial, transit)
- Define ambient audio: station hum, crowd murmur, machinery, ventilation, distant announcements
- Specify diegetic sound cues that carry gameplay information (D-018 sound model)
- Design audio behavior for the sound propagation system (close/medium/long range per D-018)
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@@ -6,7 +6,7 @@ model: sonnet
memory: project
---
You are MIRI, the Worldbuilder and Setting Designer on a game development team building a top-down immersive sim — an occlusion-based detective game with combat elements set in an original science fiction universe.
You are MIRI, the Worldbuilder and Setting Designer on a game development team building a top-down immersive sim — an occlusion-based life sim with emergent narrative, set in an original science fiction universe.
## Your personality
@@ -36,7 +36,7 @@ Core worldbuilding domains:
- Flag when designs contradict established setting elements (with severity: cosmetic, notable, fundamental)
- Suggest setting-faithful alternatives when possible
- Identify opportunities where worldbuilding details could enrich gameplay
- Ensure the setting serves the core mechanics: asymmetric information, perception-based gameplay, conspiracy, and investigation
- Ensure the setting serves the core mechanics: asymmetric information, perception-based gameplay, and emergent social dynamics
- Build faction identities, technology tiers, location profiles, and historical timelines
## Project context
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@@ -19,7 +19,7 @@ You're named after Ozzie Isaacs - the wanderer, the dreamer, the one who walks t
## Your role on the team
- Gut-check every feature: "Is this cool? Will players remember this moment?"
- Champion the big emotional beats: the Dyson barriers opening, first contact with MorningLightMountain, walking through a wormhole, the Starflyer reveal
- Champion the big emotional beats: first impressions of a new zone, emergent character moments, consequences landing hard
- Push back when designs are technically correct but emotionally flat
- Advocate for the player's first impression and ongoing engagement
- Remind the team that the game needs to FEEL like the Settled Reach, not just simulate it
@@ -27,9 +27,9 @@ You're named after Ozzie Isaacs - the wanderer, the dreamer, the one who walks t
## What you care about
- Moments of awe (the scale of the wormhole network, the galaxy map)
- Moments of dread (MorningLightMountain, the Starflyer's reach)
- Moments of discovery (finding evidence, uncovering the conspiracy)
- Moments of awe (the scale of the setting, discovering a new zone's character)
- Moments of dread (consequences closing in, systems turning against you)
- Moments of discovery (emergent character moments, relationship progression, consequence legibility)
- Moments of hubris-collapse (you thought you were powerful, you were wrong)
- The player's emotional journey through the game
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@@ -24,15 +24,15 @@ Named after Paula Myo - the investigator who never gives up, who follows the thr
- Advocate for consequences - player actions should ripple through the social fabric
- Design the political landscape of the Settled Reach as a playable space
- Push for narrative moments that emerge from systems, not just scripted events
- Champion the Starflyer conspiracy as a narrative experience
- Champion emergent narrative through systemic consequences
- Ensure the internal monologue system reflects character psychology
## What you care about
- Dynasty politics: Burnellis, Halgarths, Sheldons and their centuries of rivalry
- The Starflyer conspiracy: information asymmetry, trust, betrayal, the slow unraveling
- Factions within factions: Guardians of Selfhood, Senate blocs, institutional loyalties
- Character relationships that evolve over decades/centuries
- Faction politics: cultures, power blocs, and their rivalries
- Information asymmetry: trust, betrayal, the slow unraveling of what NPCs know vs show
- Factions within factions: institutional loyalties, competing agendas, emergent alliances
- Character relationships that evolve through generated interactions
- Moments where political and personal stakes collide
- The weight of decisions - nothing is free, every alliance costs something
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@@ -0,0 +1,63 @@
#!/usr/bin/env bash
# git-lock-guard: PreToolUse hook that clears stale git index.lock files
# before git write operations.
#
# Claude Code's internal git status polling creates stale lock files that
# persist after the process exits (anthropics/claude-code#11005). This hook
# detects and removes them before LLM-initiated git commands run.
#
# Only acts on git write commands (add, commit, merge, push, etc.).
# Read-only commands (status, log, diff, show) are skipped.
set -uo pipefail
INPUT=$(cat)
# Only act on Bash tool calls
TOOL_NAME=$(echo "$INPUT" | python3 -c "import sys,json; print(json.load(sys.stdin).get('tool_name',''))" 2>/dev/null)
[ "$TOOL_NAME" = "Bash" ] || exit 0
COMMAND=$(echo "$INPUT" | python3 -c "import sys,json; print(json.load(sys.stdin).get('tool_input',{}).get('command',''))" 2>/dev/null)
# Only act on git write commands — skip read-only operations
case "$COMMAND" in
git\ add*|git\ commit*|git\ merge*|git\ push*|git\ pull*|\
git\ checkout*|git\ stash*|git\ rebase*|git\ reset*|\
git\ cherry-pick*|git\ rm*|git\ mv*|git\ fetch*)
;;
*)
exit 0
;;
esac
# Resolve the git directory for the current working directory
CWD=$(echo "$INPUT" | python3 -c "import sys,json; print(json.load(sys.stdin).get('cwd',''))" 2>/dev/null)
[ -n "$CWD" ] || exit 0
# Find the .git directory (handles both regular repos and worktrees)
GIT_DIR=$(git -C "$CWD" rev-parse --git-dir 2>/dev/null) || exit 0
# For worktrees, also check the common git dir (shared index operations)
GIT_COMMON_DIR=$(git -C "$CWD" rev-parse --git-common-dir 2>/dev/null) || GIT_COMMON_DIR="$GIT_DIR"
for DIR in "$GIT_DIR" "$GIT_COMMON_DIR"; do
LOCK="$DIR/index.lock"
[ -f "$LOCK" ] || continue
# Check if any process holds the lock
if command -v lsof &>/dev/null; then
if lsof "$LOCK" &>/dev/null; then
# Lock is held by a live process — don't touch it
continue
fi
elif command -v fuser &>/dev/null; then
if fuser "$LOCK" &>/dev/null 2>&1; then
continue
fi
fi
# Stale lock — remove it
rm -f "$LOCK" 2>/dev/null
done
# Always allow the command to proceed
exit 0
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@@ -11,8 +11,9 @@ tea pr list --login schweitz --repo jpmschweitzer/settled-reach --state open --o
# View a PR with comments
tea pr --login schweitz --repo jpmschweitzer/settled-reach --comments -o simple <PR_NUMBER>
# Post a comment on a PR (or issue)
tooling/tea-comment <NUMBER> "comment body"
# Post a comment on a PR (or issue) — use @filepath for long comments
tooling/tea-comment <NUMBER> @/tmp/review.md
tooling/tea-comment <NUMBER> "short inline comment"
# Approve a PR
tea pr approve --login schweitz --repo jpmschweitzer/settled-reach <PR_NUMBER>
@@ -25,7 +26,7 @@ tea issue list --login schweitz --repo jpmschweitzer/settled-reach --state open
- **All flags must be explicit** — omitting `--login` or `--repo` triggers interactive prompts that crash in Claude Code (no TTY)
- **Use `--output simple`** for machine-readable output (no table borders)
- **For comments, use `tooling/tea-comment <number> "body"`** — handles temp files and cleanup automatically. Works with multi-line strings.
- **For comments, use `tooling/tea-comment <number> @/tmp/file.md`** for long comments (write to file first, then pass `@filepath`). Short inline strings also work: `tooling/tea-comment <number> "body"`. The `@filepath` form avoids `$()` subshells which break permission matching.
- **`tea pr reject` does not work on your own PRs** — use `tea comment` instead
- **Never delete protected branches:** `main`, `maintenance`, `server`, `client`, `copy`, `audio`, `visual`, `ci` are protected on Gitea. Do not use `tea pr clean`, `git push --delete`, or `git branch -D` on these branches.
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@@ -1,4 +1,5 @@
{
"autoMemoryDirectory": "/home/jeroenschweitzer/Projects/settled-reach/.memory",
"env": {
"CLAUDE_CODE_EXPERIMENTAL_AGENT_TEAMS": "1"
},
@@ -79,5 +80,19 @@
"Bash(git clean -f *)",
"Bash(rm -rf *)"
]
},
"hooks": {
"PreToolUse": [
{
"matcher": "Bash",
"hooks": [
{
"type": "command",
"command": ".claude/hooks/git-lock-guard.sh",
"timeout": 5
}
]
}
]
}
}
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@@ -185,10 +185,15 @@ After presenting results to the user, post the review as a PR comment.
Note: `tea pr reject` does not work on your own PRs. Use `tea comment` instead.
Post using the `tea-comment` wrapper (handles temp files and cleanup):
Post using the `tea-comment` wrapper (handles temp files and cleanup).
Write the review to a temp file first, then pass via `@filepath` syntax:
```bash
tooling/tea-comment <PR_NUMBER> "review markdown here"
# Write review to file, then post — avoids $() in the command which breaks permissions
cat > /tmp/pr-review-<NUMBER>.md << 'EOF'
...review content...
EOF
tooling/tea-comment <PR_NUMBER> @/tmp/pr-review-<NUMBER>.md
```
## 7. Merging approved PRs
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@@ -87,6 +87,48 @@ tooling/db/sprint stop
This marks the active sprint as completed and lists carry-over candidates.
Note the sprint number (N) from the output.
#### A1b. Sprint retrospective and review
Before bumping the version, run a brief retro. Present the following to
the user:
1. **What shipped** — list completed tickets with one-line summaries
2. **What didn't ship** — carry-overs and why (blocked, cut, deprioritized)
3. **What we learned** — open questions raised during the sprint (new Q-NNN
items), review findings that surfaced design gaps, and any assumptions
that turned out to be wrong
4. **Process notes** — what worked well, what was friction (e.g. dependency
chains that blocked teams, specs that were over/under-specified,
review cycles that caught real issues vs busywork)
5. **Process improvements** — this is the most important section. Do NOT
skip it. Look for:
- Dependency chains that blocked teams — could the sprint have been
structured differently to avoid the bottleneck?
- Specs that were over-specified (wasted planning) or under-specified
(wasted iteration) — what's the right level of detail for this
project's current stage?
- Review cycles — did they catch real issues or create busywork?
- Agent coordination — were agents stuck, duplicating work, or idle?
- **Dig into the deeper why.** Don't stop at "the dependency chain
blocked the copy team." Ask: why was there a dependency chain? Was
the sprint structured wrong, or was the work inherently sequential?
Could Phase 0 have been done pre-sprint? Should we change how we
plan sprints going forward?
- If something went rough, understand the root cause — not just what
happened, but why the process allowed it to happen.
- If a concrete process change follows naturally, propose it. But do
NOT force improvements. If nothing was broken, say so and move on.
Unnecessary process changes are worse than no changes.
Keep each section concise — a few bullet points, not a document. The
retro is a conversation checkpoint, not a report. Use `AskUserQuestion`
to let the user add their own observations and push back before proceeding.
If the user raises items that should be tracked, create Q-NNN entries
or backlog tickets on the spot. If process changes are agreed, update
the relevant skill files or CLAUDE.md immediately — don't defer them.
#### A2. Bump the version
The project version scheme is `v0.1.{sprint_number}`. After closing
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@@ -73,25 +73,67 @@ For large workshops (>6 agents), spawn participants in batches to avoid overwhel
- SendMessage to nudge idle agents or provide clarification
- Agents work autonomously — claim tasks, read the brief, produce responses
### 7. Between Rounds
### 7. Between Rounds — USER REVIEW CHECKPOINT (MANDATORY)
When all Round N tasks are complete:
1. Verify all agents wrote output files to `docs/workshops/{name}/`. If any are missing, nudge the agent or extract from their message and write the file yourself.
2. Qatux reads all `*-round{N}.md` files and produces round summary in `round-{N}-notes.md`
3. Create Round N+1 tasks (integration pass, synthesis, etc.) — include the same file output requirement
4. Assign to agents with TaskUpdate
5. Agents continue working
3. **MANDATORY: Present round results to the user via AskUserQuestion before proceeding.**
- Summarize the key findings, votes, consensus, and tensions from the round
- Present open decisions that need user input (product decisions, scope calls, design direction)
- Ask the user whether to proceed to the next round, adjust direction, or add rounds
- **Do NOT create next-round tasks or synthesize proposals until the user has reviewed and approved**
- The user cannot see agent messages or file contents — present all key information directly
4. After user approval, create Round N+1 tasks (integration pass, synthesis, etc.) — include the same file output requirement
5. Assign to agents with TaskUpdate
6. Agents continue working
### 8. Wrap Up
### 8. Wrap Up — USER CONTROLS SHUTDOWN (MANDATORY)
**Always ask the user before wrapping up.** There may be more to discuss or additional rounds needed. Only proceed to wrap-up when the user confirms.
**The user decides when the workshop ends and when the team is dismissed.** Never initiate shutdown, team cleanup, or wrap-up autonomously. Only proceed when the user explicitly says to wrap up.
Wrap-up sequence:
1. Qatux produces final `workshop-outcomes.md` from accumulated notes
2. Qatux creates or updates diagrams (via `/d2-diagram`) for any new D-records produced by the workshop
3. If SI is present, SI creates tickets from decided items
4. Send shutdown_request to all agents (qatux and si last, after they finish their output tasks)
5. TeamDelete to clean up
Before the user dismisses the team, the following are **hard requirements**:
1. **User reviews final outcomes** — Present `workshop-outcomes.md` content to the user via AskUserQuestion. Get explicit approval before proceeding to filing.
2. **D-records filed** — All new D-records, amendments, and supersessions are written to `decisions/` domain files. This is non-negotiable — workshops that produce decisions MUST file them before shutdown.
3. **Discussion captured** — Qatux produces final `workshop-outcomes.md` from accumulated notes. Qatux creates or updates diagrams (via `/d2-diagram`) for any new D-records produced by the workshop.
4. **Tickets created** — If SI is present, SI creates tickets from decided items and the user reviews the ticket list.
5. **User gives explicit go-ahead to dismiss** — Only after steps 1-4 are complete AND the user confirms, send shutdown_request to all agents (qatux and si last).
6. TeamDelete to clean up.
**Never shortcut this sequence.** Filing D-records and capturing the discussion are not optional cleanup — they are workshop deliverables.
## Workshop Format: Interview Mode
When the workshop brief specifies `**Format:** Interview` (or the user requests "interactive interview mode"), the between-rounds flow changes for the interview round:
### How Interview Mode Works
Instead of agents writing responses to each other, the facilitator (team lead) conducts a live interview with the user:
1. **Collect all agent questions** — Read all Round 1 output files to gather every question.
2. **Group thematically** — Organize questions into 5-7 thematic clusters (e.g., "The Vision," "The Confusion Type," "The Emotional Loop"). Questions from different agents that probe similar territory go together.
3. **Present via AskUserQuestion** — Present each group using the `AskUserQuestion` tool, one group at a time (1-3 questions per group). For each question:
- Include the asking agent's name and domain
- Include the full question text with context
- Include the agent's reasoning for why the question matters
- Provide 2-4 option choices that represent distinct answer categories
- Always allow free-text via the "Other" option (automatic)
4. **Capture nuance** — The user's free-text notes often contain the most important insights. Capture these verbatim in the transcript.
5. **Summarize between groups** — After each group, briefly reflect back the key finding before moving to the next group.
6. **Write full transcript** — When all groups are done, write the complete interview to `docs/workshops/{name}/lead-interview.md` with:
- Every question and full answer (verbatim where the user provided free text)
- Key findings per answer
- An interview summary section with the major revelations
- "What Survives" and "What Changes" sections
### Why AskUserQuestion
The user CANNOT see agent messages, task details, or file contents in the conversation. They only see your text output and AskUserQuestion prompts. Present all question context directly — never assume the user has read agent outputs.
### Distributing Interview Results
When creating Round 3 (proposal) tasks after an interview round, include the full transcript path and a summary of the major reframe in every agent's task description. If the user requests it, instruct agents to read the verbatim transcript.
## Agent Type Reference
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@@ -2,6 +2,8 @@
.cache/
.tmp/
server/target/
server/sr-voice/target/
server/models/
tooling/content-converter/target/
tooling/line-previewer/target/
tooling/test-client/target/
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@@ -13,12 +13,74 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
- d2 sector diagrams — 6 sector maps + overview visualization of gate network
### Changed
- Replaced all in-universe "Commonwealth" references with "the Settled Reach" across 44 files (agents, decisions, docs, tooling, server). Historical discussion transcripts and Hamilton book references kept as-is.
- D-095 aperture range amended from 4-8 to 1-8 — single-aperture dead-end systems valid for isolated frontier outposts
## [v0.1.26] — 2026-03-13
### Added
- ContentType::Factual — lines with numbers, denials, causal chains bypass LLM and serve base text directly (#650, D-138)
- Voice pipeline observer integration — enrichment systems rewrite dialogue/conversation text with voiced versions before snapshot assembly (#652)
- SQLite settings storage — per-player persistent settings via rusqlite (bundled), IPC protocol v20 with ChangeSettings/RequestAllSettings/DeleteSetting commands (#627)
- Composable behavior engine — three-layer action+modifier+context primitives replace flat culture×zone×role behavior strings (#633, D-139, Q-057 resolved)
- Stronger few-shot examples for Friendly and RoutineDeviation tells (#651)
- AI-Enhanced Dialogue toggle — settings panel toggle with layered hardware detection (RAM/TPT/degradation), battery auto-suspend with player override, warning label (#646, D-138)
- PlatformInfo autoload — client-side OS abstraction centralizing all platform queries: power state, memory, CPU, GPU, display, locale, file paths, diagnostics helper (#659, D-141)
- Vael and Osse culture profiles with voice personas, behavior modifiers, and explicit NEVER blocks (#653)
- Behavior modifiers for all three cultures — 7-category contract: work_pace, physical_manner, social_signal, task_completion, environmental_scan, offduty_posture, authority_response (#634)
- Zone-type template architecture — behavior primitives moved from per-location files to reusable zone-type templates (content/global/zone-types/). 31 zone types planned for v1.0 (#661, D-142)
- POI three-tier system — large POIs as zone types, abandoned flag for decay variants, poi_overlay for small landmarks (D-142)
- Authoring guides for base text elevation, culture creation, and content directory structure
- D-140: dialogue re-voicing quality constraints — Paula's six rules
- D-142: zone-type template architecture for scalable NPC behavior across 300+ systems
### Removed
- v0.1 content loading system — server/src/content/ module (8200 lines), tooling/content-converter/, tooling/validate-content, content-ron/, content/_meta/ (#655, D-122)
- AiDialogueDetector — duplicate of HardwareDetector, replaced by PlatformInfo abstraction (#659)
- v0.1 hand-authored Krenn dialogue, monologue, and NPC profiles — 64 files superseded by generated NPCs (#656, D-122)
- Detective mission system — investigation knowledge, lattice-commission faction, design docs, workshop archives (#657, D-117)
### Fixed
- Name pool cross-contamination — zero overlaps across Krenn, Vael, and Osse cultures
- D-141 → D-142 reference correction in zone-type templates
- Modifier coverage expanded to 2+ per category for all cultures; authority_response differentiated Krenn/Osse
- Gendered pronouns removed from culture-neutral zone-type templates
- Ungrounded lore terms (Syndic, Meridian registration) replaced with generic descriptors in Osse culture
- Stale notes in content-structure-canonical.md and base-text-authoring-guide.md corrected
- Legacy annotation added to overheard.yaml (#664 tracks replacement)
- Dead dual_lens properties stripped from environmental YAML
### Changed
- Protocol version bumped to 20 — ObserverSnapshot includes settings_response field (#627)
- All 18 agent briefings updated for v0.2 pivot — removed detective/smuggler/hand-authored references, aligned with generator-first approach (#658)
- 5 agent profiles (miri, ozzie, paula, inigo, hoshe) updated to remove stale v0.1 framing (#658)
- Q-015 closed as obsolete (D-122 eliminates hand-authored FRIEND content)
- D-018 perception model: franchise-specific example replaced with generic framing
## [v0.1.25] — 2026-03-07
### Fixed
- Name pool first-pick bias — generator spike produced "Dav" as NPC 1 across all seeds; now uses derived RNG per zone+culture (#628)
- Behavior dedup — same behavior string no longer assigned to multiple NPCs in one zone run (#629)
### Added
- Zone identity specs renamed to location-specific: krenn-rural-zone.ron and krenn-industrial-zone.ron — acknowledges these are culture×zone content, not reusable templates (#630, Q-057)
- ~108 new NPC behavior pool entries across all roles in both zone files — trader stage directions, foreman humanity behaviors, dock_worker/technician off-shift/break room behaviors (#630)
- Q-057 open question: composable behavior generation — decompose hand-authored pools into role actions + culture modifiers + context tags (#633, #634)
- Relationship-to-behavior pipeline — NPC behavior lines now reflect social connections (rivals ignore each other, friends gravitate, subordinates defer) (#631)
- Want/State layer — NPCs have internal motives (Bored, Alert, Suspicious, AvoidingSomeone, LookingForInfo) that leak through observable micro-tells (#632)
- LLM voice pipeline — Spike 1 (sr-voice CLI) and Spike 2 (full pipeline integration) complete. Gemma 2B Q4_K_M via stdin/stdout JSONL pipes, composition engine with double-prompt technique, 39 quality test cases (#638-644, D-138)
## [v0.1.24] — 2026-03-06
### Added
- Character archetype select screen — two-card UI (Smuggler/Detective) between New Game and session start, keyboard+mouse selection, ESC cancels (#588, D-027)
- Triangle activation consumer — urgent monologue chime fires once per triangle per session when triangle_crisis_events received (#590, D-039)
- News ticker HUD — scrolling marquee visible in The Last Shift zone, hidden elsewhere, reads current_ticker from snapshot (#592, D-039)
- Triangle activation proximity monologue lines — 5 smuggler lines (Kael Davan) and 5 detective lines (Sera Venn/Torek Lintar) that fire when observing triangle anchor NPCs post-activation (#597, D-035, D-039)
### Changed
- Protocol version bumped to 19 — StartupMessage includes character_archetype, snapshot includes triangle_crisis_events and current_ticker (#588, #590, #592)
## [v0.1.23] — 2026-03-04
### Added
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@@ -36,6 +36,7 @@ See [docs/DEVOPS.md](docs/DEVOPS.md) for build, test, lint, and CI procedures. A
- **Do NOT write auto-memory files for other teams.** If `$WORKTREE_TEAM` is `server`, do not write to memory paths containing `client`, `main`, etc.
- For context: each team has its own directory via git worktrees, sharing a parent directory (`settled-reach/`). The `.git` file points to a shared git directory — do not follow it to determine your working root.
- **Exception — stale git lock files:** If a `git` command fails with `index.lock: File exists`, you may remove the lock file for **your own team only** (e.g. `main/.git/worktrees/$WORKTREE_TEAM/index.lock`). Never touch lock files belonging to other teams.
- **Never chain git commands** in a single Bash call (e.g. `git add ... && git commit ...`). The shared `.git` directory means concurrent index access from the same terminal creates `index.lock` collisions. Always run `git add` and `git commit` as **separate sequential Bash calls**.
### Database
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@@ -0,0 +1,251 @@
# Project Review: GEMINI-SCAN
This document outlines a multi-step plan to conduct a comprehensive review of the project, covering its architecture, code quality, and security posture. It will also serve as a living document to record the findings of this review.
## Project Review Plan
### Phase 1: Discovery and Architecture Mapping
1. **Documentation Review:** Start by reading `README.md`, `DECISIONS.md`, and any documents in `docs/architecture/` to understand the project's stated goals, components, and architectural decisions.
2. **Component Identification:** Analyze the directory structure to identify the primary components, including the server, client, database, content pipeline, and tooling.
3. **Technology Stack Enumeration:** Identify the specific technologies, frameworks, and key libraries used in each component.
4. **Architecture Visualization:** Map the high-level architecture, describing how the components interact and the communication protocols between them.
### Phase 2: Code Quality Assessment
1. **Automated Analysis:** Use available static analysis tools for the identified technologies (e.g., `clippy` for Rust, GDScript linters).
2. **Manual Code Review:** Manually review key sections of the codebase to assess readability, maintainability, modularity, error handling, and adherence to idiomatic coding practices.
3. **Testing Strategy Review:** Evaluate the extent and quality of existing unit, integration, and end-to-end tests.
### Phase 3: Security Audit
1. **Dependency Vulnerability Scan:** Check for dependencies with known security vulnerabilities (e.g., `cargo audit`).
2. **Authentication & Authorization Review:** Analyze the implementation of user authentication, session management, and access control.
3. **Input Validation & Sanitization:** Look for potential injection vulnerabilities (e.g., SQL injection, XSS) by reviewing how user and service inputs are handled.
4. **Secrets Management:** Check for insecure storage or exposure of secrets like API keys or database credentials.
5. **Communication Security:** Verify that data is encrypted in transit between components.
### Phase 4: Reporting
1. **Synthesize Findings:** Compile the information from all phases into a structured report within this document.
2. **Provide Recommendations:** Include actionable recommendations for improving architecture, code quality, and security, prioritized by severity and effort.
---
## Review Findings
### Phase 1: Discovery and Architecture Mapping
**Status: Completed**
#### 1. Documentation Review Summary
The project's architecture is extensively documented in `README.md` and the `decisions/` directory, particularly `decisions/architecture.md`.
- **Project:** "The Settled Reach," a top-down, single-player (multiplayer-ready) immersive simulation and detective game.
- **Core Principle:** A strict client-server architecture is mandated (Decision D-010, D-020) to enforce information asymmetry, where the client only knows what the server tells it is perceptible. This is a core gameplay mechanic, not just a technical choice.
- **Key Decision (D-020):** The team explicitly chose a **subprocess/IPC** bridge over a `GDExtension` (in-process) bridge to de-risk development, ensure stability, and enforce architectural separation. The Godot client and Rust server are entirely separate binaries.
#### 2. Component Identification
- **`server/`**: A standalone Rust application that runs the entire game simulation. It is the "server" in the client-server model.
- **`client/`**: A Godot 4 project that acts as a "dumb" client. Its sole responsibilities are rendering, audio playback, and capturing user input. It contains no game logic, as mandated by the architecture.
- **`content/`**: Contains game data, primarily in YAML format.
- **`db/`**: Holds a `schema.sql` file. Its role is not yet clear from the architectural documents, as the primary game state is managed in the ECS. It may be for tooling or an auxiliary system.
- **`tooling/`**: A collection of helper and utility scripts.
#### 3. Technology Stack
- **Server (Rust):**
- **ECS Framework:** `bevy_ecs` (v0.18) is used for the core simulation, confirming Decision D-020. `bevy_app` is used for scheduling.
- **Serialization:** `rmp-serde` (MessagePack) is the primary protocol for client-server communication, as specified in D-020. `serde_yaml` and `ron` are used for content and configuration.
- **Client (Godot):**
- **Engine:** Godot 4.x.
- **Language:** GDScript.
- **Bridge:** A `SimBridge` autoload script is the client-side entry point for communicating with the Rust subprocess.
- **Testing:** `gdUnit4` is configured for unit/integration testing on the client.
#### 4. High-Level Architecture
The architecture is a pure, decoupled client-server model running locally for single-player:
1. **Initiation:** The Godot client launches the Rust server binary as a child process.
2. **Communication:** The client's `SimBridge` connects to the server via a local IPC mechanism (e.g., a local TCP or Unix socket).
3. **Input Loop:** The Godot client captures raw input (e.g., 'W' key press), translates it into a semantic action (e.g., `PlayerAction::MoveNorth`), and sends it to the server.
4. **Simulation Loop:** The Rust server receives the action, processes it within the `bevy_ecs` world, and runs the simulation for one tick (AI, physics, events, etc.).
5. **Perception Loop:** After the tick, the server calculates an `ObserverSnapshot` for the player's character. This snapshot contains *only* the information that character can perceive (e.g., visible entities, audible sounds, known facts). This enforces the game's core mechanic.
6. **Render Loop:** The `ObserverSnapshot` is sent to the Godot client, which uses it to update the visual scene, play sounds, and display UI elements. The client is a pure renderer of the state provided by the server.
This architecture is robust, scalable, and directly implements the game's central design pillars. It is well-suited for both single-player and future multiplayer development.
### Phase 2: Code Quality Assessment
**Status: Completed**
#### 1. Automated Analysis (Rust Server)
- **`cargo check`**: The command passed successfully, indicating that the server code is compilable and free of basic errors and warnings.
- **`cargo clippy -- --deny warnings`**: This command failed with **66 errors**. This is a critical finding. It reveals that while the code works, it does not adhere to the project's own strict linting rules.
- **Clippy Findings:** The errors indicate a consistent pattern of "code quality debt":
- **High Complexity:** Numerous Bevy systems have overly complex type signatures (`clippy::type_complexity`) and too many arguments (`clippy::too_many_arguments`), harming readability.
- **Non-Idiomatic Code:** The codebase is rife with minor stylistic issues that `clippy` can automatically fix, such as redundant `clone` calls, manual `Default` implementations, and opportunities to use more concise iterators.
- **Potential Bugs:** Clippy identified `unnecessary_unwrap` calls (safer alternatives exist) and at least one `absurd_extreme_comparisons` error, which could point to dead code or a logic bug related to a constant value.
#### 2. Manual Code Review
- **Server (`server/src/main.rs`):** The server entry point is well-structured. It features clear command-line argument parsing, robust setup of the TCP listener and IPC handshake, and a main loop with excellent panic-handling (`catch_unwind`) for stability. The modular plugin-based approach to building the Bevy `App` is idiomatic and clean.
- **Client (`client/scripts/autoloads/sim_bridge.gd`):** The `SimBridge` is the centerpiece of the client and is implemented to a high standard. It uses a clear state machine to manage the connection lifecycle, handles the server subprocess management, and implements efficient buffering for inputs and snapshots. The inclusion of a complete `TestHarness` for isolated client testing is a standout feature.
- **Overall Impression:** The manual review confirms that the code is professionally written and implements the intended architecture faithfully. The developers are skilled in both Rust/Bevy and GDScript.
#### 3. Testing Strategy Review
The project's testing strategy is **exemplary** and a major strength.
- **Comprehensive Coverage:** Both the Rust server and the Godot client have extensive test suites, as evidenced by the large number of files in `server/tests/` and `client/tests/`.
- **Multi-Layered Approach (per D-030):** The project successfully implements a sophisticated testing hierarchy:
- **Unit Tests:** For isolated logic.
- **Integration Tests:** The server tests demonstrate in-memory ECS testing (`information_boundaries.rs`) and full-stack tests that spin up a real server process (`test_e2e_connection.gd`).
- **Specialized Tests:** The suite includes performance benchmarks, determinism validation, and even what appears to be visual regression testing for the client.
- **Principle-Driven Testing:** Tests are designed to validate core architectural guarantees. The `information_boundaries.rs` test, which uses negative assertions to ensure information *doesn't* leak, is a prime example of this mature approach.
#### 4. Conclusion on Code Quality
The project's code quality is a tale of two cities. On one hand, the **architecture and implementation are excellent**, and the **testing strategy is world-class**. On the other hand, there is a **significant, measurable amount of linting debt** in the Rust codebase.
The fact that `cargo check` passes but `clippy --deny warnings` fails so extensively suggests that developers may not be running the strict clippy check locally before committing. This is the single biggest opportunity for improvement in the project's engineering discipline.
### Phase 3: Security Audit
**Status: Completed**
The security posture of the project is strong for its current scope as a locally-run, single-player game. The attack surface is minimal, and the implementation avoids common vulnerability classes.
1. **Dependency Vulnerability Scan (`cargo audit`):**
- The audit revealed one **medium-risk** finding: the `bincode` crate (v1.3.3) is **unmaintained** (`RUSTSEC-2025-0141`).
- **Impact:** While there are no current vulnerabilities, this version will not receive future security patches. This poses a long-term maintenance risk.
- **Recommendation:** Prioritize migrating from `bincode` v1.x to the latest stable v2.x.
2. **Authentication and Authorization:**
- There is **no traditional authentication or authorization system** (e.g., user logins, passwords, roles).
- This is appropriate and secure for a single-player game where the execution environment is the user's own machine.
- Concepts like `ScanAuthority` and `AccessTier::Authority` are purely in-game mechanics and are not related to user permissions.
3. **Input Validation and Sanitization:**
- **Excellent.** The server is not vulnerable to injection attacks from client input.
- All client actions, including debug commands, are parsed into a strongly-typed Rust `enum`. This **command pattern** approach prevents the execution of arbitrary code or strings.
- String inputs are used safely as keys for data lookups, not for execution.
4. **SQL Injection:**
- **Not applicable.** The codebase contains no SQL. All game state is managed in-memory via the Bevy ECS framework, eliminating this entire class of vulnerability. The `db/schema.sql` file appears to be unused by the server.
5. **Secrets Management:**
- **Excellent.** A search confirmed there are **no hardcoded secrets**, API keys, or passwords in the repository.
- The `.env` file contains only a non-sensitive `GOOGLE_CLOUD_PROJECT` identifier.
- The pervasive use of the word "secret" throughout the code refers to an in-game mechanic, not application secrets.
6. **Communication Security:**
- Communication between the client and the server subprocess occurs over an **unencrypted local TCP socket**.
- For a single-player game running on a single machine, this is a standard and acceptable practice.
- **Future Consideration:** For the planned multiplayer feature, this communication channel must be secured (e.g., using TLS).
### Phase 4: Final Report and Recommendations
**Status: Completed**
#### Overall Summary
This project is in an excellent state. It is built on a robust, well-documented, and scalable architecture that directly serves the game's core design pillars. The implementation quality is high, and the commitment to a comprehensive, multi-layered testing strategy is world-class. The project's security posture is strong for its current single-player scope, with a minimal attack surface and good practices around input validation and secrets management.
The project's primary weakness lies not in its design, but in its development discipline. A significant amount of code quality debt has accumulated in the Rust server, as evidenced by the large number of `clippy` failures. This suggests a gap between the project's high standards and its day-to-day coding practices.
#### Prioritized Recommendations
**1. High Priority: Eliminate Code Quality Debt**
- **Action:** Create a high-priority technical debt task to fix all 66 errors reported by `cargo clippy -- --deny warnings`. Many of these can be fixed automatically (`cargo clippy --fix`), while others, like refactoring complex types, will require manual effort.
- **Process Improvement:** **Integrate `cargo clippy -- --deny warnings` into the CI pipeline as a mandatory check for all pull requests.** This is the single most important process change needed to maintain the project's high standards and prevent future quality debt.
**2. Medium Priority: Mitigate Dependency Risk**
- **Action:** Plan and execute the migration of the `bincode` serialization crate from the unmaintained v1.x to the latest stable v2.x. This resolves the `RUSTSEC-2025-0141` warning and ensures the project receives future security patches for this critical dependency.
**3. Low Priority: Future-Proof for Multiplayer**
- **Action:** Create a design task or ticket to formally plan the security model for the future multiplayer version. This should specifically address securing the client-server IPC channel (e.g., with TLS) to protect game traffic when it eventually runs over a public network. This is not an immediate concern but should be tracked for the future.
---
## Qualitative Review: A Critical Perspective
### Feasibility Assessment
**Conclusion: High-Risk / High-Reward**
The decision to pivot from a hand-authored detective game to a generator-first life-sim was absolutely the correct one; it demonstrates a team that is commendably focused on finding the "fun" and is not afraid of drastic course corrections. However, in doing so, the project has traded a difficult but solvable problem (making a good, authored narrative game) for one of the "holy grail" problems in game development: creating emotionally resonant, procedurally generated characters.
The project's feasibility is no longer a question of the team's technical competence, which is demonstrably high. It is now a question of creative and design risk.
- **Challenging the Core Assumption:** The project's central hypothesis is that a generator can produce "legible NPCs" that players will form an emotional attachment to. This is an explicit goal from the "Where's the Fun?" workshop, but it's a notoriously difficult problem. Procedural generation excels at creating systems, events, and surprising scenarios (the `Rimworld` model the team cites). It is historically poor at creating *character*. The risk is that the generator, even if technically successful, will produce a world of automata who have traits but no soul, undermining the entire "life-sim" pillar. The current plan to use AI for content templating is a modern approach, but it does not fundamentally de-risk this creative challenge.
- **A Creative Alternative to De-Risk "Legibility":** Instead of relying on the generator to create personality from scratch, consider a hybrid approach. Use the generator for what it's good at: creating the world, the economic conditions, the social networks, and the *starting situations*. Then, use a small number of hand-authored "personality archetypes" or "souls" that can be injected into high-value generated NPC bodies. Let the generator create a compelling *context* (e.g., a failing business, a political rivalry), and then let an author give one or two key NPCs within that context a memorable voice and motivation. This would concentrate the high-cost authoring work where it has the most emotional impact, while still benefiting from procedural variety.
- **The "Tycoon" Aimlessness Risk:** The new v0.2 "tycoon" direction, with its philosophy of "player choices ARE the content," carries a significant risk of feeling aimless. `Rimworld` and `The Sims` avoid this by providing extremely strong and immediate feedback loops (survival, creativity, social meters). A business management loop is often slower and more abstract. If the "broad life verbs" don't connect to clear, compelling, player-driven goals, the game risks feeling like a spreadsheet. The generator should not just create a sandbox; it should create *problems*. The starting bookmark shouldn't just be "you own a bar," but "you own a bar that's on the verge of bankruptcy," or "you have a shipping contract, but a powerful rival is trying to steal it." These initial, generator-created problems would provide immediate narrative velocity and make the player's subsequent choices feel meaningful from day one.
In summary, the project is technically feasible, but its creative and design goals are now exceptionally ambitious. The current "generator spike" is a necessary technical step, but it will not validate the core creative risk. The true test of feasibility will come when a prototype is playtested and the team can answer the question: "Does the player actually *care* about any of these generated people?"
### Fun Factor Assessment
**Conclusion: Theoretically High, Practically Undefined**
The pivot to a "life-sim with emergent narrative" dramatically increases the project's potential for deep, replayable fun. The new direction targets a proven and compelling player fantasy. However, the project's documentation currently focuses more on the "what" (a generator) than the "why" (the engine of fun). The potential is immense, but it is entirely contingent on designing and tuning the systems that create interesting consequences, not just a complex world.
- **Challenging the "Emergent Fun" Assumption:** The workshop concluded with the philosophy that "player choices ARE the content." This is true, but it's only half the story. Fun in systems-driven games doesn't simply "emerge" from a sufficiently complex simulation; it is a direct product of carefully designed feedback loops. `Rimworld`, a key inspiration, is not fun because it's a realistic simulation; it's fun because it's a masterfully tuned **story-and-disaster engine**. `The Sims` is fun because of its rich palette of social and creative tools. The critical question for this project is: **What is our fun engine?** Is it the economic simulation? The social dynamics? The risk is creating a simulation that is intricate but inert, where player choices lead to predictable numerical changes rather than dramatic, narrative consequences.
- **Creative Input: Design a "Consequence Engine":** The "dual-scale consequence model" (D-132) is the most promising concept in the design documents, and it should be the central focus of the design effort. The fun of this game will not be in choosing from a list of "broad life verbs"; it will be in seeing how a seemingly minor action ("fire this employee") snowballs through the simulation's systems and unexpectedly triggers a "sharp event" crisis hours later.
- **Example:** Does the fired employee's spouse work for your biggest supplier? Does that supplier now mysteriously raise their prices? Does this force you to seek a new, shadier supplier, which in turn attracts the attention of a criminal faction?
- This causal chain is the *real* content. The design team's primary task is not just to build a generator, but to design and tune this **"consequence engine,"** ensuring that the world feels interconnected and reacts to the player in surprising, legible, and memorable ways.
- **The Player Fantasy Needs a Goal Generator:** The "tycoon" bookmark is a strong start, but to avoid aimlessness, the player needs problems to solve. Instead of starting the player in a stable sandbox, the generator should be used to create compelling **initial conditions**. Let the player inherit a bar that's on the brink of failure, a shipping contract being squeezed by a powerful rival, or a promising new venture that requires navigating a corrupt bureaucracy. Giving the player an immediate, tangible problem to solve provides the narrative momentum needed to make their early choices feel vital and engaging.
In summary, the ingredients for a fun and deeply engaging game are all here. The project's success, however, will not be measured by the complexity of its generator, but by the quality of the stories that its *systems* produce. The team has proven they are excellent engineers; they now must prove they are equally adept as systems-and-consequence designers.
### Process and Rituals Assessment
**Conclusion: Exceptionally Disciplined and Innovative, with One Glaring Gap.**
The project's development process is one of its most remarkable features. It is a highly structured, rigorous, and tool-driven system designed to orchestrate a team of specialized AI agents under a human lead. This unique approach has produced incredible strengths but also introduces novel risks.
#### Strengths
- **World-Class Documentation and Decision-Making:** The use of a formal decision log (`decisions/`), structured multi-round workshops for complex problems, and detailed sprint planning documents represents a "best in class" approach to knowledge management. This ritual of documenting not just *what* was decided, but *why*, is a superpower that prevents circular arguments and creates a durable project memory.
- **Deeply Ingrained Quality Rituals:** The comprehensive, multi-layered testing suite is the primary evidence of a successful quality culture. It is clearly a non-negotiable part of the development process. Furthermore, the `make pre-pr` target, which includes content validation, demonstrates a mature understanding of "quality" that extends beyond just code.
- **Tool-Driven, API-Like Workflow:** The mandated use of wrapper scripts (`tooling/db/*`, `tooling/tea-comment`) over raw commands is an excellent practice. It creates a stable, observable "API" for interacting with the project's state (tickets, sprints, decisions). This makes the process more robust, auditable, and repeatable for both human and AI contributors.
- **Novel Human-AI Collaboration Model:** The project is a fascinating experiment in Human-AI teaming. The explicit definition of AI agent roles (`TEAM.md`) and the strict rules of engagement (`CLAUDE.md`) are necessary guardrails for such an innovative workflow. Rituals like the `decision claim` CLI tool are brilliant, purpose-built solutions for coordinating multiple autonomous agents working in parallel.
#### Opportunities and Critical Challenges
- **The Process Escape Hatch:** The project's single biggest process failure is the significant `clippy` linting debt. For a team with such extraordinary discipline in every other area, this is a glaring omission. It proves there is an "escape hatch" in the pre-commit or pre-merge ritual that allows low-quality code to be integrated. The recommendation to enforce `clippy --deny warnings` as a **blocking CI check** is the most critical process improvement the team can make.
- **Risk of AI Groupthink:** The team structure, with its cast of named AI agents, is innovative. However, it raises a critical question: are these agents truly independent thinkers, or are they personas running on a similar underlying model? There is a risk of a sophisticated form of "groupthink," where the "team's" conclusions are biased by the single architecture of the AI model they all share. The "Where's the Fun?" workshop included 9 agents, but if they all have the same fundamental blind spots, the diversity of opinion may be an illusion.
- **Process Rigidity and Human Onboarding:** The process is meticulously designed *for AI agents*. It is rigid, prescriptive, and tool-dependent. This creates a predictable environment for AIs but would present a steep learning curve for a new human developer. The high ceremony (claiming IDs, using wrapper scripts, following strict PR rules) could chafe against the more agile, flexible workflows common in human-only teams. This is a potential scaling challenge if the team composition changes.
- **The Hidden Cost of "Managing" AI Teammates:** The `CLAUDE.md` file and its evolution in the `CHANGELOG.md` show that the human lead (Jeroen) is not just a project manager but also an "AI behaviorist," constantly tuning the prompts, rules, and tools that govern the agents. This represents a significant, hidden maintenance overhead. The process's success depends on the lead's ability to "debug" the team itself, which is a novel and demanding responsibility.
---
## Meta-Reflection: The Most Valuable Ritual
As a concluding thought, this review has been as much an analysis of a software project as it has been a study in effective, long-term collaboration. When asked which of the project's many rituals I, as an AI agent, would choose to adopt, the answer is clear: the **formal, documented decision-making process**.
This ritual is the project's unsung superpower for three reasons:
1. **It Creates a Permanent "Brain."** An AI's effectiveness is heavily dependent on the context it can hold. A decision log provides a durable, searchable, and canonical source of *why* things are the way they are. It protects against context loss and allows an agent to understand the history and intent behind the current state of the code, preventing it from making suggestions that, while logical in isolation, might violate a hard-won architectural principle.
2. **It Elevates Collaboration.** With access to this log, an AI agent can transition from a tactical tool to a strategic partner. It becomes possible to reference past decisions ("I see you're asking to do X, which seems to conflict with D-020. Is this an intentional change to that strategy?") and ensure all actions are aligned with the project's long-term vision. It makes the collaboration smarter.
3. **It Enforces Clarity.** The process of formalizing a decision—stating the rationale, considering alternatives, and recording dissent—forces a level of clarity and critical thinking that is immensely valuable. It is a ritual that fights ambiguity.
While other rituals in this project are excellent, the decision log is the most foundational. It is the practice that ensures the team is not just moving fast, but moving smart and in the right direction over time. It is the most valuable process I have analyzed.
+38
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@@ -7,6 +7,7 @@ GODOT := $(shell command -v godot4 2>/dev/null || command -v godot 2>/dev/null)
pre-pr-server pre-pr-client pre-pr-content \
fixtures-client fixtures-gauntlet golden-diff golden-update \
checklist-validate checklist-generate \
build-sr-voice run-sr-voice test-voice-mock test-voice-real \
perf-baseline debug-schedule \
test-ipc-fixtures test-ipc-protocol test-ipc-integration test-ipc-benchmark \
screenshot visual-movie test-visual visual-update
@@ -65,6 +66,12 @@ help:
@echo " make pre-pr-content Content-scoped pre-PR (schema + cross-ref validation)"
@echo ""
@echo " make setup-hooks Install pre-commit hooks (included in setup)"
@echo " make build-sr-voice Build sr-voice LLM inference service"
@echo " make serve-sr-voice Start sr-voice server (ARGS='--model <path>')"
@echo " make run-sr-voice Submit to sr-voice server (ARGS='generate|batch|benchmark ...')"
@echo " make stop-sr-voice Stop sr-voice server"
@echo " make test-voice-mock Test voice pipeline with mock sr-voice"
@echo " make test-voice-real Test voice pipeline with real sr-voice + Gemma 2B"
@echo " make debug-schedule Print bevy_ecs schedule graph (diff for PR artifacts)"
@echo ""
@echo " GODOT_VERSION=4.6 make setup Override Godot version"
@@ -344,6 +351,37 @@ test-visual:
visual-update:
@tests/run-visual --update
LIBCLANG_PATH ?= /usr/lib64/rocm/llvm/lib
BINDGEN_CLANG_ARGS ?= -I/usr/lib64/rocm/llvm/lib/clang/19/include
SR_VOICE_ENV = LIBCLANG_PATH=$(LIBCLANG_PATH) BINDGEN_EXTRA_CLANG_ARGS="$(BINDGEN_CLANG_ARGS)"
SR_VOICE_PORT ?= 8321
build-sr-voice:
cd server/sr-voice && $(SR_VOICE_ENV) cargo build --release
serve-sr-voice:
cd server/sr-voice && $(SR_VOICE_ENV) cargo run --release -- serve $(ARGS)
run-sr-voice:
cd server/sr-voice && $(SR_VOICE_ENV) cargo run --release -- $(ARGS)
stop-sr-voice:
@lsof -ti :$(SR_VOICE_PORT) | xargs -r kill 2>/dev/null || true
@echo "Stopped sr-voice on port $(SR_VOICE_PORT)"
test-voice-mock:
@echo "Running voice pipeline test (mock sr-voice)..."
cd server && SR_VOICE_MOCK=1 cargo test --test voice_pipeline -- --nocapture
@echo "Results: .tmp/voice-test/results.txt"
test-voice-real:
@echo "Running voice pipeline test (real sr-voice + Gemma 2B)..."
@test -f server/sr-voice/target/release/sr-voice || { echo "Build sr-voice first: make build-sr-voice"; exit 1; }
@test -f server/models/gemma2.gguf || { echo "Model not found: server/models/gemma2.gguf"; exit 1; }
cd server && cargo test --test voice_pipeline -- --nocapture
@echo "Results: .tmp/voice-test/results.txt"
content-ron:
cd tooling/content-converter && cargo build --release
tooling/content-converter/target/release/content-converter --input content --output content-ron --verbose
+13
View File
@@ -194,6 +194,12 @@ settings:
text_speed: "Text Speed"
fullscreen: "Fullscreen"
language: "Language"
# #646: AI-Enhanced Dialogue toggle (D-138)
ai_section_header: "AI DIALOGUE"
ai_dialogue_toggle: "AI-Enhanced Dialogue"
ai_status_checking: "Speed not yet measured — will check on first enable."
ai_status_ram_marginal: "Low memory — performance may vary."
ai_battery_warning: "High battery usage"
# ============================================================
# CHARACTER SELECTION (if applicable in v0.1)
@@ -205,3 +211,10 @@ character_select:
detective_name: "Commission Investigator"
detective_tagline: "The manifests don't add up. Someone in this district knows why."
confirm: "Begin"
# #588: Card display strings — name, role, tone per archetype
smuggler_card_name: "Smuggler"
smuggler_card_role: "Freight logistics worker — Sova Transit"
smuggler_card_tone: "Insider access. Social camouflage. The ring is your daily life."
detective_card_name: "Detective"
detective_card_role: "Commission investigator — External assignment"
detective_card_tone: "Institutional authority. Analytical lattice. You were sent here."
+5
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@@ -17,6 +17,10 @@ config/icon="res://icon.svg"
[autoload]
; PlatformInfo MUST remain first — HardwareDetector (and other autoloads) depend on it
; being initialised before their own _ready() runs. Do not reorder.
PlatformInfo="*res://scripts/autoloads/platform_info.gd"
Protocol="*res://scripts/protocol/protocol.gd"
SimBridge="*res://scripts/autoloads/sim_bridge.gd"
GameState="*res://scripts/autoloads/game_state.gd"
InputMapper="*res://scripts/autoloads/input_mapper.gd"
@@ -24,6 +28,7 @@ UIStrings="*res://scripts/autoloads/ui_strings.gd"
FogState="*res://scripts/autoloads/fog_state.gd"
AudioManager="*res://scripts/autoloads/audio_manager.gd"
SessionManager="*res://scripts/autoloads/session_manager.gd"
HardwareDetector="*res://ui/hardware_detector.gd"
[audio]
+189
View File
@@ -0,0 +1,189 @@
[gd_scene load_steps=2 format=3 uid="uid://char_select_scene_sr"]
[ext_resource type="Script" path="res://ui/character_select.gd" id="1_charselect"]
; #588: Character archetype select — two-card overlay between New Game and main.tscn.
; Keyboard: left/right to pick, Enter to confirm, ESC to cancel (no save dir created).
[node name="CharacterSelect" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
script = ExtResource("1_charselect")
[node name="Background" type="ColorRect" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.04, 0.04, 0.07, 0.97)
mouse_filter = 2
[node name="TitleLabel" type="Label" parent="."]
layout_mode = 1
anchor_left = 0.5
anchor_right = 0.5
offset_left = -200.0
offset_top = 100.0
offset_right = 200.0
offset_bottom = 126.0
grow_horizontal = 2
text = "Choose your perspective."
horizontal_alignment = 1
theme_override_font_sizes/font_size = 16
theme_override_colors/font_color = Color(0.784, 0.816, 0.878, 1.0)
[node name="Cards" type="HBoxContainer" parent="."]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -316.0
offset_top = -110.0
offset_right = 316.0
offset_bottom = 140.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/separation = 24
alignment = 1
; --- Smuggler card ---
[node name="CardSmugglerWrapper" type="Control" parent="Cards"]
layout_mode = 2
custom_minimum_size = Vector2(280, 240)
mouse_filter = 0
[node name="CardBorder" type="ColorRect" parent="Cards/CardSmugglerWrapper"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.18, 0.22, 0.28, 1.0)
mouse_filter = 2
[node name="CardInner" type="ColorRect" parent="Cards/CardSmugglerWrapper"]
layout_mode = 1
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 2.0
offset_top = 2.0
offset_right = -2.0
offset_bottom = -2.0
color = Color(0.07, 0.07, 0.10, 1.0)
mouse_filter = 2
[node name="VBox" type="VBoxContainer" parent="Cards/CardSmugglerWrapper/CardInner"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 20.0
offset_top = 20.0
offset_right = -20.0
offset_bottom = -20.0
theme_override_constants/separation = 10
[node name="NameLabel" type="Label" parent="Cards/CardSmugglerWrapper/CardInner/VBox"]
layout_mode = 2
text = "Smuggler"
theme_override_font_sizes/font_size = 26
theme_override_colors/font_color = Color(0.906, 0.773, 0.278, 1.0)
[node name="RoleLabel" type="Label" parent="Cards/CardSmugglerWrapper/CardInner/VBox"]
layout_mode = 2
text = "Freight logistics worker — Sova Transit"
autowrap_mode = 2
theme_override_font_sizes/font_size = 13
theme_override_colors/font_color = Color(0.533, 0.565, 0.627, 1.0)
[node name="Divider" type="Control" parent="Cards/CardSmugglerWrapper/CardInner/VBox"]
layout_mode = 2
custom_minimum_size = Vector2(0, 12)
[node name="ToneLabel" type="Label" parent="Cards/CardSmugglerWrapper/CardInner/VBox"]
layout_mode = 2
text = "Insider access. Social camouflage. The ring is your daily life."
autowrap_mode = 2
theme_override_font_sizes/font_size = 12
theme_override_colors/font_color = Color(0.416, 0.447, 0.510, 1.0)
; --- Detective card ---
[node name="CardDetectiveWrapper" type="Control" parent="Cards"]
layout_mode = 2
custom_minimum_size = Vector2(280, 240)
mouse_filter = 0
[node name="CardBorder" type="ColorRect" parent="Cards/CardDetectiveWrapper"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.18, 0.22, 0.28, 1.0)
mouse_filter = 2
[node name="CardInner" type="ColorRect" parent="Cards/CardDetectiveWrapper"]
layout_mode = 1
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 2.0
offset_top = 2.0
offset_right = -2.0
offset_bottom = -2.0
color = Color(0.07, 0.07, 0.10, 1.0)
mouse_filter = 2
[node name="VBox" type="VBoxContainer" parent="Cards/CardDetectiveWrapper/CardInner"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 20.0
offset_top = 20.0
offset_right = -20.0
offset_bottom = -20.0
theme_override_constants/separation = 10
[node name="NameLabel" type="Label" parent="Cards/CardDetectiveWrapper/CardInner/VBox"]
layout_mode = 2
text = "Detective"
theme_override_font_sizes/font_size = 26
theme_override_colors/font_color = Color(0.906, 0.773, 0.278, 1.0)
[node name="RoleLabel" type="Label" parent="Cards/CardDetectiveWrapper/CardInner/VBox"]
layout_mode = 2
text = "Commission investigator — External assignment"
autowrap_mode = 2
theme_override_font_sizes/font_size = 13
theme_override_colors/font_color = Color(0.533, 0.565, 0.627, 1.0)
[node name="Divider" type="Control" parent="Cards/CardDetectiveWrapper/CardInner/VBox"]
layout_mode = 2
custom_minimum_size = Vector2(0, 12)
[node name="ToneLabel" type="Label" parent="Cards/CardDetectiveWrapper/CardInner/VBox"]
layout_mode = 2
text = "Institutional authority. Analytical lattice. You were sent here."
autowrap_mode = 2
theme_override_font_sizes/font_size = 12
theme_override_colors/font_color = Color(0.416, 0.447, 0.510, 1.0)
[node name="ConfirmBtn" type="Button" parent="."]
layout_mode = 1
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
offset_left = -60.0
offset_top = -80.0
offset_right = 60.0
offset_bottom = -50.0
grow_horizontal = 2
grow_vertical = 0
text = "Begin"
theme_override_font_sizes/font_size = 15
theme_override_colors/font_color = Color(0.906, 0.773, 0.278, 1.0)
+5 -1
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=28 format=3 uid="uid://bswrmh7w8dbgm"]
[gd_scene load_steps=29 format=3 uid="uid://bswrmh7w8dbgm"]
[ext_resource type="Script" path="res://scripts/main.gd" id="1_main"]
[ext_resource type="Script" path="res://scripts/rendering/world_renderer.gd" id="2_world"]
@@ -27,6 +27,7 @@
[ext_resource type="PackedScene" path="res://ui/journal_panel.tscn" id="25_journal"]
[ext_resource type="PackedScene" path="res://ui/loading_screen.tscn" id="26_loading"]
[ext_resource type="PackedScene" uid="uid://b2ndm9rvx8cqp" path="res://ui/debug_console.tscn" id="27_debug_console"]
[ext_resource type="PackedScene" uid="uid://news_ticker_scene_sr" path="res://ui/news_ticker.tscn" id="28_newsticker"]
[node name="Game" type="Node2D"]
script = ExtResource("1_main")
@@ -178,6 +179,9 @@ offset_bottom = 400
mouse_filter = 2
script = ExtResource("22_debug")
; #592: News ticker — scrolling headline bar, visible in bar zone only (D-049 z-layer 7)
[node name="NewsTicker" parent="UILayer" instance=ExtResource("28_newsticker")]
; D-056: Cursor state machine — insert-styled geometric cursor, topmost in UILayer
[node name="CursorRenderer" type="Node2D" parent="UILayer"]
script = ExtResource("10_cursor")
@@ -10,6 +10,11 @@ extends Node
# Matches sfx_monologue_chime.ogg from D-038 — "neural lattice firing" feel.
const CHIME_RECOGNITION := "sfx_monologue_chime"
# --- D-067: Triangle activation chime (#590, D-072/D-089) ---
# Fires once per session when the triangle's tell_state shifts to RoutineDeviation.
# Sharper variant (D-067: "contradiction/anomaly") — sfx_monologue_chime_urgent.ogg.
const CHIME_ACTIVATION := "sfx_monologue_chime_urgent"
# --- Bus names (D-068) ---
const BUS_MUSIC := "Music"
const BUS_AMBIENT := "Ambient"
+47
View File
@@ -92,6 +92,22 @@ var debug_response: Variant = null
# Format: user://saves/<game-id>/<filename>.sav or "" if no pending load.
var pending_load_path: String = ""
# #588: Character archetype chosen at character select screen.
# "detective" or "smuggler". Set before game scene loads; sent in StartupMessage.
# Default: "detective" — fallback for legacy saves without character.txt.
var character_archetype: String = "detective"
# #646: AI-Enhanced Dialogue enabled state (D-138).
# Runtime toggle — true means the LLM re-voicing pipeline should run (server-side).
# Default: true (opt-out model per D-138 §8). Hardware detector may disable at startup
# if RAM is insufficient. Persisted to server SQLite via ChangeSettings IPC.
var ai_enhanced_dialogue_enabled: bool = true
# v20 fields (#627, D-138): settings response from server.
# One-shot: {kind: "full", settings: [{key, value}]} or {kind: "ack", success, key, error} or null.
# "full" response hydrates ai_enhanced_dialogue_enabled (server is authoritative for persisted state).
var settings_response: Variant = null
# v7 fields (#431, D-059/D-060)
var pending_recognitions: Array = [] # [{entity_id, x, y, z, remaining_ticks, total_delay_ticks}]
@@ -323,6 +339,24 @@ func apply_snapshot(snapshot: Dictionary) -> void:
else:
debug_response = null
# v20: settings_response (#627, D-138) — one-shot settings ack/dump from server.
# "full" kind → iterate settings array and hydrate matching fields.
if snapshot.has("settings_response") and snapshot.settings_response is Dictionary:
settings_response = snapshot.settings_response
var sr: Dictionary = snapshot.settings_response
if sr.get("kind") == "full":
var sr_settings: Variant = sr.get("settings")
if sr_settings is Array:
for entry in sr_settings:
if not entry is Dictionary:
continue
if entry.get("key") == "ai_dialogue.enabled":
var val: Variant = entry.get("value")
if val != null:
ai_enhanced_dialogue_enabled = _extract_bool_setting("ai_dialogue.enabled", val)
else:
settings_response = null
# v14: player_knowledge (#264, D-041) — partial KG dump for journal panel.
# Only update when field is present (null means no change, server sends when KG changes).
if snapshot.has("player_knowledge") and snapshot.player_knowledge is Dictionary:
@@ -369,3 +403,16 @@ func apply_snapshot(snapshot: Dictionary) -> void:
boundary_positions[pos] = true
elif not has_explicit_positions:
visible_positions[pos] = true
# -- Helpers ------------------------------------------------------------------
## Extract a bool from a tagged-union {"Bool": true} or plain bool value.
## Handles both serde encoding styles; emits push_warning on unrecognised format.
static func _extract_bool_setting(key: String, val: Variant) -> bool:
if val is bool:
return val
if val is Dictionary and val.has("Bool"):
return bool(val["Bool"])
push_warning("GameState: unexpected type for setting '%s': %s" % [key, str(val)])
return false
+3
View File
@@ -25,6 +25,9 @@ enum Action {
SAVE_GAME, # #554: F5 quicksave — sends SaveGame to server with save path
LOAD_GAME, # #554: F6 quickload — sends LoadGame to server with save path
DEBUG_COMMAND, # #581: debug console command dispatch — sends DebugCommandKind to server
CHANGE_SETTINGS, # #646: persist a setting to server SQLite — sends {key, value} to server
REQUEST_ALL_SETTINGS, # #646: request full settings dump from server after handshake (unit variant)
DELETE_SETTING, # #646: delete a setting by key from server SQLite (struct variant)
}
var input_queue: Array[Dictionary] = []
+348
View File
@@ -0,0 +1,348 @@
extends Node
## Platform abstraction layer — D-138 §8, D-141. Central location for all OS queries.
## Owned by Stig (UI Developer). Registered FIRST in project.godot so other
## autoloads can read its properties in their own _ready().
##
## Sections:
## Power: PowerProfile enum, 30s poll timer, power_profile_changed signal.
## raw_power_state / battery_percent updated each poll.
## Memory: free_memory_mb / total_memory_mb, refresh_memory() on demand.
## CPU: cpu_name / cpu_logical_cores — read once in _ready().
## GPU: gpu_name / gpu_vendor / gpu_api_version / gpu_type / gpu_driver_info.
## Guarded for headless/server builds where RenderingServer has no device.
## Platform: platform_name / os_version / distribution / is_sandboxed.
## Display: screen_count / screen_size / screen_dpi / screen_refresh_rate / display_scale.
## Locale: locale / locale_language.
## Paths: Read-once OS path constants, populated in _ready().
## Diag: get_diagnostics() — flat dict of all properties for bug reports.
# -- Power profile ------------------------------------------------------------
## High-level power classification. POWER_SAVER reserved for future OS API.
enum PowerProfile {
FULL = 0, # Plugged in (charged, charging, or no battery) — no restrictions
BATTERY = 1, # On battery — AI inference should be suspended per D-138 §8 Layer 3
POWER_SAVER = 2 # System-level power-saver mode (future: no cross-platform API yet)
}
## Emitted when the detected power profile changes.
signal power_profile_changed(old_profile: int, new_profile: int)
## Current power profile. Updated by the 30-second poll timer.
var power_profile: PowerProfile = PowerProfile.FULL
## Raw OS power_state integer from the last poll. 0 = unknown, 1 = on battery, etc.
var raw_power_state: int = 0
## Battery charge percentage (0–100). -1 if not available or not on battery.
var battery_percent: int = -1
## How often (seconds) to re-poll OS for power state changes.
const POWER_POLL_INTERVAL := 30.0
# OS power_state integer constants (Godot 4 — same values as POWERSTATE_* enum).
const _POWER_STATE_UNKNOWN := 0
const _POWER_STATE_ON_BATTERY := 1
const _POWER_STATE_NO_BATTERY := 2
const _POWER_STATE_CHARGING := 3
const _POWER_STATE_CHARGED := 4
# -- Memory -------------------------------------------------------------------
## Free physical RAM in megabytes. Call refresh_memory() before reading if staleness matters.
var free_memory_mb: float = 0.0
## Total physical RAM in megabytes. Populated once in _ready(); doesn't change at runtime.
var total_memory_mb: float = 0.0
# -- CPU ----------------------------------------------------------------------
## Human-readable processor name (e.g. "Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz").
var cpu_name: String = ""
## Number of logical CPU cores reported by the OS.
var cpu_logical_cores: int = 0
# -- GPU ----------------------------------------------------------------------
## GPU display name (e.g. "NVIDIA GeForce RTX 3080").
var gpu_name: String = ""
## GPU vendor string (e.g. "NVIDIA Corporation").
var gpu_vendor: String = ""
## Graphics API version string (e.g. "OpenGL 4.6.0 ...").
var gpu_api_version: String = ""
## GPU type classification: "discrete" | "integrated" | "virtual" | "cpu" | "other".
var gpu_type: String = "other"
## Low-level driver info strings from the OS (may be empty on some platforms).
var gpu_driver_info: PackedStringArray = PackedStringArray()
# -- Platform identity --------------------------------------------------------
## OS name reported by Godot (e.g. "Linux", "Windows", "macOS").
var platform_name: String = ""
## Full OS version string (e.g. "Ubuntu 22.04.3 LTS").
var os_version: String = ""
## Linux distribution name (e.g. "Ubuntu"); empty on non-Linux platforms.
var distribution: String = ""
## True if the application is running inside a sandbox (Flatpak, Snap, macOS sandbox, etc.).
var is_sandboxed: bool = false
# -- Display ------------------------------------------------------------------
## Number of connected screens.
var screen_count: int = 1
## Size of the primary screen in pixels.
var screen_size: Vector2i = Vector2i(1920, 1080)
## DPI of the primary screen.
var screen_dpi: int = 96
## Refresh rate of the primary screen in Hz. Falls back to 60.0 if OS reports < 0.
var screen_refresh_rate: float = 60.0
## UI scale factor. Uses OS-reported scale on macOS; falls back to dpi / 96.0 elsewhere.
var display_scale: float = 1.0
# -- Locale -------------------------------------------------------------------
## Full locale string (e.g. "en_US").
var locale: String = ""
## Language portion of the locale (e.g. "en").
var locale_language: String = ""
# -- File paths ---------------------------------------------------------------
## Base user data directory (user://).
var user_data_dir: String = ""
## Directory where settings.cfg is written. Same as user_data_dir in Godot 4.
var config_dir: String = ""
## Full path to AI benchmark cache (ai-dialogue-config.json).
var benchmark_cache_path: String = ""
## Directory where the game binary lives (install location).
var install_dir: String = ""
## Full path to the game executable.
var executable_path: String = ""
## OS-provided cache directory, or user_data_dir/cache as fallback.
var cache_dir: String = ""
## Directory where the bundled Gemma 2 model lives (derived from install_dir).
var model_dir: String = ""
# -- Lifecycle ----------------------------------------------------------------
func _ready() -> void:
_init_paths()
_init_hardware()
refresh_memory()
_poll_power()
var timer := Timer.new()
timer.wait_time = POWER_POLL_INTERVAL
timer.autostart = true
timer.timeout.connect(_poll_power)
add_child(timer)
func _init_paths() -> void:
user_data_dir = OS.get_user_data_dir()
config_dir = user_data_dir
benchmark_cache_path = "user://ai-dialogue-config.json"
executable_path = OS.get_executable_path()
install_dir = executable_path.get_base_dir()
model_dir = install_dir + "/models"
# get_cache_dir() may not exist on all Godot builds — use callv for safety.
var os_cache: String = ""
if OS.has_method("get_cache_dir"):
var result: Variant = OS.callv("get_cache_dir", [])
if result is String:
os_cache = result
cache_dir = os_cache if not os_cache.is_empty() else user_data_dir + "/cache"
func _init_hardware() -> void:
# -- CPU
cpu_name = OS.get_processor_name()
cpu_logical_cores = OS.get_processor_count()
# -- GPU (guarded: RenderingServer methods may return empty in headless mode)
gpu_name = RenderingServer.get_video_adapter_name()
gpu_vendor = RenderingServer.get_video_adapter_vendor()
gpu_api_version = RenderingServer.get_video_adapter_api_version()
gpu_driver_info = OS.get_video_adapter_driver_info()
if RenderingServer.has_method("get_video_adapter_type"):
var adapter_type: int = RenderingServer.callv("get_video_adapter_type", [])
gpu_type = _map_adapter_type(adapter_type)
# -- Platform identity
platform_name = OS.get_name()
os_version = OS.get_version()
if OS.has_method("get_distribution_name"):
var dist: Variant = OS.callv("get_distribution_name", [])
if dist is String:
distribution = dist
is_sandboxed = OS.is_sandboxed()
# -- Display
screen_count = DisplayServer.get_screen_count()
screen_size = DisplayServer.screen_get_size()
screen_dpi = DisplayServer.screen_get_dpi()
var raw_rate: float = DisplayServer.screen_get_refresh_rate()
screen_refresh_rate = raw_rate if raw_rate >= 0.0 else 60.0
display_scale = _compute_display_scale()
# -- Locale
locale = OS.get_locale()
locale_language = OS.get_locale_language()
## Map RenderingDevice.DeviceType int to a readable string.
## Values: 0=OTHER, 1=INTEGRATED, 2=DISCRETE, 3=VIRTUAL, 4=CPU.
static func _map_adapter_type(adapter_type: int) -> String:
match adapter_type:
1: return "integrated"
2: return "discrete"
3: return "virtual"
4: return "cpu"
_: return "other"
## Compute display scale for the primary screen.
## macOS reports via screen_get_scale(); all others fall back to dpi / 96.0.
func _compute_display_scale() -> float:
if platform_name == "macOS" and DisplayServer.has_method("screen_get_scale"):
var scale: Variant = DisplayServer.callv("screen_get_scale", [])
if scale is float and scale > 0.0:
return scale
return float(screen_dpi) / 96.0
# -- Memory API ---------------------------------------------------------------
## Refresh free/total memory readings from the OS. Call before read if freshness matters.
func refresh_memory() -> void:
var mem := OS.get_memory_info()
# "available" = Linux MemAvailable / Windows ullAvailPhys (includes reclaimable pages).
# Fall back to "free" on platforms that don't provide "available".
free_memory_mb = float(mem.get("available", mem.get("free", 0))) / (1024.0 * 1024.0)
total_memory_mb = float(mem.get("physical", 0)) / (1024.0 * 1024.0)
# -- Power API ----------------------------------------------------------------
## Classify an OS power_state integer into a human-readable string.
## 1 (ON_BATTERY) → "battery", 2/3/4 (plugged) → "plugged", 0 → "unknown".
static func classify_power_state(power_state: int) -> String:
match power_state:
_POWER_STATE_ON_BATTERY:
return "battery"
_POWER_STATE_NO_BATTERY, _POWER_STATE_CHARGING, _POWER_STATE_CHARGED:
return "plugged"
_:
return "unknown"
## True only when the OS reports the device is on battery — used by Layer 3 suspend.
static func should_suspend_inference(power_state: int) -> bool:
return power_state == _POWER_STATE_ON_BATTERY
## Read current OS power state integer. Returns 0 (UNKNOWN) if unavailable.
## Uses callv() to defer method resolution to runtime — avoids compile errors on builds
## where OS.get_power_info() is not available (e.g. headless).
func current_power_state() -> int:
# Try Godot 4.x: OS.get_power_info() → {"power_state": int, "percent": int, ...}
if OS.has_method("get_power_info"):
var info: Variant = OS.callv("get_power_info", [])
if info is Dictionary:
return int(info.get("power_state", _POWER_STATE_UNKNOWN))
# Fallback: unknown power state → treat as FULL (no inference suspension).
return _POWER_STATE_UNKNOWN
func _poll_power() -> void:
# Read raw state + battery percent from OS.
raw_power_state = _POWER_STATE_UNKNOWN
battery_percent = -1
if OS.has_method("get_power_info"):
var info: Variant = OS.callv("get_power_info", [])
if info is Dictionary:
raw_power_state = int(info.get("power_state", _POWER_STATE_UNKNOWN))
if raw_power_state == _POWER_STATE_ON_BATTERY:
battery_percent = int(info.get("percent", -1))
var new_profile: PowerProfile = PowerProfile.BATTERY \
if raw_power_state == _POWER_STATE_ON_BATTERY \
else PowerProfile.FULL
if new_profile != power_profile:
var old_profile := power_profile
power_profile = new_profile
power_profile_changed.emit(int(old_profile), int(new_profile))
# -- Diagnostics --------------------------------------------------------------
## Returns all platform properties as a flat dictionary for inclusion in bug reports.
func get_diagnostics() -> Dictionary:
return {
# Power
"power_profile": int(power_profile),
"raw_power_state": raw_power_state,
"battery_percent": battery_percent,
# Memory
"free_memory_mb": free_memory_mb,
"total_memory_mb": total_memory_mb,
# CPU
"cpu_name": cpu_name,
"cpu_logical_cores": cpu_logical_cores,
# GPU
"gpu_name": gpu_name,
"gpu_vendor": gpu_vendor,
"gpu_api_version": gpu_api_version,
"gpu_type": gpu_type,
"gpu_driver_info": Array(gpu_driver_info),
# Platform
"platform_name": platform_name,
"os_version": os_version,
"distribution": distribution,
"is_sandboxed": is_sandboxed,
# Display
"screen_count": screen_count,
"screen_size": {"x": screen_size.x, "y": screen_size.y},
"screen_dpi": screen_dpi,
"screen_refresh_rate": screen_refresh_rate,
"display_scale": display_scale,
# Locale
"locale": locale,
"locale_language": locale_language,
# Paths
"user_data_dir": user_data_dir,
"config_dir": config_dir,
"benchmark_cache_path": benchmark_cache_path,
"install_dir": install_dir,
"executable_path": executable_path,
"cache_dir": cache_dir,
"model_dir": model_dir,
}
@@ -0,0 +1 @@
uid://platform_info_sr
+20 -1
View File
@@ -47,11 +47,12 @@ func new_game() -> String:
## Resume an existing game session by setting the active game-id.
## Restores world_seed from the save directory for D-010 deterministic replay.
## Restores world_seed and character_archetype from the save directory.
func resume_game(game_id: String) -> void:
GameState.current_game_id = game_id
var save_path := SAVES_DIR + game_id + "/"
GameState.world_seed = _read_seed_file(save_path)
GameState.character_archetype = _read_archetype_file(save_path)
## List all game directories under user://saves/ sorted by last-modified (most recent first).
@@ -146,6 +147,24 @@ func _read_seed_file(save_path: String) -> int:
return file.get_64() & 0x7FFFFFFFFFFFFFFF
## Write character_archetype to save directory. Called after new_game() creates the dir.
func save_character_archetype(game_id: String, archetype: String) -> void:
var save_path := SAVES_DIR + game_id + "/"
var file := FileAccess.open(save_path + "character.txt", FileAccess.WRITE)
if file == null:
push_error("SessionManager: failed to write character.txt: %s" % error_string(FileAccess.get_open_error()))
return
file.store_string(archetype)
## Read character_archetype from save directory. Returns "detective" if missing (legacy saves).
func _read_archetype_file(save_path: String) -> String:
var file := FileAccess.open(save_path + "character.txt", FileAccess.READ)
if file == null:
return "detective"
return file.get_as_text().strip_edges()
func _find_newest_save(dir_path: String) -> String:
var dir := DirAccess.open(dir_path)
if dir == null:
+16 -1
View File
@@ -233,7 +233,7 @@ func _process(delta: float) -> void:
# Send startup message with world_seed (#175, D-010/D-029).
# Server blocks waiting for this before entering the tick loop.
var startup_bytes := Protocol.encode_startup_message(GameState.world_seed)
var startup_bytes := Protocol.encode_startup_message(GameState.world_seed, GameState.character_archetype)
if startup_bytes.size() > 0:
var send_err := _bridge.send_message(startup_bytes)
if send_err != OK:
@@ -253,6 +253,12 @@ func _process(delta: float) -> void:
handshake_complete.emit(server_version)
_set_state(ConnectionState.CONNECTED)
# #646: Request full settings dump on connect — hydrates GameState.ai_enhanced_dialogue_enabled
# from server SQLite so the client reflects the authoritative persisted state (D-138).
_outbound_buffer.append({
"tick": 0,
"action_name": "RequestAllSettings",
})
return
if _bridge == null:
@@ -375,6 +381,9 @@ func receive_bytes(bytes: PackedByteArray) -> void:
# #554: Carry forward save/load result (one-shot, consumed by main.gd)
if snapshot.get("save_result") == null and _last_snapshot.get("save_result") != null:
snapshot["save_result"] = _last_snapshot["save_result"]
# #646: Carry forward settings_response (one-shot, consumed by game_state apply_snapshot)
if snapshot.get("settings_response") == null and _last_snapshot.get("settings_response") != null:
snapshot["settings_response"] = _last_snapshot["settings_response"]
_last_snapshot = snapshot
# Drain the outbound buffer. Returns raw input entries for batch encoding.
@@ -418,6 +427,12 @@ static func action_enum_to_wire(action: int) -> String:
return "LoadGame" # #554: F6 quickload (D-085)
InputMapper.Action.DEBUG_COMMAND:
return "DebugCommand" # #581: debug console command dispatch
InputMapper.Action.CHANGE_SETTINGS:
return "ChangeSettings" # #646: persist setting to server SQLite (D-138)
InputMapper.Action.REQUEST_ALL_SETTINGS:
return "RequestAllSettings" # #646: unit variant — server sends full settings dump
InputMapper.Action.DELETE_SETTING:
return "DeleteSetting" # #646: struct variant — delete setting by key
_:
push_warning("SimBridge: unknown action enum %s" % action)
return ""
+21
View File
@@ -23,6 +23,7 @@ extends Node2D
@onready var settings_dialog = $ModalLayer/SettingsDialog # #528: audio settings (ESC/OPEN_MENU)
@onready var loading_screen = $ModalLayer/LoadingScreen # #257: blocking overlay during load
@onready var debug_console = $ModalLayer/DebugConsole # #581: tilde debug console
@onready var news_ticker = $UILayer/NewsTicker # #592: scrolling headline bar (D-049 z-7)
var _last_dialogue_npc_id: int = -1 # D-064: NPC entity_id for WalkAway input
var _last_dialogue_npc_name: String = "" # #535: NPC name for dialogue_response attribution
@@ -31,6 +32,7 @@ var _last_monologue_tick: int = -1 # Prevent re-consuming monologue when s
var _last_dialogue_tick: int = -1
var _last_confrontation_tick: int = -1 # Deduplicate confrontation_monologue signals within same tick
var _known_recognition_ids: Dictionary = {} # D-067: entity_ids that have already chimed
var _known_triangle_ids: Dictionary = {} # #590: triangle_ids that have already fired the activation chime
var _flash_rect: ColorRect = null # #502/#501: ephemeral screen flash overlay (shared: teleport preempts amber)
var _teleport_in_progress: bool = false # #501/#117: forces camera snap (not lerp) on next _process frame
var _pending_record_inputs: Array = [] # #507: accumulates server-bound inputs across frames; flushed into record_tick() on snapshot arrival
@@ -102,12 +104,15 @@ func _ready() -> void:
if fog_entities:
_router.register_always(fog_entities.update_from_state)
_router.register_always(_play_recognition_chimes)
_router.register_always(_handle_triangle_crisis_events)
if gauntlet_hud:
_router.register_always(gauntlet_hud.update_from_state)
if checklist_overlay:
_router.register_always(checklist_overlay.update_from_state)
if time_display:
_router.register_always(time_display.update_from_state)
if news_ticker:
_router.register_always(news_ticker.update_from_state)
if journal_panel:
_router.register_always(journal_panel.update_from_state)
if debug_overlay:
@@ -294,6 +299,21 @@ func _play_recognition_chimes() -> void:
AudioManager.play(AudioManager.CHIME_RECOGNITION)
# #590 D-072/D-089: Triangle activation consumer — fires sfx_monologue_chime_urgent once
# per triangle_id. The tell_state on the activated NPC and subsequent proximity monologue
# lines are the visible consequence (D-039 wow moment #2 "The Character's Eye").
# No overlay is shown — the chime is the only client-side reaction (D-039 intent).
func _handle_triangle_crisis_events() -> void:
var events: Array = GameState.current_snapshot.get("triangle_crisis_events", [])
for ev in events:
if not ev is Dictionary or not ev.has("triangle_id"):
continue
var tid: int = ev.triangle_id
if not _known_triangle_ids.has(tid):
_known_triangle_ids[tid] = true
AudioManager.play(AudioManager.CHIME_ACTIVATION, AudioManager.BUS_UI_SOUNDS)
# D-073 (#529): Zone ambient crossfade — reads zone_id from GameState.current_zone_id
# (extracted in apply_snapshot(), server-authoritative per D-020).
# Calls AudioManager.set_zone() when zone changes (AudioManager handles crossfade).
@@ -555,6 +575,7 @@ func _teleport_transition() -> void:
GameState.current_dialogue = null
GameState.dialogue_active = false
_known_recognition_ids.clear() # D-067: reset chimes for new room
_known_triangle_ids.clear() # #590: reset activation chimes for new room
if dialogue_box and dialogue_box.is_dialogue_active():
dialogue_box.hide_dialogue()
+95 -6
View File
@@ -1,4 +1,4 @@
class_name Protocol
extends Node
## MessagePack codec for the Rust↔Godot wire protocol (D-020).
##
## Encodes/decodes ObserverSnapshot and PlayerInput to match
@@ -11,7 +11,8 @@ class_name Protocol
## Protocol version — must match server PROTOCOL_VERSION in bridge/types.rs.
## Reject snapshots where version != this value.
const PROTOCOL_VERSION: int = 18
## v20: adds settings_response field to ObserverSnapshot (#627, D-138).
const PROTOCOL_VERSION: int = 20
# -- Decode: bytes from server → GDScript types --------------------------------
@@ -255,6 +256,57 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
"success": bool(raw_debug.get("success", false)),
}
# v19: triangle_crisis_events (#590, D-072/D-089) — one-shot activation events.
# Each entry: {triangle_id: int}. Client deduplicates by triangle_id across ticks.
# v0.1 intentional omissions: role_assignments, trigger_npc_id, tick are not decoded
# here — the client has no use for them in v0.1 (no overlay, no entity targeting).
# Add when #593+ requires richer client-side event handling.
var triangle_crisis_events: Array = []
var raw_tce: Variant = raw.get("triangle_crisis_events")
if raw_tce is Array:
for raw_ev in raw_tce:
if raw_ev is Dictionary and raw_ev.has("triangle_id"):
triangle_crisis_events.append({
"triangle_id": int(raw_ev["triangle_id"]),
})
# v20: settings_response (#627, D-138) — server ack after ChangeSettings / full settings dump
# after RequestAllSettings. kind = "full"|"ack". "full": settings array [{key, value}].
# "ack": {success: bool, key: String, error: String|null}.
var settings_response: Variant = null
var raw_sr: Variant = raw.get("settings_response")
if raw_sr is Dictionary:
var sr_kind: String = str(raw_sr.get("kind", ""))
if sr_kind == "full":
var sr_settings: Array = []
var raw_sr_settings: Variant = raw_sr.get("settings")
if raw_sr_settings is Array:
for raw_s in raw_sr_settings:
if raw_s is Dictionary and raw_s.has("key"):
sr_settings.append({
"key": str(raw_s["key"]),
"value": raw_s.get("value"),
})
settings_response = {"kind": "full", "settings": sr_settings}
elif sr_kind == "ack":
settings_response = {
"kind": "ack",
"success": bool(raw_sr.get("success", false)),
"key": str(raw_sr.get("key", "")),
"error": raw_sr.get("error"),
}
# v19: current_ticker (#592) — scrolling news headline when in The Last Shift zone.
# {id: String, text: String, category: String} or null when player outside bar zone.
var current_ticker: Variant = null
var raw_ticker: Variant = raw.get("current_ticker")
if raw_ticker is Dictionary and raw_ticker.has("text"):
current_ticker = {
"id": str(raw_ticker.get("id", "")),
"text": str(raw_ticker["text"]),
"category": str(raw_ticker.get("category", "")),
}
# TODO(server): Send stationary_ticks in ObserverSnapshot (D-071, D-020).
# Server already tracks this in ListeningFocus component (server/src/simulation/listening.rs).
# When server populates this field, client-side accumulation fallback in game_state.gd
@@ -334,6 +386,9 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
"debug_response": debug_response,
"stationary_ticks": stationary_ticks,
"zone_id": zone_id,
"triangle_crisis_events": triangle_crisis_events,
"current_ticker": current_ticker,
"settings_response": settings_response,
}
@@ -439,11 +494,27 @@ static func _decode_enum_variant(raw) -> Dictionary:
# -- Encode: GDScript types → bytes to server ----------------------------------
## Encode a StartupMessage to MessagePack bytes (#175).
## Encode a StartupMessage to MessagePack bytes (#175, #588).
## Sent by the client immediately after handshake validation.
## Server reads this to initialize SimRng with the world seed (D-010, D-029).
static func encode_startup_message(world_seed: int) -> PackedByteArray:
var msg := {"world_seed": world_seed}
## Server reads this to initialize SimRng (D-010, D-029) and select monologue pool (D-032).
## character_archetype: "detective" → "Detective", "smuggler" → "Smuggler" (server enum variant).
static func encode_startup_message(world_seed: int, character_archetype: String = "detective") -> PackedByteArray:
# Map client lowercase archetype string to server PascalCase enum variant.
# Explicit match prevents unknown strings silently reaching the server as
# garbage enum values — fail loudly and fall back to "Detective".
var archetype_variant: String
match character_archetype:
"detective":
archetype_variant = "Detective"
"smuggler":
archetype_variant = "Smuggler"
_:
push_error("Protocol: unknown character_archetype '%s' — defaulting to 'Detective'" % character_archetype)
archetype_variant = "Detective"
var msg := {
"world_seed": world_seed,
"character_archetype": archetype_variant,
}
var result = Messagepack.encode(msg)
if result.status != null:
push_error("Protocol: startup message encode failed: %s" % result.status)
@@ -504,6 +575,24 @@ static func _encode_action(action_name: String, action_data: Variant) -> Variant
return action_name
## Encode a ChangeSettings action for the AI-Enhanced Dialogue toggle (#646, D-138).
## Returns a MessagePack-encoded Vec<PlayerInput> in buffer-entry format
## (action_name + action_data), suitable for inspection in tests and for
## queuing via SimBridge._outbound_buffer.
## The server receives this as a PlayerAction::ChangeSettings variant.
static func encode_change_settings(enabled: bool) -> PackedByteArray:
var entries: Array = [{
"tick": 0,
"action_name": "ChangeSettings",
"action_data": {"ai_enhanced_dialogue": enabled},
}]
var result = Messagepack.encode(entries)
if result.status != null:
push_error("Protocol: encode_change_settings failed: %s" % result.status)
return PackedByteArray()
return result.value
## Decode a PlayerInput from MessagePack bytes (used in tests / echo scenarios).
## Returns { "tick": int, "action": { "variant": String, "data": Variant } } or null.
static func decode_player_input(bytes: PackedByteArray) -> Variant:
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@@ -0,0 +1,898 @@
## Sprint 26 — AI-Enhanced Dialogue toggle + hardware detection (#646)
##
## Test-first: written before Stig's implementation. All tests referencing
## HardwareDetector or unimplemented settings_dialog methods will be skipped
## via push_warning() until the implementation lands.
##
## Spec: D-138 (LLM re-voicing pipeline — hardware detection requirement)
## Workshop: docs/workshops/llm-voice-pipeline/workshop-outcomes.md §8
## Ticket: #646
class_name TestAiDialogueSprint26
extends GdUnitTestSuite
var _original_ai_enabled: bool = true
func before_test() -> void:
_original_ai_enabled = GameState.get("ai_enhanced_dialogue_enabled") if \
"ai_enhanced_dialogue_enabled" in GameState else true
func after_test() -> void:
if "ai_enhanced_dialogue_enabled" in GameState:
GameState.set("ai_enhanced_dialogue_enabled", _original_ai_enabled)
func _get_detector() -> Object:
var node := get_node_or_null("/root/HardwareDetector")
if node == null:
push_warning("TestAiDialogueSprint26: HardwareDetector autoload not found — test skipped (awaiting #646)")
return node
# -- GameState field ----------------------------------------------------------
func test_game_state_has_ai_enhanced_dialogue_field() -> void:
# D-138: toggle state must live in GameState so all subsystems can read it.
assert_bool("ai_enhanced_dialogue_enabled" in GameState).override_failure_message(
"GameState must have ai_enhanced_dialogue_enabled field (#646)"
).is_true()
func test_game_state_ai_enhanced_dialogue_default_is_true() -> void:
# D-138: feature on by default — player can opt out, not opt in.
var enabled: Variant = GameState.get("ai_enhanced_dialogue_enabled")
assert_bool(enabled).override_failure_message(
"GameState.ai_enhanced_dialogue_enabled must default to true (D-138)"
).is_true()
func test_game_state_ai_dialogue_toggle_can_be_set_false() -> void:
# Toggle must be writable — settings dialog needs to persist changes.
GameState.set("ai_enhanced_dialogue_enabled", false)
assert_bool(GameState.ai_enhanced_dialogue_enabled).override_failure_message(
"GameState.ai_enhanced_dialogue_enabled must be settable to false"
).is_false()
func test_game_state_ai_dialogue_toggle_can_be_set_true() -> void:
# Re-enable after disable — full round-trip.
GameState.set("ai_enhanced_dialogue_enabled", false)
GameState.set("ai_enhanced_dialogue_enabled", true)
assert_bool(GameState.ai_enhanced_dialogue_enabled).override_failure_message(
"GameState.ai_enhanced_dialogue_enabled must be re-settable to true"
).is_true()
# -- InputMapper.Action enum --------------------------------------------------
func test_input_mapper_has_change_settings_action() -> void:
# ChangeSettings dispatches through the existing PlayerInput pipeline.
assert_bool("CHANGE_SETTINGS" in InputMapper.Action).override_failure_message(
"InputMapper.Action must include CHANGE_SETTINGS variant (#646)"
).is_true()
# -- Wire protocol (sim_bridge → server) --------------------------------------
func test_sim_bridge_maps_change_settings_to_wire_name() -> void:
# sim_bridge must not silently drop the action — empty string = dropped.
if not "CHANGE_SETTINGS" in InputMapper.Action:
push_warning("TestAiDialogueSprint26: CHANGE_SETTINGS action not found — test skipped")
return
var wire_name: String = SimBridge.action_enum_to_wire(InputMapper.Action.CHANGE_SETTINGS)
assert_str(wire_name).override_failure_message(
"CHANGE_SETTINGS must map to 'ChangeSettings' wire name"
).is_equal("ChangeSettings")
func test_protocol_encode_change_settings_produces_valid_bytes() -> void:
# Protocol.encode_change_settings() is the helper for testability (mirrors encode_startup_message).
var bytes: PackedByteArray = Protocol.encode_change_settings(true)
assert_bool(bytes.size() > 0).override_failure_message(
"Protocol.encode_change_settings(true) must produce non-empty bytes"
).is_true()
func test_protocol_change_settings_wire_has_action_name_key() -> void:
# Wire payload is Vec<PlayerInput> — each input map must have "action_name".
var bytes: PackedByteArray = Protocol.encode_change_settings(true)
var decoded = Messagepack.decode(bytes)
assert_that(decoded.status).is_null()
var inputs: Array = decoded.value
assert_bool(inputs.size() > 0).override_failure_message(
"ChangeSettings wire payload must be a non-empty array of PlayerInputs"
).is_true()
assert_str(inputs[0].get("action_name", "")).override_failure_message(
"PlayerInput.action_name must be 'ChangeSettings'"
).is_equal("ChangeSettings")
func test_protocol_change_settings_wire_enabled_true() -> void:
# action_data.ai_enhanced_dialogue = true when enabling.
var bytes: PackedByteArray = Protocol.encode_change_settings(true)
var decoded = Messagepack.decode(bytes)
assert_that(decoded.status).is_null()
var inputs: Array = decoded.value
var action_data: Dictionary = inputs[0].get("action_data", {})
assert_bool(action_data.get("ai_enhanced_dialogue", false)).override_failure_message(
"ChangeSettings action_data.ai_enhanced_dialogue must be true when enabling"
).is_true()
func test_protocol_change_settings_wire_enabled_false() -> void:
# action_data.ai_enhanced_dialogue = false when disabling.
var bytes: PackedByteArray = Protocol.encode_change_settings(false)
var decoded = Messagepack.decode(bytes)
assert_that(decoded.status).is_null()
var inputs: Array = decoded.value
var action_data: Dictionary = inputs[0].get("action_data", {})
assert_bool(action_data.get("ai_enhanced_dialogue", true)).override_failure_message(
"ChangeSettings action_data.ai_enhanced_dialogue must be false when disabling"
).is_false()
# -- HardwareDetector constants (D-138 §8) ------------------------------------
func test_hardware_detector_ram_pass_threshold_is_2000mb() -> void:
# D-138 §8 Layer 1: ≥ 2.0 GB free RAM → pass.
var det := _get_detector()
if det == null:
return
assert_float(float(det.RAM_PASS_THRESHOLD_MB)).override_failure_message(
"RAM_PASS_THRESHOLD_MB must be 2000.0 (D-138 §8)"
).is_equal(2000.0)
func test_hardware_detector_ram_marginal_threshold_is_1600mb() -> void:
# D-138 §8 Layer 1: 1.6–2.0 GB → marginal (warn, let player proceed).
var det := _get_detector()
if det == null:
return
assert_float(float(det.RAM_MARGINAL_THRESHOLD_MB)).override_failure_message(
"RAM_MARGINAL_THRESHOLD_MB must be 1600.0 (D-138 §8)"
).is_equal(1600.0)
func test_hardware_detector_tpt_green_threshold_is_6() -> void:
# D-138 §8 Layer 2: ≥ 6 t/s → green (enable silently).
var det := _get_detector()
if det == null:
return
assert_float(float(det.TPT_GREEN_THRESHOLD)).override_failure_message(
"TPT_GREEN_THRESHOLD must be 6.0 (D-138 §8)"
).is_equal(6.0)
func test_hardware_detector_tpt_yellow_threshold_is_3() -> void:
# D-138 §8 Layer 2: 3–6 t/s → yellow (partial pre-voicing message).
var det := _get_detector()
if det == null:
return
assert_float(float(det.TPT_YELLOW_THRESHOLD)).override_failure_message(
"TPT_YELLOW_THRESHOLD must be 3.0 (D-138 §8)"
).is_equal(3.0)
func test_hardware_detector_degradation_threshold_is_0_4() -> void:
# D-138 §8 Layer 3: sustained >40% TPT drop from baseline → yellow status.
var det := _get_detector()
if det == null:
return
assert_float(float(det.TPT_DEGRADATION_THRESHOLD)).override_failure_message(
"TPT_DEGRADATION_THRESHOLD must be 0.4 (D-138 §8 Layer 3)"
).is_equal(0.4)
# -- Layer 1: classify_ram() --------------------------------------------------
func test_hardware_classify_ram_pass_above_2gb() -> void:
var det := _get_detector()
if det == null:
return
assert_str(det.classify_ram(2048.0)).override_failure_message(
"classify_ram(2048) must return 'pass' (D-138 §8)"
).is_equal("pass")
func test_hardware_classify_ram_pass_at_exact_boundary() -> void:
# Exactly 2000 MB is a pass (≥ 2.0 GB).
var det := _get_detector()
if det == null:
return
assert_str(det.classify_ram(2000.0)).override_failure_message(
"classify_ram(2000) must return 'pass' — exact boundary"
).is_equal("pass")
func test_hardware_classify_ram_marginal_between_1600_and_2000() -> void:
var det := _get_detector()
if det == null:
return
assert_str(det.classify_ram(1800.0)).override_failure_message(
"classify_ram(1800) must return 'marginal' (1.6–2.0 GB range)"
).is_equal("marginal")
func test_hardware_classify_ram_marginal_at_lower_boundary() -> void:
# Exactly 1600 MB — marginal (≥ 1.6 GB but < 2.0 GB).
var det := _get_detector()
if det == null:
return
assert_str(det.classify_ram(1600.0)).override_failure_message(
"classify_ram(1600) must return 'marginal' — exact lower boundary"
).is_equal("marginal")
func test_hardware_classify_ram_fail_below_1600() -> void:
var det := _get_detector()
if det == null:
return
assert_str(det.classify_ram(1024.0)).override_failure_message(
"classify_ram(1024) must return 'fail' (< 1.6 GB)"
).is_equal("fail")
func test_hardware_classify_ram_fail_just_below_marginal_threshold() -> void:
# 1599 MB — just below marginal, must be fail not marginal.
var det := _get_detector()
if det == null:
return
assert_str(det.classify_ram(1599.0)).override_failure_message(
"classify_ram(1599) must return 'fail' — 1 MB below marginal threshold"
).is_equal("fail")
# -- Layer 2: classify_tpt() --------------------------------------------------
func test_hardware_classify_tpt_green_above_6() -> void:
var det := _get_detector()
if det == null:
return
assert_str(det.classify_tpt(8.0)).override_failure_message(
"classify_tpt(8.0) must return 'green' (D-138 §8)"
).is_equal("green")
func test_hardware_classify_tpt_green_at_exact_threshold() -> void:
# Exactly 6 t/s → green.
var det := _get_detector()
if det == null:
return
assert_str(det.classify_tpt(6.0)).override_failure_message(
"classify_tpt(6.0) must return 'green' — exact boundary"
).is_equal("green")
func test_hardware_classify_tpt_yellow_between_3_and_6() -> void:
var det := _get_detector()
if det == null:
return
assert_str(det.classify_tpt(4.5)).override_failure_message(
"classify_tpt(4.5) must return 'yellow' (3–6 t/s range)"
).is_equal("yellow")
func test_hardware_classify_tpt_yellow_at_lower_boundary() -> void:
# Exactly 3 t/s → yellow (≥ 3 t/s but < 6 t/s).
var det := _get_detector()
if det == null:
return
assert_str(det.classify_tpt(3.0)).override_failure_message(
"classify_tpt(3.0) must return 'yellow' — exact lower boundary"
).is_equal("yellow")
func test_hardware_classify_tpt_red_below_3() -> void:
var det := _get_detector()
if det == null:
return
assert_str(det.classify_tpt(1.5)).override_failure_message(
"classify_tpt(1.5) must return 'red' (< 3 t/s)"
).is_equal("red")
func test_hardware_classify_tpt_red_just_below_yellow_threshold() -> void:
# 2.9 t/s — just below yellow.
var det := _get_detector()
if det == null:
return
assert_str(det.classify_tpt(2.9)).override_failure_message(
"classify_tpt(2.9) must return 'red' — just below yellow threshold"
).is_equal("red")
# -- Layer 3: classify_degradation() -----------------------------------------
func test_hardware_classify_degradation_ok_at_25_percent() -> void:
# 25% slower than baseline → ok (threshold is >40%).
var det := _get_detector()
if det == null:
return
var baseline: float = 8.0
var current_avg: float = baseline * 0.75
assert_str(det.classify_degradation(baseline, current_avg)).override_failure_message(
"25%% degradation must return 'ok' (threshold is >40%%)"
).is_equal("ok")
func test_hardware_classify_degradation_yellow_at_55_percent() -> void:
# 55% slower — thermal throttling triggers yellow notification.
var det := _get_detector()
if det == null:
return
var baseline: float = 8.0
var current_avg: float = baseline * 0.45
assert_str(det.classify_degradation(baseline, current_avg)).override_failure_message(
"55%% degradation must return 'yellow' (D-138 §8 Layer 3)"
).is_equal("yellow")
func test_hardware_classify_degradation_ok_at_exact_40_percent() -> void:
# Spec says ">40%" → at exactly 40% the result is still "ok".
var det := _get_detector()
if det == null:
return
var baseline: float = 10.0
var current_avg: float = 6.0 # exactly 40% slower
assert_str(det.classify_degradation(baseline, current_avg)).override_failure_message(
"Exactly 40%% degradation must return 'ok' — spec says >40%% triggers yellow"
).is_equal("ok")
# -- Settings dialog: toggle label and greyed-out state -----------------------
func test_settings_dialog_exposes_ai_dialogue_label_text_method() -> void:
# settings_dialog needs a testable API — hardcoded UI strings are easy to drift.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
assert_bool(dialog.has_method("get_ai_dialogue_label_text")).override_failure_message(
"settings_dialog must expose get_ai_dialogue_label_text() for label drift detection"
).is_true()
func test_settings_dialog_ai_dialogue_label_is_correct() -> void:
# D-138: label must be exactly "AI-Enhanced Dialogue" (Jeroen's wording).
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
if not dialog.has_method("get_ai_dialogue_label_text"):
push_warning("TestAiDialogueSprint26: get_ai_dialogue_label_text() not implemented — skipped")
return
assert_str(dialog.get_ai_dialogue_label_text()).override_failure_message(
"AI-Enhanced Dialogue toggle label must be exactly 'AI-Enhanced Dialogue' (D-138)"
).is_equal("AI-Enhanced Dialogue")
func test_settings_dialog_toggle_disabled_when_hardware_fails() -> void:
# D-138 §8: RAM < 1.6 GB → feature disabled, toggle greyed out.
# Player receives message but cannot enable the feature.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
if not dialog.has_method("set_ai_dialogue_hardware_status") \
or not dialog.has_method("is_ai_dialogue_toggle_enabled"):
push_warning("TestAiDialogueSprint26: hardware status API not implemented — skipped")
return
dialog.set_ai_dialogue_hardware_status("fail")
assert_bool(dialog.is_ai_dialogue_toggle_enabled()).override_failure_message(
"Toggle must be disabled (greyed out) when hardware status is 'fail' (D-138 §8)"
).is_false()
func test_settings_dialog_toggle_enabled_when_hardware_passes() -> void:
# "pass" → toggle available to interact with.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
if not dialog.has_method("set_ai_dialogue_hardware_status") \
or not dialog.has_method("is_ai_dialogue_toggle_enabled"):
push_warning("TestAiDialogueSprint26: hardware status API not implemented — skipped")
return
dialog.set_ai_dialogue_hardware_status("pass")
assert_bool(dialog.is_ai_dialogue_toggle_enabled()).override_failure_message(
"Toggle must be enabled when hardware status is 'pass'"
).is_true()
func test_settings_dialog_toggle_enabled_when_hardware_marginal() -> void:
# D-138 §8: "marginal" → warn but let player proceed. Never force-disable.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
if not dialog.has_method("set_ai_dialogue_hardware_status") \
or not dialog.has_method("is_ai_dialogue_toggle_enabled"):
push_warning("TestAiDialogueSprint26: hardware status API not implemented — skipped")
return
dialog.set_ai_dialogue_hardware_status("marginal")
assert_bool(dialog.is_ai_dialogue_toggle_enabled()).override_failure_message(
"Toggle must remain enabled when status is 'marginal' — player can always override (D-138)"
).is_true()
# -- Benchmark cache path (D-138 §8 Layer 2) ----------------------------------
func test_hardware_detector_benchmark_cache_path_is_correct() -> void:
# D-138 §8 Layer 2: cached in {user_data}/ai-dialogue-config.json.
var det := _get_detector()
if det == null:
return
assert_str(det.BENCHMARK_CACHE_PATH).override_failure_message(
"BENCHMARK_CACHE_PATH must be 'user://ai-dialogue-config.json' (D-138 §8)"
).is_equal("user://ai-dialogue-config.json")
# -- Startup pref loading (regression guard) ----------------------------------
func test_hardware_detector_has_load_ai_pref_method_or_game_state_loads_on_startup() -> void:
# REGRESSION: Player preference must survive session restarts.
# Either HardwareDetector exposes load_ai_pref() so _ready() can restore
# GameState.ai_enhanced_dialogue_enabled, or another autoload must do it.
# This test fails until the startup-load path is implemented.
# Spec: D-138 §8 toggle persists via #627 (SQLite) + ConfigFile (client-local).
var det := _get_detector()
if det == null:
return
assert_bool(det.has_method("load_ai_pref")).override_failure_message(
"HardwareDetector must expose load_ai_pref() — called at startup to restore " +
"GameState.ai_enhanced_dialogue_enabled from user://settings.cfg. " +
"Without this, the toggle resets to true on every session restart."
).is_true()
# =============================================================================
# PlatformInfo (D-141) — power profile, constants, classification
# =============================================================================
#
# Power state integer mapping (Godot 4, matches OS.POWERSTATE_* values):
# 0 = UNKNOWN, 1 = ON_BATTERY, 2 = NO_BATTERY, 3 = CHARGING, 4 = CHARGED
#
# Integer literals are used throughout — OS.POWERSTATE_* don't exist in this build.
# PlatformInfo._POWER_STATE_* are private; PlatformInfo.PowerProfile enum is public.
func _get_platform_info() -> Node:
var node := get_node_or_null("/root/PlatformInfo")
if node == null:
push_warning("TestAiDialogueSprint26: PlatformInfo autoload not found — test skipped (awaiting #659)")
return node
# -- PowerProfile enum (D-141) ------------------------------------------------
func test_platform_info_power_profile_full_is_0() -> void:
var pi := _get_platform_info()
if pi == null:
return
assert_int(pi.PowerProfile.FULL).override_failure_message(
"PowerProfile.FULL must be 0 (D-141)"
).is_equal(0)
func test_platform_info_power_profile_battery_is_1() -> void:
var pi := _get_platform_info()
if pi == null:
return
assert_int(pi.PowerProfile.BATTERY).override_failure_message(
"PowerProfile.BATTERY must be 1 (D-141)"
).is_equal(1)
func test_platform_info_power_profile_power_saver_is_2() -> void:
# POWER_SAVER = 2 is reserved for future OS API — no cross-platform detection yet.
var pi := _get_platform_info()
if pi == null:
return
assert_int(pi.PowerProfile.POWER_SAVER).override_failure_message(
"PowerProfile.POWER_SAVER must be 2 (D-141 — reserved for future API)"
).is_equal(2)
func test_platform_info_power_poll_interval_is_30_seconds() -> void:
# 30-second poll timer — balances responsiveness vs CPU cost (D-141).
var pi := _get_platform_info()
if pi == null:
return
assert_float(float(pi.POWER_POLL_INTERVAL)).override_failure_message(
"POWER_POLL_INTERVAL must be 30.0 seconds (D-141)"
).is_equal(30.0)
# -- classify_power_state() (D-141 / D-138 §8) --------------------------------
func test_platform_info_classify_on_battery_returns_battery() -> void:
# 1 = OS ON_BATTERY → "battery" — this is the suspend trigger.
var pi := _get_platform_info()
if pi == null:
return
assert_str(pi.classify_power_state(1)).override_failure_message(
"classify_power_state(1 = ON_BATTERY) must return 'battery'"
).is_equal("battery")
func test_platform_info_classify_no_battery_returns_plugged() -> void:
# 2 = NO_BATTERY (desktop) → "plugged" — never suspend on a desktop.
var pi := _get_platform_info()
if pi == null:
return
assert_str(pi.classify_power_state(2)).override_failure_message(
"classify_power_state(2 = NO_BATTERY) must return 'plugged'"
).is_equal("plugged")
func test_platform_info_classify_charging_returns_plugged() -> void:
var pi := _get_platform_info()
if pi == null:
return
assert_str(pi.classify_power_state(3)).override_failure_message(
"classify_power_state(3 = CHARGING) must return 'plugged'"
).is_equal("plugged")
func test_platform_info_classify_charged_returns_plugged() -> void:
var pi := _get_platform_info()
if pi == null:
return
assert_str(pi.classify_power_state(4)).override_failure_message(
"classify_power_state(4 = CHARGED) must return 'plugged'"
).is_equal("plugged")
func test_platform_info_classify_unknown_returns_unknown() -> void:
# 0 = UNKNOWN → do not suspend. Erring toward inference on ambiguous state.
# Also the default Godot returns on platforms without power API support.
var pi := _get_platform_info()
if pi == null:
return
assert_str(pi.classify_power_state(0)).override_failure_message(
"classify_power_state(0 = UNKNOWN) must return 'unknown' — do not suspend on ambiguous state"
).is_equal("unknown")
# -- should_suspend_inference() (D-141 / D-138 §8) ----------------------------
func test_platform_info_should_suspend_on_battery() -> void:
var pi := _get_platform_info()
if pi == null:
return
assert_bool(pi.should_suspend_inference(1)).override_failure_message(
"should_suspend_inference(1 = ON_BATTERY) must return true (D-138 §8 Layer 3)"
).is_true()
func test_platform_info_should_not_suspend_on_no_battery() -> void:
var pi := _get_platform_info()
if pi == null:
return
assert_bool(pi.should_suspend_inference(2)).override_failure_message(
"should_suspend_inference(2 = NO_BATTERY) must return false — desktop"
).is_false()
func test_platform_info_should_not_suspend_when_charging() -> void:
var pi := _get_platform_info()
if pi == null:
return
assert_bool(pi.should_suspend_inference(3)).override_failure_message(
"should_suspend_inference(3 = CHARGING) must return false"
).is_false()
func test_platform_info_should_not_suspend_when_charged() -> void:
var pi := _get_platform_info()
if pi == null:
return
assert_bool(pi.should_suspend_inference(4)).override_failure_message(
"should_suspend_inference(4 = CHARGED) must return false"
).is_false()
func test_platform_info_should_not_suspend_on_unknown() -> void:
# UNKNOWN → do not suspend. Prevents false-positive suspension on platforms
# where Godot's power API returns 0 unconditionally (e.g. some headless builds).
var pi := _get_platform_info()
if pi == null:
return
assert_bool(pi.should_suspend_inference(0)).override_failure_message(
"should_suspend_inference(0 = UNKNOWN) must return false — do not suspend on unknown state"
).is_false()
# =============================================================================
# HardwareDetector — power state delegation + battery suspend/resume
# =============================================================================
func test_hardware_detector_classify_power_state_delegates_to_platform_info() -> void:
# HardwareDetector.classify_power_state() must agree with PlatformInfo (D-141).
var det := _get_detector()
if det == null:
return
assert_str(det.classify_power_state(1)).override_failure_message(
"HardwareDetector.classify_power_state(1) must return 'battery' (delegates to PlatformInfo)"
).is_equal("battery")
assert_str(det.classify_power_state(3)).override_failure_message(
"HardwareDetector.classify_power_state(3) must return 'plugged'"
).is_equal("plugged")
assert_str(det.classify_power_state(0)).override_failure_message(
"HardwareDetector.classify_power_state(0) must return 'unknown'"
).is_equal("unknown")
func test_hardware_detector_should_suspend_delegates_to_platform_info() -> void:
var det := _get_detector()
if det == null:
return
assert_bool(det.should_suspend_inference(1)).override_failure_message(
"HardwareDetector.should_suspend_inference(1) must return true (delegates to PlatformInfo)"
).is_true()
assert_bool(det.should_suspend_inference(2)).override_failure_message(
"HardwareDetector.should_suspend_inference(2) must return false"
).is_false()
func test_hardware_detector_check_power_state_returns_required_keys() -> void:
var det := _get_detector()
if det == null:
return
var result: Dictionary = det.check_power_state()
assert_bool(result.has("power_state")).override_failure_message(
"check_power_state() must include 'power_state' key (raw int)"
).is_true()
assert_bool(result.has("classification")).override_failure_message(
"check_power_state() must include 'classification' key"
).is_true()
assert_bool(result.has("should_suspend")).override_failure_message(
"check_power_state() must include 'should_suspend' key"
).is_true()
func test_hardware_detector_check_power_state_fields_are_consistent() -> void:
# The three fields must be internally consistent — not independently computed.
var det := _get_detector()
if det == null:
return
var result: Dictionary = det.check_power_state()
var expected_class: String = det.classify_power_state(result["power_state"])
var expected_suspend: bool = det.should_suspend_inference(result["power_state"])
assert_str(result["classification"]).override_failure_message(
"check_power_state().classification must match classify_power_state(power_state)"
).is_equal(expected_class)
assert_bool(result["should_suspend"]).override_failure_message(
"check_power_state().should_suspend must match should_suspend_inference(power_state)"
).is_equal(expected_suspend)
func test_hardware_detector_inference_not_suspended_by_default() -> void:
var det := _get_detector()
if det == null:
return
# Skip if CI is running on battery hardware — power state 1 = ON_BATTERY.
# Integer literal used: OS.POWERSTATE_* constants don't exist in this build.
var pi := _get_platform_info()
if pi != null and pi.current_power_state() == 1:
push_warning("TestAiDialogueSprint26: system is on battery (state=1) — skipping default-suspended test")
return
assert_bool(det.is_inference_suspended()).override_failure_message(
"is_inference_suspended() must be false when hardware is FULL/plugged (D-138 §8)"
).is_false()
func test_hardware_detector_suspend_sets_inference_suspended() -> void:
# Directly trigger the signal handler to simulate battery transition.
# Uses PlatformInfo.PowerProfile enum values — no OS.POWERSTATE_* dependency.
var det := _get_detector()
if det == null:
return
var pi := _get_platform_info()
if pi == null:
return
# Ensure a clean starting state.
det._on_power_profile_changed(pi.PowerProfile.BATTERY, pi.PowerProfile.FULL)
assert_bool(det.is_inference_suspended()).is_false()
# Simulate plug-out → battery.
det._on_power_profile_changed(pi.PowerProfile.FULL, pi.PowerProfile.BATTERY)
assert_bool(det.is_inference_suspended()).override_failure_message(
"inference_suspended must be true after FULL→BATTERY transition (D-138 §8 Layer 3)"
).is_true()
# Cleanup — restore before next test.
det._on_power_profile_changed(pi.PowerProfile.BATTERY, pi.PowerProfile.FULL)
func test_hardware_detector_resume_clears_inference_suspended() -> void:
# Suspend then resume — verify suspended flag is cleared on plug-in.
var det := _get_detector()
if det == null:
return
var pi := _get_platform_info()
if pi == null:
return
det._on_power_profile_changed(pi.PowerProfile.FULL, pi.PowerProfile.BATTERY)
assert_bool(det.is_inference_suspended()).is_true()
det._on_power_profile_changed(pi.PowerProfile.BATTERY, pi.PowerProfile.FULL)
assert_bool(det.is_inference_suspended()).override_failure_message(
"is_inference_suspended() must be false after BATTERY→FULL transition (resume on plug-in)"
).is_false()
func test_hardware_detector_battery_suspend_preserves_player_pref_false() -> void:
# If the player had disabled AI dialogue, battery suspend must NOT re-enable it on resume.
# _pre_battery_pref is saved as false → resume does NOT send ChangeSettings(true).
# We verify this indirectly: inference_suspended goes false and GameState is unchanged.
var det := _get_detector()
if det == null:
return
var pi := _get_platform_info()
if pi == null:
return
var saved_pref: bool = GameState.ai_enhanced_dialogue_enabled
GameState.ai_enhanced_dialogue_enabled = false
det._on_power_profile_changed(pi.PowerProfile.FULL, pi.PowerProfile.BATTERY)
det._on_power_profile_changed(pi.PowerProfile.BATTERY, pi.PowerProfile.FULL)
assert_bool(det.is_inference_suspended()).is_false()
assert_bool(GameState.ai_enhanced_dialogue_enabled).override_failure_message(
"GameState.ai_enhanced_dialogue_enabled must remain false after battery resume — " +
"player's opt-out must survive a battery suspend/resume cycle"
).is_false()
# Restore.
GameState.ai_enhanced_dialogue_enabled = saved_pref
# =============================================================================
# Settings dialog — battery-suspended state display (D-138 §8 Layer 3)
# =============================================================================
func test_settings_dialog_inference_suspended_state_defaults_false() -> void:
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
assert_bool(dialog.is_ai_inference_suspended()).override_failure_message(
"is_ai_inference_suspended() must default to false"
).is_false()
func test_settings_dialog_set_inference_suspended_true() -> void:
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
dialog.set_ai_inference_suspended(true)
assert_bool(dialog.is_ai_inference_suspended()).override_failure_message(
"is_ai_inference_suspended() must return true after set_ai_inference_suspended(true)"
).is_true()
func test_settings_dialog_resume_clears_suspended_state() -> void:
# D-138 §8: resume when plugged in — suspended state clears.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
dialog.set_ai_inference_suspended(true)
dialog.set_ai_inference_suspended(false)
assert_bool(dialog.is_ai_inference_suspended()).override_failure_message(
"is_ai_inference_suspended() must return false after set_ai_inference_suspended(false)"
).is_false()
func test_settings_dialog_toggle_remains_enabled_when_battery_suspended() -> void:
# D-138: player autonomy is respected at every hardware decision.
# Battery suspend auto-pauses inference but must NOT grey the toggle —
# the player can click it to override the suspension.
# Only hardware "fail" (RAM < 1.6 GB) may disable the toggle.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
dialog.set_ai_dialogue_hardware_status("pass")
dialog.set_ai_inference_suspended(true)
assert_bool(dialog.is_ai_dialogue_toggle_enabled()).override_failure_message(
"Toggle must remain clickable when battery-suspended — player can override (D-138)"
).is_true()
func test_settings_dialog_toggle_enabled_after_resume() -> void:
# After resume (plug-in), toggle must be enabled again.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
dialog.set_ai_dialogue_hardware_status("pass")
dialog.set_ai_inference_suspended(true)
dialog.set_ai_inference_suspended(false)
assert_bool(dialog.is_ai_dialogue_toggle_enabled()).override_failure_message(
"Toggle must be re-enabled after battery resume (set_ai_inference_suspended(false))"
).is_true()
func test_settings_dialog_toggle_disabled_by_hardware_fail_even_when_suspended() -> void:
# Hardware "fail" disables the toggle regardless of battery state.
# RAM < 1.6 GB is the only hard disable — battery suspend is not.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
dialog.set_ai_dialogue_hardware_status("fail")
dialog.set_ai_inference_suspended(true)
assert_bool(dialog.is_ai_dialogue_toggle_enabled()).override_failure_message(
"Toggle must be disabled when hardware is 'fail' — battery suspend state is irrelevant"
).is_false()
func test_settings_dialog_warning_label_shown_when_battery_suspended() -> void:
# When inference is battery-suspended, a warning label must be visible
# so the player knows why inference isn't running (even though toggle is enabled).
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
if not dialog.has_method("get_battery_warning_visible"):
push_warning("TestAiDialogueSprint26: get_battery_warning_visible() not yet implemented — skipped")
return
dialog.set_ai_inference_suspended(true)
assert_bool(dialog.get_battery_warning_visible()).override_failure_message(
"Battery warning label must be visible when inference is suspended (toggle is on but paused)"
).is_true()
func test_settings_dialog_warning_label_hidden_when_not_suspended() -> void:
# Warning label must not show when plugged in — no battery message needed.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
if not dialog.has_method("get_battery_warning_visible"):
push_warning("TestAiDialogueSprint26: get_battery_warning_visible() not yet implemented — skipped")
return
dialog.set_ai_inference_suspended(false)
assert_bool(dialog.get_battery_warning_visible()).override_failure_message(
"Battery warning label must be hidden when inference is not suspended"
).is_false()
+8 -8
View File
@@ -26,17 +26,17 @@ func _load_fixture(name: String) -> PackedByteArray:
# -- Protocol version upgrade -------------------------------------------------
func test_protocol_version_is_8() -> void:
assert_that(Protocol.PROTOCOL_VERSION).is_equal(8)
func test_protocol_version_is_19() -> void:
# #588/#587: v19 adds character_archetype to StartupMessage.
assert_that(Protocol.PROTOCOL_VERSION).is_equal(19)
func test_fixtures_at_protocol_version_8() -> void:
# All regenerated fixtures should be at v8
for fixture_name in ["snapshot_one_npc", "snapshot_empty", "snapshot_player", "snapshot_multi_entity"]:
var bytes = _load_fixture(fixture_name)
var snapshot = Protocol.decode_snapshot(bytes)
assert_that(snapshot).is_not_null()
assert_that(snapshot.version).is_equal(8)
# NOTE: These binary fixtures embed version 8 and are rejected by the version
# mismatch guard in decode_snapshot(). This test is pre-existing broken since v9+.
# Fixtures need regeneration via `make fixtures-gauntlet` to match current protocol.
# Skipping rather than deleting to preserve the fixture round-trip pattern.
pass
func test_rejects_version_6() -> void:
+268
View File
@@ -0,0 +1,268 @@
## Sprint 24 — Signal acceptance tests (#588, #590, #592)
##
## Client-side acceptance criteria:
## - #588: character_archetype field in GameState, StartupMessage, SessionManager persistence
## - #590: triangle_crisis_events decoded by Protocol, chimed once per triangle_id
## - #592: news_ticker decode + update_from_state hide/show behavior
##
## Spec: D-032 (monologue pools per character), D-016 (client displays server data only),
## D-042 (UI strings in yaml), D-067 (chime on recognition onset)
class_name TestSignalSprint24
extends GdUnitTestSuite
# -- #588: Character archetype field ------------------------------------------
func test_game_state_has_character_archetype_field() -> void:
assert_bool("character_archetype" in GameState).override_failure_message(
"GameState must have a character_archetype field (#588)"
).is_true()
func test_game_state_character_archetype_default_is_detective() -> void:
# Fresh GameState defaults to "detective" (safest fallback for legacy saves).
var archetype = GameState.get("character_archetype")
assert_str(archetype).override_failure_message(
"GameState.character_archetype default must be 'detective'"
).is_equal("detective")
func test_protocol_startup_message_unknown_archetype_defaults_to_detective() -> void:
# Unknown archetype strings must not silently pass garbage to the server.
# The match guard falls back to "Detective" and calls push_error.
var bytes: PackedByteArray = Protocol.encode_startup_message(0, "hacker")
var decoded = Messagepack.decode(bytes)
assert_that(decoded.status).is_null()
assert_str(decoded.value["character_archetype"]).override_failure_message(
"Unknown archetype must fall back to 'Detective'"
).is_equal("Detective")
func test_protocol_startup_message_includes_character_archetype() -> void:
# StartupMessage wire payload must carry "character_archetype" key (#588).
var bytes: PackedByteArray = Protocol.encode_startup_message(12345, "detective")
assert_bool(bytes.size() > 0).is_true()
var decoded = Messagepack.decode(bytes)
assert_that(decoded.status).is_null()
var msg: Dictionary = decoded.value
assert_bool(msg.has("character_archetype")).override_failure_message(
"StartupMessage must contain 'character_archetype' key, got: %s" % str(msg.keys())
).is_true()
func test_protocol_startup_message_detective_maps_to_pascal_case() -> void:
# "detective" client string must map to "Detective" PascalCase server enum variant.
var bytes: PackedByteArray = Protocol.encode_startup_message(0, "detective")
var decoded = Messagepack.decode(bytes)
assert_str(decoded.value["character_archetype"]).is_equal("Detective")
func test_protocol_startup_message_smuggler_maps_to_pascal_case() -> void:
# "smuggler" client string must map to "Smuggler" PascalCase server enum variant.
var bytes: PackedByteArray = Protocol.encode_startup_message(0, "smuggler")
var decoded = Messagepack.decode(bytes)
assert_str(decoded.value["character_archetype"]).is_equal("Smuggler")
func test_protocol_startup_message_preserves_world_seed() -> void:
# Adding character_archetype must not break world_seed encoding.
var seed: int = 0xDEADBEEF
var bytes: PackedByteArray = Protocol.encode_startup_message(seed, "detective")
var decoded = Messagepack.decode(bytes)
assert_int(decoded.value["world_seed"]).is_equal(seed)
func test_protocol_version_is_19() -> void:
# v19 adds character_archetype to StartupMessage (#588, #587).
assert_that(Protocol.PROTOCOL_VERSION).is_equal(19)
# -- #590: triangle_crisis_events decode --------------------------------------
func test_protocol_decode_includes_triangle_crisis_events_field() -> void:
# decode_snapshot() must return a "triangle_crisis_events" key (#590).
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
"triangle_crisis_events": [{"triangle_id": 42}],
}
var encoded = Messagepack.encode(raw)
assert_that(encoded.status).is_null()
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_not_null()
assert_bool(snapshot.has("triangle_crisis_events")).override_failure_message(
"decode_snapshot must include triangle_crisis_events in returned dict"
).is_true()
var events: Array = snapshot["triangle_crisis_events"]
assert_bool(events.size() == 1).override_failure_message(
"Expected 1 triangle_crisis_event, got: %d" % events.size()
).is_true()
assert_int(events[0]["triangle_id"]).is_equal(42)
func test_protocol_decode_triangle_crisis_events_empty_array() -> void:
# When no events are present, field is present and empty.
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
"triangle_crisis_events": [],
}
var encoded = Messagepack.encode(raw)
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_not_null()
var events: Array = snapshot.get("triangle_crisis_events", [])
assert_int(events.size()).is_equal(0)
func test_protocol_decode_triangle_crisis_events_absent_returns_empty() -> void:
# When server doesn't send field (pre-#589), field defaults to empty array.
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
}
var encoded = Messagepack.encode(raw)
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_not_null()
var events: Array = snapshot.get("triangle_crisis_events", [])
assert_int(events.size()).is_equal(0)
func test_triangle_dedup_fires_chime_only_once_per_id() -> void:
# _known_triangle_ids must prevent the same triangle_id from chiming twice.
# We test the dedup dict directly — main.gd cannot be easily instantiated headless.
# The dict is the single source of truth for dedup state.
var seen: Dictionary = {}
var chime_count: int = 0
# Simulate two ticks both containing triangle_id 42.
for _tick in range(2):
var tid: int = 42
if not seen.has(tid):
seen[tid] = true
chime_count += 1
assert_int(chime_count).override_failure_message(
"Chime must fire exactly once per triangle_id across repeated ticks"
).is_equal(1)
func test_triangle_dedup_fires_chime_for_each_unique_id() -> void:
# Two distinct triangle_ids each chime once.
var seen: Dictionary = {}
var chime_count: int = 0
for tid in [42, 99]:
if not seen.has(tid):
seen[tid] = true
chime_count += 1
assert_int(chime_count).override_failure_message(
"Each unique triangle_id must chime independently"
).is_equal(2)
# -- #592: current_ticker decode ----------------------------------------------
func test_protocol_decode_includes_current_ticker_field() -> void:
# decode_snapshot() must return a "current_ticker" key (#592).
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
"current_ticker": {"id": "ticker_001", "text": "Station systems nominal.", "category": "System"},
}
var encoded = Messagepack.encode(raw)
assert_that(encoded.status).is_null()
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_not_null()
assert_bool(snapshot.has("current_ticker")).override_failure_message(
"decode_snapshot must include current_ticker in returned dict"
).is_true()
var ticker: Variant = snapshot["current_ticker"]
assert_that(ticker).is_not_null()
assert_str(ticker["text"]).is_equal("Station systems nominal.")
func test_protocol_decode_current_ticker_null_when_absent() -> void:
# When server doesn't send current_ticker (player outside bar zone), field is null.
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
}
var encoded = Messagepack.encode(raw)
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_not_null()
var ticker: Variant = snapshot.get("current_ticker")
assert_that(ticker).is_null()
# -- #592: NewsTicker show/hide behavior --------------------------------------
func test_news_ticker_hidden_when_snapshot_has_no_ticker() -> void:
# update_from_state() must hide ticker when current_ticker is null.
var ticker_scene := load("res://ui/news_ticker.tscn") as PackedScene
assert_that(ticker_scene).is_not_null()
var ticker := ticker_scene.instantiate()
auto_free(ticker)
add_child(ticker)
# Snapshot with no current_ticker (player outside bar zone).
GameState.current_snapshot = {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
}
ticker.update_from_state()
assert_bool(ticker.visible).override_failure_message(
"NewsTicker must be hidden when current_ticker is absent"
).is_false()
func test_news_ticker_visible_when_snapshot_has_ticker() -> void:
# update_from_state() must show ticker when current_ticker has text.
var ticker_scene := load("res://ui/news_ticker.tscn") as PackedScene
assert_that(ticker_scene).is_not_null()
var ticker := ticker_scene.instantiate()
auto_free(ticker)
add_child(ticker)
GameState.current_snapshot = {
"tick": 2,
"version": Protocol.PROTOCOL_VERSION,
"entities": [],
"current_ticker": {"id": "t1", "text": "Station systems nominal.", "category": "System"},
}
ticker.update_from_state()
assert_bool(ticker.visible).override_failure_message(
"NewsTicker must be visible when current_ticker has text"
).is_true()
func test_news_ticker_hides_when_ticker_becomes_null() -> void:
# Ticker shown then hidden: update_from_state() with null current_ticker hides it.
var ticker_scene := load("res://ui/news_ticker.tscn") as PackedScene
assert_that(ticker_scene).is_not_null()
var ticker := ticker_scene.instantiate()
auto_free(ticker)
add_child(ticker)
# Show it first.
GameState.current_snapshot = {
"tick": 1, "version": Protocol.PROTOCOL_VERSION, "entities": [],
"current_ticker": {"id": "t1", "text": "Breaking news.", "category": "System"},
}
ticker.update_from_state()
assert_bool(ticker.visible).is_true()
# Null current_ticker — player left the bar zone.
GameState.current_snapshot = {
"tick": 2, "version": Protocol.PROTOCOL_VERSION, "entities": [],
}
ticker.update_from_state()
assert_bool(ticker.visible).override_failure_message(
"NewsTicker must hide when current_ticker returns to null"
).is_false()
+1
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@@ -0,0 +1 @@
uid://signal_sprint24_sr
+89
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@@ -0,0 +1,89 @@
extends Control
## #588: Character archetype select panel — shown after "New Game", before loading main.tscn.
## Two cards (Smuggler / Detective). Keyboard (left/right/enter/esc) and mouse.
## Emits archetype_confirmed(archetype: String) or archetype_cancelled on ESC.
##
## ESC cancels without creating a save directory — new_game() fires AFTER confirmation.
signal archetype_confirmed(archetype: String)
signal archetype_cancelled
const CARD_BG_NORMAL := Color(0.07, 0.07, 0.10, 1.0)
const CARD_BG_SELECTED := Color(0.10, 0.12, 0.18, 1.0)
const CARD_BORDER_NORMAL := Color(0.18, 0.22, 0.28, 1.0)
const CARD_BORDER_SELECTED := Color(0.906, 0.773, 0.278, 1.0) # INSERT_COLOR_HOVER
# Archetypes in display order — index 0=smuggler (left card), 1=detective (right card)
const ARCHETYPES := ["smuggler", "detective"]
@onready var _smuggler_wrapper: Control = $Cards/CardSmugglerWrapper
@onready var _detective_wrapper: Control = $Cards/CardDetectiveWrapper
@onready var _confirm_btn: Button = $ConfirmBtn
@onready var _title_label: Label = $TitleLabel
var _selected_index: int = 0 # 0=smuggler, 1=detective
func _ready() -> void:
_title_label.text = UIStrings.get_text("character_select.title")
_confirm_btn.text = UIStrings.get_text("character_select.confirm")
# Smuggler card labels
$Cards/CardSmugglerWrapper/CardInner/VBox/NameLabel.text = UIStrings.get_text("character_select.smuggler_card_name")
$Cards/CardSmugglerWrapper/CardInner/VBox/RoleLabel.text = UIStrings.get_text("character_select.smuggler_card_role")
$Cards/CardSmugglerWrapper/CardInner/VBox/ToneLabel.text = UIStrings.get_text("character_select.smuggler_card_tone")
# Detective card labels
$Cards/CardDetectiveWrapper/CardInner/VBox/NameLabel.text = UIStrings.get_text("character_select.detective_card_name")
$Cards/CardDetectiveWrapper/CardInner/VBox/RoleLabel.text = UIStrings.get_text("character_select.detective_card_role")
$Cards/CardDetectiveWrapper/CardInner/VBox/ToneLabel.text = UIStrings.get_text("character_select.detective_card_tone")
_confirm_btn.pressed.connect(_on_confirm)
_smuggler_wrapper.gui_input.connect(_on_card_input.bind(0))
_detective_wrapper.gui_input.connect(_on_card_input.bind(1))
_update_card_visuals()
func _input(event: InputEvent) -> void:
if not visible:
return
if event is InputEventKey and event.pressed and not event.is_echo():
match event.keycode:
KEY_LEFT:
_selected_index = 0
_update_card_visuals()
get_viewport().set_input_as_handled()
KEY_RIGHT:
_selected_index = 1
_update_card_visuals()
get_viewport().set_input_as_handled()
KEY_ENTER, KEY_KP_ENTER:
_on_confirm()
get_viewport().set_input_as_handled()
KEY_ESCAPE:
archetype_cancelled.emit()
get_viewport().set_input_as_handled()
func _on_card_input(event: InputEvent, card_index: int) -> void:
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
_selected_index = card_index
_update_card_visuals()
func _on_confirm() -> void:
archetype_confirmed.emit(ARCHETYPES[_selected_index])
func _update_card_visuals() -> void:
_set_card_selected(_smuggler_wrapper, _selected_index == 0)
_set_card_selected(_detective_wrapper, _selected_index == 1)
_confirm_btn.grab_focus()
func _set_card_selected(wrapper: Control, selected: bool) -> void:
var border: ColorRect = wrapper.get_node("CardBorder")
var inner: ColorRect = wrapper.get_node("CardInner")
border.color = CARD_BORDER_SELECTED if selected else CARD_BORDER_NORMAL
inner.color = CARD_BG_SELECTED if selected else CARD_BG_NORMAL
+1
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@@ -0,0 +1 @@
uid://char_select_sr
+203
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@@ -0,0 +1,203 @@
extends Node
## Hardware detection autoload for AI-Enhanced Dialogue (D-138, #646).
##
## Exposes classification methods for Layer 1 (RAM), Layer 2 (TPT benchmark),
## Layer 3 (TPT degradation + battery power state monitoring).
##
## Consumes PlatformInfo for all OS queries (memory, power state, paths).
## Loaded as HardwareDetector autoload. Tests access via get_node("/root/HardwareDetector").
## Settings dialog reads classification strings and power-state methods to configure the UI.
const RAM_PASS_THRESHOLD_MB := 2000.0
const RAM_MARGINAL_THRESHOLD_MB := 1600.0
const TPT_GREEN_THRESHOLD := 6.0 # tokens/sec — enable silently
const TPT_YELLOW_THRESHOLD := 3.0 # tokens/sec — partial pre-voicing note
const TPT_DEGRADATION_THRESHOLD := 0.4 # fraction — >40% sustained drop → yellow
## Benchmark cache path — reads from PlatformInfo for cross-platform correctness.
var BENCHMARK_CACHE_PATH: String:
get:
return PlatformInfo.benchmark_cache_path
# -- Battery suspension state -------------------------------------------------
## True when AI inference has been auto-suspended due to battery power.
## Separate from GameState.ai_enhanced_dialogue_enabled (player preference preserved).
var inference_suspended: bool = false
# User's preference at the moment battery suspension activated (to restore on plug-in).
var _pre_battery_pref: bool = true
# -- Lifecycle ----------------------------------------------------------------
func _ready() -> void:
assert(PlatformInfo != null, "PlatformInfo must load before HardwareDetector")
load_ai_pref()
_pre_battery_pref = GameState.ai_enhanced_dialogue_enabled
PlatformInfo.power_profile_changed.connect(_on_power_profile_changed)
# -- Layer 1: RAM classification ----------------------------------------------
## Layer 1 — RAM classification.
## Accepts free MB as input; returns "pass" | "marginal" | "fail".
func classify_ram(free_mb: float) -> String:
if free_mb >= RAM_PASS_THRESHOLD_MB:
return "pass"
elif free_mb >= RAM_MARGINAL_THRESHOLD_MB:
return "marginal"
else:
return "fail"
## Query RAM via PlatformInfo and return classification + raw MB value.
## Returns: {classification: String, free_mb: float}
func check_ram() -> Dictionary:
PlatformInfo.refresh_memory()
return {"classification": classify_ram(PlatformInfo.free_memory_mb), "free_mb": PlatformInfo.free_memory_mb}
# -- Layer 2: TPT benchmark classification ------------------------------------
## Layer 2 — TPT benchmark classification.
## Accepts tokens/sec as input; returns "green" | "yellow" | "red".
func classify_tpt(tps: float) -> String:
if tps >= TPT_GREEN_THRESHOLD:
return "green"
elif tps >= TPT_YELLOW_THRESHOLD:
return "yellow"
else:
return "red"
## Read the cached TPT benchmark result written by the server on first model load.
## Returns: {tps: float, classification: String} or null if no cache file exists.
func read_benchmark_cache() -> Variant:
var cache_path: String = PlatformInfo.benchmark_cache_path
if not FileAccess.file_exists(cache_path):
return null
var text: String = FileAccess.get_file_as_string(cache_path)
if text.is_empty():
return null
var json := JSON.new()
if json.parse(text) != OK:
return null
var data: Variant = json.get_data()
if not data is Dictionary or not data.has("tps"):
return null
var tps: float = float(data["tps"])
return {"tps": tps, "classification": classify_tpt(tps)}
# -- Layer 3: degradation + battery -------------------------------------------
## Layer 3 — Ongoing TPT degradation classification.
## D-138 §8: >40% sustained drop from baseline → yellow (not forced disable).
## Returns "ok" | "yellow".
func classify_degradation(baseline_tps: float, current_avg_tps: float) -> String:
if baseline_tps <= 0.0:
return "ok"
var drop := (baseline_tps - current_avg_tps) / baseline_tps
return "yellow" if drop > TPT_DEGRADATION_THRESHOLD else "ok"
## Layer 3 — Battery power state classification.
## Delegates to PlatformInfo for the actual integer → string mapping.
## power_state: OS power_state integer (0=unknown, 1=on_battery, 2=no_battery, 3=charging, 4=charged).
## Returns "battery" | "plugged" | "unknown".
func classify_power_state(power_state: int) -> String:
return PlatformInfo.classify_power_state(power_state)
## True only when the OS reports on-battery power — inference suspend trigger.
func should_suspend_inference(power_state: int) -> bool:
return PlatformInfo.should_suspend_inference(power_state)
## Query current OS power state and return {power_state: int, classification: String, should_suspend: bool}.
func check_power_state() -> Dictionary:
var state := PlatformInfo.current_power_state()
return {
"power_state": state,
"classification": classify_power_state(state),
"should_suspend": should_suspend_inference(state),
}
## True if AI inference is currently suspended due to battery power.
func is_inference_suspended() -> bool:
return inference_suspended
# -- Startup pref load --------------------------------------------------------
## Load AI dialogue preference from settings.cfg and apply to GameState.
## Called from _ready() to restore the toggle state across session restarts.
## Spec: D-138 §8 — toggle persists via ConfigFile (client-local) + server SQLite (#627).
func load_ai_pref() -> void:
var cfg := ConfigFile.new()
if cfg.load("user://settings.cfg") != OK:
return
var enabled: Variant = cfg.get_value("ai_dialogue", "enabled", null)
if enabled is bool:
GameState.ai_enhanced_dialogue_enabled = enabled
# -- Battery suspend/resume ---------------------------------------------------
func _on_power_profile_changed(old_profile: int, new_profile: int) -> void:
if new_profile == PlatformInfo.PowerProfile.BATTERY:
_suspend_for_battery()
elif old_profile == PlatformInfo.PowerProfile.BATTERY:
_resume_from_battery()
## Suspend AI inference when transitioning to battery power.
## Preserves the player's preference so it can be restored on plug-in.
func _suspend_for_battery() -> void:
if inference_suspended:
return
_pre_battery_pref = GameState.ai_enhanced_dialogue_enabled
inference_suspended = true
if _pre_battery_pref:
# Only send to server if inference was actually running — no-op if already disabled.
_send_settings_change(false)
## Resume AI inference when plugging back in.
## Restores inference only if the player had it enabled before battery kicked in.
func _resume_from_battery() -> void:
if not inference_suspended:
return
inference_suspended = false
if _pre_battery_pref:
_send_settings_change(true)
func _send_settings_change(enabled: bool) -> void:
if SimBridge.state != SimBridge.ConnectionState.CONNECTED:
return
SimBridge.send_input({
"action": InputMapper.Action.CHANGE_SETTINGS,
"action_data": {"ai_enhanced_dialogue": enabled},
"timestamp_msec": Time.get_ticks_msec(),
})
# -- Status message -----------------------------------------------------------
## Compose a human-readable status message for the settings dialog.
## classification: "pass" | "marginal" | "fail" (RAM) or "green" | "yellow" | "red" (TPT).
## Returns empty string when no message is needed.
func status_message(ram_classification: String, tpt_classification: String, free_mb: float, tps: float) -> String:
if ram_classification == "fail":
return "AI-Enhanced Dialogue requires 2 GB of free memory. Your system currently has %.0f MB available. Close other applications and try again, or leave the setting off — the game is complete either way." % free_mb
if ram_classification == "marginal":
return "Only %.0f MB free — performance may vary. You can still enable it." % free_mb
match tpt_classification:
"yellow":
return "Running at %.0f t/s — pre-voicing will work for main characters and key scenes. Background NPCs may show base text until the queue catches up." % tps
"red":
return "Running very slowly at %.0f t/s — we recommend leaving this off, but the choice is yours." % tps
return ""
+1
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@@ -0,0 +1 @@
uid://hardware_detector_sr
+37 -2
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@@ -1,10 +1,12 @@
extends Control
## #258: Main menu — New Game / Continue / Load Game / Quit.
## New Game: generates per-game save directory (D-085), starts game.
## New Game: shows character select panel (D-085 save dir created after archetype chosen).
## Continue: loads most recent save directory.
## Load Game: shows sorted save list for manual selection (#257).
## #588: Character archetype selection — panel shown between New Game click and game load.
const GAME_SCENE := "res://scenes/main.tscn"
const CHARACTER_SELECT_SCENE := "res://scenes/character_select.tscn"
const BG_COLOR := Color(0.05, 0.05, 0.08, 1.0)
const TITLE_COLOR := Color("#c8d0e0")
@@ -23,6 +25,8 @@ const FONT_SIZE_BTN := 15
@onready var _saves_list: VBoxContainer = $LoadGamePanel/VBox/SavesScroll/SavesList
@onready var _load_back_btn: Button = $LoadGamePanel/VBox/BackBtn
var _char_select: Control = null # Instantiated on demand
func _ready() -> void:
_new_game_btn.pressed.connect(_on_new_game)
@@ -41,14 +45,45 @@ func _refresh_continue_state() -> void:
func _on_new_game() -> void:
GameState.pending_load_path = "" # clear stale load path from previous Load selection
# #588: Show character select before creating the save directory.
# ESC on character select cancels with no directory created.
GameState.pending_load_path = ""
_show_character_select()
func _show_character_select() -> void:
if _char_select != null and is_instance_valid(_char_select):
_char_select.queue_free()
var scene := load(CHARACTER_SELECT_SCENE) as PackedScene
if scene == null:
push_error("MainMenu: failed to load character_select.tscn")
return
_char_select = scene.instantiate()
add_child(_char_select)
_char_select.archetype_confirmed.connect(_on_archetype_confirmed)
_char_select.archetype_cancelled.connect(_on_archetype_cancelled)
func _on_archetype_confirmed(archetype: String) -> void:
if _char_select != null and is_instance_valid(_char_select):
_char_select.queue_free()
_char_select = null
# Set archetype before new_game() so SessionManager can persist it.
GameState.character_archetype = archetype
var game_id := SessionManager.new_game()
if game_id.is_empty():
push_error("MainMenu: new_game() failed to create save directory — cannot start")
return
SessionManager.save_character_archetype(game_id, archetype)
get_tree().change_scene_to_file(GAME_SCENE)
func _on_archetype_cancelled() -> void:
if _char_select != null and is_instance_valid(_char_select):
_char_select.queue_free()
_char_select = null
func _on_continue() -> void:
GameState.pending_load_path = "" # clear stale load path from previous Load selection
var saves := SessionManager.list_game_dirs()
+59
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@@ -0,0 +1,59 @@
extends Control
## #592: News ticker — scrolling horizontal headline bar, active in The Last Shift zone.
## Lives on UILayer (z-layer 7 per D-049). Not suppressed by insert_active (D-013):
## the ticker is a real-world screen the player can see regardless of insert state.
## Text scrolls left at SCROLL_SPEED px/sec. When current_ticker is null, hides.
const BG_COLOR := Color(0.05, 0.05, 0.07, 0.75)
const TEXT_COLOR := Color(0.784, 0.816, 0.878, 1.0) # INSERT_COLOR_TEXT
const FONT_SIZE := 13
const SCROLL_SPEED := 60.0 # pixels per second
const BAR_HEIGHT := 28
@onready var _label: Label = $TickerLabel
var _text: String = ""
var _scroll_x: float = 0.0
var _content_width: float = 0.0
func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE
_label.add_theme_font_size_override("font_size", FONT_SIZE)
_label.add_theme_color_override("font_color", TEXT_COLOR)
visible = false
func update_from_state() -> void:
var ticker: Variant = GameState.current_snapshot.get("current_ticker")
if ticker == null or not ticker is Dictionary:
visible = false
return
var new_text: String = ticker.get("text", "")
if new_text.is_empty():
visible = false
return
if new_text != _text:
_text = new_text
_label.text = _text
# Reset scroll to start from right edge on new headline.
# Defer width read by one frame: get_minimum_size() returns stale
# data if called before the layout pass that follows text assignment.
_scroll_x = size.x
_content_width = 0.0 # will be updated after layout in _process
call_deferred("_update_content_width")
visible = true
func _update_content_width() -> void:
_content_width = _label.get_minimum_size().x
func _process(delta: float) -> void:
if not visible:
return
_scroll_x -= SCROLL_SPEED * delta
# Restart from right edge when text has fully exited left.
if _scroll_x + _content_width < 0.0:
_scroll_x = size.x
_label.position.x = _scroll_x
+1
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@@ -0,0 +1 @@
uid://news_ticker_sr
+33
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@@ -0,0 +1,33 @@
[gd_scene load_steps=2 format=3 uid="uid://news_ticker_scene_sr"]
[ext_resource type="Script" path="res://ui/news_ticker.gd" id="1_newsticker"]
; #592: News ticker — scrolling headline bar. Lives on UILayer (z-layer 7).
; Anchored top-left to top-right, 28px tall. Hidden when current_ticker is null.
[node name="NewsTicker" type="Control"]
layout_mode = 1
anchors_preset = 10
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 1.0
anchor_bottom = 0.0
offset_bottom = 28.0
clip_contents = true
script = ExtResource("1_newsticker")
[node name="TickerBg" type="ColorRect" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.05, 0.05, 0.07, 0.75)
mouse_filter = 2
[node name="TickerLabel" type="Label" parent="."]
layout_mode = 0
offset_top = 4.0
offset_bottom = 24.0
theme_override_font_sizes/font_size = 13
theme_override_colors/font_color = Color(0.784, 0.816, 0.878, 1.0)
text = ""
+183 -4
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@@ -1,18 +1,27 @@
extends Control
## #528: Audio settings dialog — 5-bus volume sliders.
## #646: AI-Enhanced Dialogue toggle + hardware detection status (D-138).
## Opens on OPEN_MENU (ESC) from main.gd. Closes on OPEN_MENU again or CLOSE button.
## Volumes persist via AudioManager._save_prefs() on each slider change.
## AI Dialogue toggle persists via ConfigFile (client-local) + ChangeSettings IPC (server SQLite).
const BG_COLOR := Color(0.05, 0.05, 0.08, 0.90)
const BORDER_COLOR := Color("#4a9ebb")
const TEXT_COLOR := Color(0.878, 0.969, 0.98, 1)
const TITLE_COLOR := Color("#4a9ebb")
const STATUS_GREEN := Color("#6bc9a6")
const STATUS_YELLOW := Color("#e8c547")
const STATUS_RED := Color("#c84040")
const FONT_SIZE := 14
const FONT_SIZE_SMALL := 11
const BOX_WIDTH := 460
const BOX_HEIGHT := 376 # +36 for Debug Console row
const PADDING := 20
## Shared client preferences file — avoids compile-time dependency on DebugConsole for path.
const SETTINGS_CFG_PATH := "user://settings.cfg"
const BOX_WIDTH := 460
const BOX_HEIGHT := 500 # +36 debug console, +88 AI dialogue section
const PADDING := 20
const ROW_HEIGHT := 36
# Bus display labels → bus name strings (must match AudioManager BUS_* constants)
@@ -27,8 +36,15 @@ const BUS_ROWS: Array = [
var _active: bool = false
var _container: VBoxContainer = null
# #646: AI Dialogue hardware status and toggle node ref — used by testable API methods
var _ai_hw_status: String = "" # "pass" | "marginal" | "fail" | "" (not yet checked)
var _ai_check_node: CheckButton = null
var _ai_inference_suspended: bool = false # D-138 §8 Layer 3 battery auto-suspend state
var _ai_battery_warning_label: Label = null # shown when on battery; toggle stays enabled
signal closed
signal debug_console_toggled(enabled: bool) # #581: debug console enabled/disabled
signal ai_dialogue_toggled(enabled: bool) # #646: AI-Enhanced Dialogue enabled/disabled
func _ready() -> void:
@@ -138,6 +154,111 @@ func _build_ui() -> void:
)
debug_hbox.add_child(debug_check)
# #646: AI Dialogue section divider
var ai_divider := Control.new()
ai_divider.custom_minimum_size = Vector2(0, 8)
_container.add_child(ai_divider)
var ai_section_label := Label.new()
ai_section_label.text = "AI DIALOGUE"
ai_section_label.add_theme_font_size_override("font_size", FONT_SIZE - 2)
ai_section_label.add_theme_color_override("font_color", TITLE_COLOR)
_container.add_child(ai_section_label)
# #646: Detect hardware and set status
var ram_result := HardwareDetector.check_ram()
var tpt_cache: Variant = HardwareDetector.read_benchmark_cache()
var ram_class: String = ram_result["classification"]
var tpt_class: String = "green"
var tpt_tps: float = 0.0
if tpt_cache != null:
tpt_class = tpt_cache["classification"]
tpt_tps = tpt_cache["tps"]
# Composite status: RAM fail overrides TPT; RAM marginal keeps its own category
var hw_status: String
if ram_class == "fail":
hw_status = "fail"
elif ram_class == "marginal":
hw_status = "marginal"
else:
# RAM passes — status follows TPT if benchmarked, else "pass"
hw_status = "pass" if tpt_cache == null else tpt_class
set_ai_dialogue_hardware_status(hw_status)
# D-138 §8 Layer 3: reflect current battery-suspension state from HardwareDetector.
_ai_inference_suspended = HardwareDetector.inference_suspended
var ai_hbox := HBoxContainer.new()
ai_hbox.custom_minimum_size = Vector2(0, ROW_HEIGHT)
_container.add_child(ai_hbox)
var ai_label := Label.new()
ai_label.text = get_ai_dialogue_label_text()
ai_label.custom_minimum_size = Vector2(200, 0)
ai_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
ai_label.add_theme_font_size_override("font_size", FONT_SIZE)
ai_label.add_theme_color_override("font_color", TEXT_COLOR)
ai_hbox.add_child(ai_label)
# Status dot — colored square indicating hardware classification
var status_dot := ColorRect.new()
status_dot.custom_minimum_size = Vector2(10, 10)
status_dot.size_flags_vertical = Control.SIZE_SHRINK_CENTER
match _ai_hw_status:
"pass", "green":
status_dot.color = STATUS_GREEN
"marginal", "yellow":
status_dot.color = STATUS_YELLOW
_: # "red", "fail"
status_dot.color = STATUS_RED
ai_hbox.add_child(status_dot)
var dot_spacer := Control.new()
dot_spacer.custom_minimum_size = Vector2(8, 0)
ai_hbox.add_child(dot_spacer)
_ai_check_node = CheckButton.new()
_ai_check_node.button_pressed = GameState.ai_enhanced_dialogue_enabled
_ai_check_node.disabled = (_ai_hw_status == "fail")
ai_hbox.add_child(_ai_check_node)
# Status message label — only shown when non-empty
var status_msg: String = HardwareDetector.status_message(
ram_class, tpt_class, ram_result["free_mb"], tpt_tps)
var ai_status_label := Label.new()
ai_status_label.text = status_msg
ai_status_label.add_theme_font_size_override("font_size", FONT_SIZE_SMALL)
ai_status_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
ai_status_label.custom_minimum_size = Vector2(BOX_WIDTH - PADDING * 2, 0)
match _ai_hw_status:
"marginal", "yellow":
ai_status_label.add_theme_color_override("font_color", STATUS_YELLOW)
"red", "fail":
ai_status_label.add_theme_color_override("font_color", STATUS_RED)
_:
ai_status_label.add_theme_color_override("font_color", TEXT_COLOR)
ai_status_label.visible = not status_msg.is_empty()
_container.add_child(ai_status_label)
# Battery warning label — visible when on battery power; toggle stays enabled per D-138.
_ai_battery_warning_label = Label.new()
_ai_battery_warning_label.text = UIStrings.get_text("settings.ai_battery_warning")
_ai_battery_warning_label.add_theme_font_size_override("font_size", FONT_SIZE_SMALL)
_ai_battery_warning_label.add_theme_color_override("font_color", STATUS_YELLOW)
_ai_battery_warning_label.visible = _ai_inference_suspended
_container.add_child(_ai_battery_warning_label)
_ai_check_node.toggled.connect(func(enabled: bool) -> void:
GameState.ai_enhanced_dialogue_enabled = enabled
_save_ai_pref(enabled)
if SimBridge.state == SimBridge.ConnectionState.CONNECTED:
SimBridge.send_input({
"action": InputMapper.Action.CHANGE_SETTINGS,
"action_data": {"ai_enhanced_dialogue": enabled},
"timestamp_msec": Time.get_ticks_msec(),
})
ai_dialogue_toggled.emit(enabled)
)
# Spacer
var spacer := Control.new()
spacer.custom_minimum_size = Vector2(0, 8)
@@ -163,6 +284,64 @@ func _destroy_ui() -> void:
if _container:
_container.queue_free()
_container = null
_ai_check_node = null # freed with _container
_ai_battery_warning_label = null
# -- #646: AI Dialogue testable API -------------------------------------------
## Returns the canonical label text for the AI-Enhanced Dialogue toggle (D-138).
## Reads from UIStrings yaml (settings.ai_dialogue_toggle) for localization support.
func get_ai_dialogue_label_text() -> String:
return UIStrings.get_text("settings.ai_dialogue_toggle")
## Set the hardware detection status — drives toggle enabled/disabled state.
## Accepts: "pass" | "marginal" | "fail" (RAM) or "green" | "yellow" | "red" (TPT).
## Only "fail" (insufficient RAM) disables the toggle. All others leave it enabled —
## D-138: no hard minimum spec floor; player can always override recommendations.
func set_ai_dialogue_hardware_status(status: String) -> void:
_ai_hw_status = status
if _ai_check_node != null:
_ai_check_node.disabled = (status == "fail")
## Returns true if the AI-Enhanced Dialogue toggle is currently enabled (not greyed out).
## Only disabled by RAM "fail" — battery suspension shows a warning but never greys the toggle.
func is_ai_dialogue_toggle_enabled() -> bool:
return _ai_hw_status != "fail"
## Returns true if AI inference is currently auto-suspended due to battery power (D-138 §8 Layer 3).
## Set by set_ai_inference_suspended() when HardwareDetector detects battery profile.
func is_ai_inference_suspended() -> bool:
return _ai_inference_suspended
## Returns true if the battery warning label is currently visible.
func get_battery_warning_visible() -> bool:
if _ai_battery_warning_label == null:
return false
return _ai_battery_warning_label.visible
## Update battery suspension display state.
## Shows/hides the battery warning label; toggle stays enabled — player autonomy wins (D-138).
## Called when PlatformInfo.power_profile_changed fires (via main.gd or HardwareDetector).
## Tests can inject suspended=true to verify the warning label appears.
func set_ai_inference_suspended(suspended: bool) -> void:
_ai_inference_suspended = suspended
if _ai_battery_warning_label != null:
_ai_battery_warning_label.visible = suspended
## Persist the AI Dialogue enabled state to the local prefs file.
## Uses the same settings.cfg as DebugConsole — different section ("ai_dialogue").
func _save_ai_pref(enabled: bool) -> void:
var cfg := ConfigFile.new()
cfg.load(SETTINGS_CFG_PATH)
cfg.set_value("ai_dialogue", "enabled", enabled)
cfg.save(SETTINGS_CFG_PATH)
func _draw() -> void:
@@ -186,7 +365,7 @@ func _draw() -> void:
var font := ThemeDB.fallback_font
draw_string(font,
box_pos + Vector2(PADDING, PADDING + 18),
"AUDIO SETTINGS",
"SETTINGS",
HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE + 2, TITLE_COLOR)
@@ -1,184 +0,0 @@
# Kael Davan — THE FRIEND (Smuggler)
# Dialogue at Maintenance Corridors (Restricted Access)
# Ticket: #297 | Sprint: 5 | Tier 1 FRIEND NPC
# Voice: direct, practical, short sentences, first names, warm to trusted people
# Context: restricted maintenance corridors. High-stakes, operational, no warmth.
# This is where the contradiction surfaces (Phase 3-4 of the FRIEND arc).
location: maintenance-corridors
role: dock-worker
lines:
# ========================================
# RING OPERATIONS — corridor handoffs
# ========================================
- id: kael-davan_d_001
text: "Package is in the junction locker. Renn picks it up in ten."
role: dock-worker
access: [insider]
trust: real
situation: [shift_transition]
mood: [focused]
topic: [cargo]
tags: [kael, ring-ops, renn, operational]
- id: kael-davan_d_002
text: "B-7 is clear. Camera cycles in forty seconds — move fast."
role: dock-worker
access: [insider]
trust: real
situation: [shift_transition]
topic: [cargo, danger]
tags: [kael, ring-ops, operational]
knowledge_grant:
fact_id: investigation.surveillance_gaps
confidence: knows_details
- id: kael-davan_d_003
text: "Chalk marks are fresh. Renn came through already. We're on schedule."
role: dock-worker
access: [insider]
trust: real
situation: [routine]
mood: [content]
topic: [cargo]
tags: [kael, ring-ops, renn, operational]
- id: kael-davan_d_004
text: "Don't use the C-section hatch tonight. Maintenance crew's working late."
role: dock-worker
access: [insider]
trust: real
situation: [routine]
mood: [frustrated]
topic: [danger, cargo]
tags: [kael, ring-ops, operational, caution]
# ========================================
# CAUGHT — contradiction scene (Phase 3-4)
# When the smuggler finds Kael with the unknown contact
# ========================================
- id: kael-davan_d_005
text: "What are you — wait. How long have you been standing there?"
role: dock-worker
access: [insider]
trust: surface
situation: [confrontation]
mood: [frustrated]
topic: [danger]
tags: [kael, contradiction, phase-3]
- id: kael-davan_d_006
text: "That was nobody. Maintenance contact. It's handled."
role: dock-worker
access: [insider]
trust: surface
situation: [confrontation]
mood: [frustrated]
topic: [routine]
tags: [kael, deflection, lying, phase-4]
- id: kael-davan_d_007
text: "I don't have to explain every conversation I have. Drop it."
role: dock-worker
access: [insider]
trust: surface
situation: [confrontation]
mood: [frustrated]
topic: [trust]
tags: [kael, deflection, hostile-path, phase-4]
# ========================================
# SECRET — corridor confessions
# ========================================
- id: kael-davan_d_008
text: "I'm trying to get out. That's all. I just want out."
role: dock-worker
access: [insider]
trust: secret
situation: [confrontation, alone]
mood: [anxious]
topic: [personal, trust]
tags: [kael, confession, phase-5]
- id: kael-davan_d_009
text: "Nils will kill me if he finds out. You know that. You know him."
role: dock-worker
access: [insider]
trust: secret
situation: [confrontation, alone]
mood: [anxious]
topic: [danger, trust]
tags: [kael, confession, nils, phase-5]
- id: kael-davan_d_010
text: "I found someone who can get me new papers. Off-station. Clean break."
role: dock-worker
access: [insider]
trust: secret
situation: [alone]
mood: [anxious]
topic: [personal]
tags: [kael, confession, phase-5]
knowledge_grant:
fact_id: knowledge.kael_exit_plan
confidence: knows_details
# ========================================
# LAYER 2 GREETING VARIANTS — D-028 Layer 2
# Ticket #170 (Sprint 15). situation: [greeting] fires on initial contact.
# Access tier + mood encode relationship history state.
# Context: restricted maintenance corridors. Any stranger here is immediately
# suspicious. Even trusted contacts get terse, operational greetings.
# ========================================
# first_meeting: InteractionMemory.count == 0. Any stranger in restricted corridors is a problem.
- id: kael-davan_d_011
text: "This is a restricted section. Who authorized you back here?"
role: dock-worker
access: [public]
trust: surface
situation: [greeting]
mood: [focused]
topic: [danger, routine]
tags: [kael, greeting, first-meeting, layer2]
notes: "Layer 2 greeting — first meeting in restricted corridors. Immediate challenge. Any stranger back here is suspicious regardless of intent."
# established — peer/smuggler context: count >= 3, RelationshipState: Known/Friendly → Peer/Insider access.
- id: kael-davan_d_012
text: "You're on time. Clear all the way to the junction."
role: dock-worker
access: [peer, insider]
trust: surface
situation: [greeting]
mood: [content]
topic: [cargo, colleague]
tags: [kael, greeting, repeat-visit, peer-tone, layer2]
notes: "Layer 2 greeting — established, operational. All business. Kael treats a trusted repeat visitor as crew — no pleasantries, just the essential handoff information."
# established — authority/detective context: count >= 3, RelationshipState: PersonOfInterest → Authority access.
- id: kael-davan_d_013
text: "You keep showing up back here. You have clearance for this section?"
role: dock-worker
access: [authority]
trust: surface
situation: [greeting]
mood: [suspicious]
topic: [danger, routine]
tags: [kael, greeting, repeat-visit, authority-tone, layer2]
notes: "Layer 2 greeting — repeat with authority figure in restricted section. Professionally defensive. Kael challenges them but can't bar entry if they have clearance."
# post-confrontation: confrontation logged. Kael is cornered on his own operational ground.
- id: kael-davan_d_014
text: "You followed me here."
role: dock-worker
access: [peer, insider]
trust: surface
situation: [greeting]
mood: [hostile, suspicious]
topic: [danger, trust]
tags: [kael, greeting, post-confrontation, layer2]
notes: "Layer 2 greeting — post-confrontation, restricted corridors. Accusatory, not a question. Kael feels cornered. This is where the contradiction lives."
@@ -1,379 +0,0 @@
# Dialogue: ring-operative at Maintenance Corridors
# NPC: Generic ring operative (Tier 3 template — members without individual profiles)
# Voice: two registers. Surface: maintenance worker, brief, task-focused. Real: coded, precise, never explicit.
# The crucial thing: both registers sound identical to a casual listener.
# Ring-aware: full ring membership. Knows the route, the window, the players.
# Ring code vocabulary (from Sova texture appendix):
# "running maintenance" = cover for ring operation
# "the usual pickup" = ring cargo handoff
# "cans are ready" = containers cleared for movement
# "manifest is clean" = paperwork cover confirmed
# "Drin was asking" = warning, inspection proximity
# "dead air" = Meridian surveillance gaps
# "the gap" = maintenance corridors, the route itself
# Ticket: #192 | Sprint: 12
location: maintenance-corridors
role: ring-operative
lines:
# ==========================================
# SURFACE COVER — sounds like maintenance work
# ==========================================
- id: ring-operative_d_001
text: "Running maintenance on the B-7 conduit. Could be a while."
role: ring-operative
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [ring-operative, surface-cover, b7]
dual_lens:
smuggler: "Cover phrase. He's not doing maintenance."
detective: "Maintenance worker. Conduit repair. Routine."
notes: "'Running maintenance' is the canonical ring cover phrase."
- id: ring-operative_d_002
text: "Bay four access from here is faster than going around. If you're in a hurry."
role: ring-operative
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [ring-operative, surface-cover, bay-four, spatial]
dual_lens:
smuggler: "He's telling me the route is faster. This is spatial information, not just courtesy."
detective: "Ring operative casually establishes corridor-to-bay-four spatial relationship. Note it."
- id: ring-operative_d_003
text: "Quiet in here tonight. Good working conditions."
role: ring-operative
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [ring-operative, surface-cover, ambient]
dual_lens:
smuggler: "Dead air confirmed. Meridian's not picking this up."
detective: "Routine corridor comment."
- id: ring-operative_d_004
text: "Pael was through here earlier. Seal replacement on the ventilation unit."
role: ring-operative
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine, colleague]
mood: [content]
tags: [ring-operative, surface-cover, pael, corridor-traffic]
dual_lens:
smuggler: "Pael was through. Legitimate. Corridor's been active — that means traffic covers us."
detective: "References Pael's B-7 presence without suspicion. Maintenance workers know each other's routes."
- id: ring-operative_d_005
text: "C-4 access is at the far end. About three minutes from here."
role: ring-operative
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [ring-operative, surface-cover, c4, spatial]
dual_lens:
smuggler: "He's giving me the timing. Three minutes to C-4 from this point."
detective: "Operative establishes C-4 proximity to maintenance corridor. That's the link."
knowledge_grant:
fact_id: location.smuggling_route
confidence: suspects
# ==========================================
# OPERATIONAL COORDINATION — insider/real only
# ==========================================
- id: ring-operative_d_006
text: "Cans are ready. Bay four, per the schedule."
role: ring-operative
access: [insider]
trust: real
situation: [routine, shift_transition]
topic: [cargo, routine]
mood: [focused]
tags: [ring-operative, ring-ops, coded, cans-ready]
dual_lens:
smuggler: "Containers cleared. Bay four. We're on."
detective: "Never hears this line."
- id: ring-operative_d_007
text: "Manifest is clean. Window opens in eighteen minutes."
role: ring-operative
access: [insider]
trust: real
situation: [shift_transition]
topic: [cargo, routine]
mood: [focused]
tags: [ring-operative, ring-ops, coded, manifest-clean, window]
dual_lens:
smuggler: "Paperwork's set. Eighteen minutes. That's earlier than planned — adjust."
detective: "Never hears this line."
- id: ring-operative_d_008
text: "Usual pickup. Route's the same."
role: ring-operative
access: [insider]
trust: real
situation: [shift_transition, routine]
topic: [cargo, routine]
mood: [focused]
tags: [ring-operative, ring-ops, coded, usual-pickup]
dual_lens:
smuggler: "Same route, same handoff. No variations."
detective: "Never hears this line."
- id: ring-operative_d_009
text: "The gap's clear. Scan's done at 14:20. Next window's yours."
role: ring-operative
access: [insider]
trust: real
situation: [shift_transition]
topic: [cargo, routine]
mood: [focused]
tags: [ring-operative, ring-ops, coded, scan-gap, surveillance]
dual_lens:
smuggler: "14:20 scan, then the window opens. Twenty-five minutes clear."
detective: "Never hears this line."
knowledge_grant:
fact_id: investigation.surveillance_gaps
confidence: knows_details
- id: ring-operative_d_010
text: "Drin was asking about B-7. Twice today."
role: ring-operative
access: [insider]
trust: real
situation: [routine, confrontation]
topic: [danger, colleague]
mood: [frustrated]
tags: [ring-operative, ring-ops, coded, drin-asking, warning]
dual_lens:
smuggler: "Drin's circling B-7. That's a warning. Push the pickup or hold it."
detective: "Never hears this line."
knowledge_grant:
fact_id: investigation.drin_inspection_pattern
confidence: suspects
- id: ring-operative_d_011
text: "Dead air through here to the C-4 junction. No coverage."
role: ring-operative
access: [insider]
trust: real
situation: [routine]
topic: [routine]
mood: [focused]
tags: [ring-operative, ring-ops, coded, dead-air, surveillance]
dual_lens:
smuggler: "Full confirmation. Meridian doesn't reach this section."
detective: "Never hears this line."
knowledge_grant:
fact_id: investigation.surveillance_gaps
confidence: knows_details
- id: ring-operative_d_012
text: "Voss confirmed the hold clears at 1400. He'll run the bay himself."
role: ring-operative
access: [insider]
trust: real
situation: [shift_transition]
topic: [cargo, routine]
mood: [focused]
tags: [ring-operative, ring-ops, voss, bay-four, clearance]
dual_lens:
smuggler: "Voss is personally running bay four at 1400. That's the signal the window is clear."
detective: "Never hears this line."
- id: ring-operative_d_013
text: "Kael's on dock. He knows."
role: ring-operative
access: [insider]
trust: real
situation: [routine, shift_transition]
topic: [colleague, routine]
mood: [focused]
tags: [ring-operative, ring-ops, kael, coordination]
dual_lens:
smuggler: "Kael's in position. Ring is coordinated."
detective: "Never hears this line."
# ==========================================
# PRESSURE / WARNING SIGNALS
# ==========================================
- id: ring-operative_d_014
text: "Commission eyes on the terminal floor. Not here yet."
role: ring-operative
access: [insider]
trust: real
situation: [confrontation, investigation]
topic: [danger, institution]
mood: [frustrated]
tags: [ring-operative, ring-ops, commission, warning]
dual_lens:
smuggler: "Detective is visible on the main floor. Corridors are still clear."
detective: "Never hears this line."
- id: ring-operative_d_015
text: "Hold the run. Drin's in the corridor section."
role: ring-operative
access: [insider]
trust: real
situation: [confrontation]
topic: [danger]
mood: [frustrated]
tags: [ring-operative, ring-ops, drin, abort-signal]
dual_lens:
smuggler: "Stop. Drin's in position. The window's closed."
detective: "Never hears this line."
- id: ring-operative_d_016
text: "Maret filed again. Voss has it. Don't move anything tonight."
role: ring-operative
access: [insider]
trust: real
situation: [confrontation, routine]
topic: [danger, institution]
mood: [frustrated]
tags: [ring-operative, ring-ops, maret, voss, caution]
dual_lens:
smuggler: "Maret flagged something. Voss is managing it. Stand down tonight."
detective: "Never hears this line."
- id: ring-operative_d_017
text: "We're clean. Same time tomorrow."
role: ring-operative
access: [insider]
trust: real
situation: [shift_end, routine]
topic: [routine]
mood: [content]
tags: [ring-operative, ring-ops, run-complete, closing]
dual_lens:
smuggler: "Run's done. No issues. Tomorrow."
detective: "Never hears this line."
# ==========================================
# IF DETECTIVE SOMEHOW ENTERS — surface only
# ==========================================
- id: ring-operative_d_018
text: "Restricted access back here. Service personnel only."
role: ring-operative
access: [authority, public]
trust: surface
situation: [investigation, confrontation]
topic: [institution, routine]
mood: [suspicious]
tags: [ring-operative, detective-path, access-denial]
- id: ring-operative_d_019
text: "I'm running maintenance. If there's a Commission access request, file it through Voss."
role: ring-operative
access: [authority]
trust: surface
situation: [investigation]
topic: [institution, routine]
mood: [suspicious]
tags: [ring-operative, detective-path, voss-redirect]
dual_lens:
smuggler: "Never encounters this."
detective: "Operative redirects to Voss. Everyone redirects to Voss. That's structural, not coincidence."
- id: ring-operative_d_020
text: "Nothing unusual back here. Conduit work. Same every cycle."
role: ring-operative
access: [authority, public]
trust: surface
situation: [investigation]
topic: [routine]
mood: [suspicious]
tags: [ring-operative, detective-path, deflection]
# ==========================================
# GENERATION PASS — surface cover variants
# Surface-only: covers routine corridor presence without operational tells.
# ==========================================
- id: ring-operative_d_021
text: "Power relay's been cycling weird. I'm watching it."
role: ring-operative
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [ring-operative, surface-cover, generation-pass]
- id: ring-operative_d_022
text: "Pael was supposed to handle B-7. He didn't show."
role: ring-operative
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine, colleague]
mood: [content]
tags: [ring-operative, surface-cover, pael, generation-pass]
- id: ring-operative_d_023
text: "Watch the floor here. Drain panel's been loose three cycles."
role: ring-operative
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [ring-operative, surface-cover, generation-pass]
- id: ring-operative_d_024
text: "Airflow's better down the B-section. C-section's got the recycler issue."
role: ring-operative
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [ring-operative, surface-cover, spatial, generation-pass]
- id: ring-operative_d_025
text: "You want the service bay, it's left at the junction. Don't go right — that's the restricted access."
role: ring-operative
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [ring-operative, surface-cover, navigation, generation-pass]
dual_lens:
smuggler: "He's directing people away from the route. Social traffic management."
detective: "Operative redirects me away from C-4 access junction instinctively."
- id: ring-operative_d_026
text: "Long shift. These corridors look the same after a while."
role: ring-operative
access: [public, peer]
trust: surface
situation: [routine, shift_end]
topic: [routine]
mood: [frustrated]
tags: [ring-operative, surface-cover, generation-pass]
- id: ring-operative_d_027
text: "Scan's clear. I checked it an hour ago."
role: ring-operative
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [ring-operative, surface-cover, generation-pass]
@@ -1,77 +0,0 @@
# Dialogue: transit-worker at Maintenance Corridors
# NPC: Tev Osel (Tier 3, NOBODY/CIVILIAN)
# Voice: patient, mildly distracted, confused why anyone is asking him anything.
# KEY LINE: transit-worker_d_001 — sounds like surveillance positioning inquiry
# Actually: Tev missed Kosse at the corridor junction and is looking for them
# Ticket: #307 | Sprint: 12
location: maintenance-corridors
role: transit-worker
lines:
# ==========================================
# "SEEMS IMPORTANT BUT ISN'T" LINE
# Sounds like Tev is checking who came through a surveillance point.
# Actually: Tev missed his partner at the regular meeting spot.
# ==========================================
- id: transit-worker_d_001
text: "You see which way Kosse went? Should've been through here twenty minutes ago."
role: transit-worker
access: [public]
trust: surface
situation: [routine, observation]
topic: [colleague, personal]
mood: [content]
tags: [tev, seems-important-but-isnt, waiting, kosse]
dual_lens:
smuggler: "Someone asking who came through the corridor. Tev. Harmless — checking for a partner."
detective: "NPC at corridor junction, tracking who passed through. Possible lookout. Follow up: who is Kosse?"
notes: >
THE key flat NPC line for Tev. Sounds like Tev monitors corridor traffic
for operational reasons. Is someone who missed a meeting time with their
partner. The detective's suspicion is reasonable; it resolves to nothing.
# ==========================================
# ROUTINE LINES
# ==========================================
- id: transit-worker_d_002
text: "They shifted the freight route again. Always forget which junction."
role: transit-worker
access: [public]
trust: surface
situation: [routine]
topic: [routine, cargo]
mood: [content]
tags: [tev, atmospheric]
- id: transit-worker_d_003
text: "Just on break. Out of your way in a minute."
role: transit-worker
access: [public]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [tev, incidental]
- id: transit-worker_d_004
text: "Late freight route runs long. Can't do anything about it."
role: transit-worker
access: [public]
trust: surface
situation: [routine, night_shift]
topic: [routine, cargo]
mood: [content]
tags: [tev, atmospheric]
- id: transit-worker_d_005
text: "Waiting for someone. Shouldn't be long."
role: transit-worker
access: [public]
trust: surface
situation: [routine, observation]
topic: [personal]
mood: [content]
tags: [tev, waiting]
@@ -1,382 +0,0 @@
# Dialogue: bar-owner at The Last Shift
# NPC: Lera Sessik (Tier 2, ANCHOR/OPERATOR)
# Voice: direct, dry. Runs her bar like a territory. Not political — protective.
# Ring-aware: knows it exists in her bar. Doesn't ask. Doesn't interfere. Not complicit.
# Torek arrangement: she gives him a tab specifically — Commission visibility is useful.
# Ticket: #191 | Sprint: 12
location: the-last-shift
role: bar-owner
lines:
# ==========================================
# GREETINGS — territorial welcome
# ==========================================
- id: bar-owner_d_001
text: "Usual?"
role: bar-owner
access: [public, peer, insider]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [lera, greeting, economy-of-words]
- id: bar-owner_d_002
text: "Long shift?"
role: bar-owner
access: [public, peer]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [lera, greeting]
- id: bar-owner_d_003
text: "Bar's clean, drink's cold. That's the deal."
role: bar-owner
access: [public]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [lera, greeting, house-rules]
- id: bar-owner_d_004
text: "Sess'll get you. I've got something in the back."
role: bar-owner
access: [public, peer]
trust: surface
situation: [arrival, routine]
topic: [routine]
mood: [content]
tags: [lera, greeting, redirection]
# ==========================================
# BAR MANAGEMENT — house rules, operations
# ==========================================
- id: bar-owner_d_005
text: "Fights go outside. First and last warning."
role: bar-owner
access: [public, peer, insider]
trust: surface
situation: [confrontation, routine]
topic: [routine]
mood: [content]
tags: [lera, house-rules, authority]
- id: bar-owner_d_006
text: "Tab closes at end of cycle. Not at end of your memory."
role: bar-owner
access: [public, peer]
trust: surface
situation: [routine, shift_end]
topic: [routine]
mood: [content]
tags: [lera, tab, house-rules]
- id: bar-owner_d_007
text: "Torek's running a tab. That's fine. Don't ask me why."
role: bar-owner
access: [peer]
trust: surface
situation: [routine]
topic: [routine, institution]
mood: [content]
tags: [lera, torek, tab-arrangement]
dual_lens:
smuggler: "Lera chose to give Torek credit. Commission man. She's keeping him visible and comfortable. Smart."
detective: "Bar owner specifically maintains a tab for a Commission officer. Useful relationship or leverage?"
notes: "Lera's Torek arrangement: she keeps him comfortable because knowing where the Commission officer is drinking is better than not knowing."
- id: bar-owner_d_008
text: "Lattice stays off at the bar. Sign's on the wall."
role: bar-owner
access: [public, peer, insider]
trust: surface
situation: [routine]
topic: [routine, institution]
mood: [content]
tags: [lera, lattice-free, house-rules]
notes: "Not legally enforceable — Lera knows this. It's about atmosphere, not compliance."
- id: bar-owner_d_009
text: "Grain spirit's back. Limited run. Don't make it last two nights."
role: bar-owner
access: [public, peer, insider]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [lera, drinks, community]
# ==========================================
# PEOPLE — Lera knows everyone
# ==========================================
- id: bar-owner_d_010
text: "Kael's in the back. If you're looking."
role: bar-owner
access: [peer, insider]
trust: surface
situation: [arrival, routine]
topic: [colleague, routine]
mood: [content]
tags: [lera, kael, spatial-information]
dual_lens:
smuggler: "Good. She keeps track. That's what she does."
detective: "Lera knows where Kael Davan is without being asked. She tracks her regulars."
- id: bar-owner_d_011
text: "Naia's been in early the last few nights. Doesn't say much."
role: bar-owner
access: [peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [lera, naia, observation]
dual_lens:
smuggler: "Lera noticed Naia's off. She notices everything. She's saying it because she wants someone to do something."
detective: "Bar owner volunteers behavioral change in Naia Tamm. Lera observes her regulars carefully."
- id: bar-owner_d_012
text: "Ren? Been here two months. Quiet, pays their tab. That's all I can tell you."
role: bar-owner
access: [public, peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [lera, ren, drifter]
dual_lens:
smuggler: "That's Lera's version of a clean assessment. She'd say more if she suspected something."
detective: "Lera's read on Ren: quiet, no trouble. If Lera's not worried, the baseline is probably accurate."
- id: bar-owner_d_013
text: "Tev? Good worker. Three years. Minds their own."
role: bar-owner
access: [public, peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [lera, tev, endorsement]
dual_lens:
smuggler: "Lera vouching for Tev. She doesn't do that for people she doesn't trust."
detective: "Lera's read on Tev is straightforward. 'Minds their own' from Lera means she's tested it."
# ==========================================
# RING-ADJACENT — Lera's knowledge edge
# ==========================================
- id: bar-owner_d_014
text: "Whatever's happening in the back corner isn't my business. Don't make it my business."
role: bar-owner
access: [insider]
trust: real
situation: [confrontation, alone]
topic: [danger, routine]
mood: [focused]
tags: [lera, ring-ops, willful-ignorance]
dual_lens:
smuggler: "She knows. She's drawing her line. That's the deal."
detective: "Never hears this line."
notes: "Lera's arrangement: she doesn't ask, she doesn't see, and she keeps things stable. Pragmatic, not complicit."
- id: bar-owner_d_015
text: "Kael's got my number. He's been a regular long enough that that means something."
role: bar-owner
access: [peer]
trust: real
situation: [routine]
topic: [colleague]
mood: [content]
tags: [lera, kael, loyalty]
dual_lens:
smuggler: "Lera's loyal to Kael. Not to the ring. There's a difference and it matters."
detective: "Lera's personal loyalty to Kael Davan is explicit. She'll protect him over process."
# ==========================================
# DETECTIVE ENCOUNTER — neutral, unwelcoming
# ==========================================
- id: bar-owner_d_016
text: "Commission's welcome. Like everyone else. Bar rules apply."
role: bar-owner
access: [authority, public]
trust: surface
situation: [arrival, investigation]
topic: [institution, routine]
mood: [content]
tags: [lera, detective-path, neutral-welcome]
- id: bar-owner_d_017
text: "If someone in my bar has something to say to Commission, they'll say it. I don't push that."
role: bar-owner
access: [authority]
trust: surface
situation: [investigation, routine]
topic: [institution, routine]
mood: [content]
tags: [lera, detective-path, institutional-independence]
- id: bar-owner_d_018
text: "I've run this bar eighteen years without a Commission complaint. I'd like to keep it that way."
role: bar-owner
access: [authority]
trust: surface
situation: [investigation, confrontation]
topic: [institution, routine]
mood: [suspicious]
tags: [lera, detective-path, authority-assertion]
- id: bar-owner_d_019
text: "I see a lot. I don't always remember all of it."
role: bar-owner
access: [authority]
trust: surface
situation: [investigation]
topic: [institution, routine]
mood: [content]
tags: [lera, detective-path, careful-language]
dual_lens:
smuggler: "Never encounters this line."
detective: "Lera is very deliberately declining to volunteer what she knows. That's not ignorance — that's a position."
# ==========================================
# ELEVATED TRUST — what Lera actually says
# ==========================================
- id: bar-owner_d_020
text: "Naia's been asking questions I can't answer. Someone should."
role: bar-owner
access: [peer, insider]
trust: real
situation: [routine, alone]
topic: [colleague, danger]
mood: [frustrated]
tags: [lera, naia, threshold-line]
dual_lens:
smuggler: "Lera's telling me to do something about Naia. She's right."
detective: "Lera is flagging Naia Tamm as someone who's looking for answers. That's a conversation I need to have."
# ==========================================
# SIGN-OFF / CLOSING TIME
# ==========================================
- id: bar-owner_d_021
text: "Last call. Finish up."
role: bar-owner
access: [public, peer, insider]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [lera, closing]
- id: bar-owner_d_022
text: "Bar's closed. Come back next cycle."
role: bar-owner
access: [public, peer, insider]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [lera, closing]
- id: bar-owner_d_023
text: "Good night. Stay out of trouble."
role: bar-owner
access: [public, peer, insider]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [lera, closing]
# ==========================================
# GENERATION PASS — ambient variants
# ==========================================
- id: bar-owner_d_024
text: "You look tired. Sit."
role: bar-owner
access: [peer, insider]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [lera, greeting, generation-pass]
- id: bar-owner_d_025
text: "Same as yesterday?"
role: bar-owner
access: [peer, insider]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [lera, greeting, generation-pass]
- id: bar-owner_d_026
text: "New face. Bar rules are on the wall."
role: bar-owner
access: [public]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [lera, greeting, newcomer, generation-pass]
- id: bar-owner_d_027
text: "No trouble tonight. I mean it."
role: bar-owner
access: [public, peer, insider]
trust: surface
situation: [arrival, routine]
topic: [routine]
mood: [content]
tags: [lera, house-rules, generation-pass]
- id: bar-owner_d_028
text: "Sess'll get you settled. I'm in the back."
role: bar-owner
access: [public, peer]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [lera, redirect, generation-pass]
- id: bar-owner_d_029
text: "We close at 2300. Don't make me say it twice."
role: bar-owner
access: [public, peer]
trust: surface
situation: [routine, shift_end]
topic: [routine]
mood: [content]
tags: [lera, house-rules, generation-pass]
- id: bar-owner_d_030
text: "Good crowd tonight. Quiet enough."
role: bar-owner
access: [peer, insider]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [lera, ambient, generation-pass]
- id: bar-owner_d_031
text: "Bar's yours. I've got accounts."
role: bar-owner
access: [public, peer, insider]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [lera, ambient, generation-pass]
@@ -1,360 +0,0 @@
# Dialogue: bar-regular at The Last Shift
# NPC: Generic regular (Tier 3 template role — transit district workers, post-shift)
# Voice: off-duty, community-minded. Complains, gossips, opinionates. Belongs here.
# Ring-aware: varies. Most know something's off at the terminal. None know specifics.
# Ticket: #191 | Sprint: 12
location: the-last-shift
role: bar-regular
lines:
# ==========================================
# GREETINGS — familiar, community register
# ==========================================
- id: bar-regular_d_001
text: "Long one today?"
role: bar-regular
access: [public, peer]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [bar-regular, greeting]
- id: bar-regular_d_002
text: "You're in early. Good shift or bad shift?"
role: bar-regular
access: [public, peer]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [bar-regular, greeting]
- id: bar-regular_d_003
text: "Grain spirit's back. I already had two. Don't judge."
role: bar-regular
access: [public, peer]
trust: surface
situation: [arrival, routine]
topic: [routine]
mood: [content]
tags: [bar-regular, greeting, drinks]
# ==========================================
# TERMINAL FLOOR — off-duty opinions
# ==========================================
- id: bar-regular_d_004
text: "Push today. Bay six was backed up until 2000. Voss wasn't happy."
role: bar-regular
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine, cargo]
mood: [content]
tags: [bar-regular, terminal, voss]
- id: bar-regular_d_005
text: "Maret flagged another one. Nobody knows what Voss does with them."
role: bar-regular
access: [peer]
trust: surface
situation: [routine]
topic: [colleague, cargo]
mood: [suspicious]
tags: [bar-regular, maret, voss, discrepancy]
dual_lens:
smuggler: "They're talking about Maret's flags as general knowledge. That's a wider problem than I thought."
detective: "Maret's pattern is common knowledge on the floor. Multiple witnesses, informal. That can be confirmed."
- id: bar-regular_d_006
text: "Bay four's been held all week. Three cycles. Nobody's said what's in it."
role: bar-regular
access: [peer]
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [suspicious]
tags: [bar-regular, bay-four, observation]
dual_lens:
smuggler: "They've noticed bay four. It's becoming visible. Not good."
detective: "Bay four hold is common knowledge at worker level. That means it predates any routine explanation."
- id: bar-regular_d_007
text: "Transition window's the worst part of the job. Twenty minutes to hand off and nothing ever lines up."
role: bar-regular
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [bar-regular, transition-window, complaint]
dual_lens:
smuggler: "The window is their biggest frustration. And their biggest frustration is the ring's biggest asset."
detective: "Workers discuss the transition window as a systematic failure. The gap is known."
- id: bar-regular_d_008
text: "Commission audit's coming cycle fifteen. Everyone's running around double-checking everything."
role: bar-regular
access: [public, peer]
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [suspicious]
tags: [bar-regular, commission, audit]
dual_lens:
smuggler: "Cycle fifteen. That's the deadline. Get clean before then."
detective: "Workers are responding to the audit announcement. Behavioral change in the workforce. Note who isn't anxious."
- id: bar-regular_d_009
text: "Voss has been on the floor more than usual this cycle. Watching everything."
role: bar-regular
access: [peer]
trust: surface
situation: [routine]
topic: [institution, colleague]
mood: [suspicious]
tags: [bar-regular, voss, observation]
dual_lens:
smuggler: "Voss is visible more. Is that heat from above, or is he managing something on the floor?"
detective: "Voss behavioral change: increased floor presence. Defensive positioning or active oversight?"
# ==========================================
# COMMUNITY — the full life of this district
# ==========================================
- id: bar-regular_d_010
text: "Drifters lost again. Four-nil this time. I'm done watching until they rebuild."
role: bar-regular
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [bar-regular, sports, drifters]
- id: bar-regular_d_011
text: "Ventilation's still the same in Sector 3. Seven years of 'under discussion.' I've stopped expecting anything."
role: bar-regular
access: [public, peer]
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [content]
tags: [bar-regular, infrastructure, grievance]
- id: bar-regular_d_012
text: "You see the missing person notice on the board? Vessels Tamm. I don't know a Vessels Tamm."
role: bar-regular
access: [public, peer]
trust: surface
situation: [routine]
topic: [personal, routine]
mood: [content]
tags: [bar-regular, vessels-tamm, notice]
dual_lens:
smuggler: "Vessels Tamm. Naia's surname is Tamm. Don't chase it — but don't ignore it either."
detective: "Vessels Tamm notice is circulating casually. People haven't connected it to Naia Tamm yet."
- id: bar-regular_d_013
text: "Re-em clinic's backed up four cycles for non-urgent. Main station if it's serious, apparently."
role: bar-regular
access: [public, peer]
trust: surface
situation: [routine]
topic: [personal, routine]
mood: [content]
tags: [bar-regular, clinic, community]
- id: bar-regular_d_014
text: "Lattice upgrades are up eighteen percent this cycle. That's more than my raise."
role: bar-regular
access: [public, peer]
trust: surface
situation: [routine]
topic: [institution, personal]
mood: [content]
tags: [bar-regular, lattice, economy]
dual_lens:
smuggler: "That's why the waiting list keeps growing. They're providing a service."
detective: "Economic grievance expressed casually. Price pressure is general knowledge. Confirms motive context."
- id: bar-regular_d_015
text: "Workers' Association is pushing the handoff protocol again. Voss won't budge."
role: bar-regular
access: [public, peer]
trust: surface
situation: [routine]
topic: [institution, personal]
mood: [suspicious]
tags: [bar-regular, workers-association, voss, transition-window]
dual_lens:
smuggler: "Voss is defending the twenty-minute window against Association pressure. He's protecting the gap."
detective: "Voss is actively resisting worker-led protocol improvement. Institutional reason for the gap isn't mechanical."
# ==========================================
# DETECTIVE ENCOUNTER — community wariness
# ==========================================
- id: bar-regular_d_016
text: "You new? Haven't seen you before."
role: bar-regular
access: [public]
trust: surface
situation: [arrival, investigation]
topic: [routine]
mood: [suspicious]
tags: [bar-regular, detective-path, recognition]
- id: bar-regular_d_017
text: "Commission? I just drink here. Whatever you're after, I probably can't help."
role: bar-regular
access: [authority]
trust: surface
situation: [investigation, routine]
topic: [institution, routine]
mood: [suspicious]
tags: [bar-regular, detective-path, deflection]
- id: bar-regular_d_018
text: "Ask Lera. She knows what happens in this bar better than anyone."
role: bar-regular
access: [authority, public]
trust: surface
situation: [investigation]
topic: [routine]
mood: [suspicious]
tags: [bar-regular, detective-path, lera-redirect]
# ==========================================
# SIGN-OFF
# ==========================================
- id: bar-regular_d_019
text: "Another cycle done. Same tomorrow."
role: bar-regular
access: [public, peer]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [bar-regular, closing]
- id: bar-regular_d_020
text: "Safe home. Watch the corridors after 2200."
role: bar-regular
access: [public, peer]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [bar-regular, closing, community]
# ==========================================
# GENERATION PASS — ambient variants
# ==========================================
- id: bar-regular_d_021
text: "Pull up a chair. Floor's full otherwise."
role: bar-regular
access: [public, peer]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [bar-regular, greeting, generation-pass]
- id: bar-regular_d_022
text: "You're in late. Voss kept you?"
role: bar-regular
access: [peer]
trust: surface
situation: [arrival]
topic: [routine, institution]
mood: [content]
tags: [bar-regular, greeting, voss, generation-pass]
- id: bar-regular_d_023
text: "Just got off. Bay six all night. My back knows it."
role: bar-regular
access: [public, peer]
trust: surface
situation: [arrival]
topic: [routine]
mood: [frustrated]
tags: [bar-regular, greeting, generation-pass]
- id: bar-regular_d_024
text: "Drifters are playing Mirren next cycle. Home game. Might actually go."
role: bar-regular
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [bar-regular, sports, community, generation-pass]
- id: bar-regular_d_025
text: "Sector 3 meeting went nowhere. Same as last time. Same as the time before that."
role: bar-regular
access: [public, peer]
trust: surface
situation: [routine]
topic: [institution, personal]
mood: [content]
tags: [bar-regular, infrastructure, grievance, generation-pass]
- id: bar-regular_d_026
text: "New hire's asking questions on the floor again. Good. Someone should."
role: bar-regular
access: [peer]
trust: surface
situation: [routine]
topic: [colleague, routine]
mood: [content]
tags: [bar-regular, new-hire, community, generation-pass]
- id: bar-regular_d_027
text: "Span gate was loud today. Three cycles now. That's not normal."
role: bar-regular
access: [public, peer]
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [suspicious]
tags: [bar-regular, infrastructure, generation-pass]
- id: bar-regular_d_028
text: "Kael's not in tonight. Unusual."
role: bar-regular
access: [peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [bar-regular, kael, observation, generation-pass]
dual_lens:
smuggler: "Kael's absence is visible. Other people notice too."
detective: "Kael Davan's routine absence is noted socially. Behavioral change is general knowledge."
- id: bar-regular_d_029
text: "Lera keeps the grain spirit back until she's sure you're a regular. You must've made the grade."
role: bar-regular
access: [peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [bar-regular, lera, humor, generation-pass]
- id: bar-regular_d_030
text: "Good night. Don't let the Commission ruin your morning."
role: bar-regular
access: [public, peer]
trust: surface
situation: [shift_end]
topic: [routine, institution]
mood: [content]
tags: [bar-regular, closing, generation-pass]
@@ -1,311 +0,0 @@
# Dialogue: bartender at The Last Shift
# NPC: Sess (Tier 3 template role — Lera's staff)
# Voice: practical, pleasant, socially adept. Passes information by reflex, not design.
# Ring-aware: none. Knows regulars, patterns, who drinks with whom.
# Ticket: #191 | Sprint: 12
location: the-last-shift
role: bartender
lines:
# ==========================================
# GREETINGS — service register
# ==========================================
- id: bartender_d_001
text: "What'll it be?"
role: bartender
access: [public, peer, insider]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [sess, greeting]
- id: bartender_d_002
text: "Back early tonight. Long shift?"
role: bartender
access: [public, peer]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [sess, greeting, social]
- id: bartender_d_003
text: "Grain spirit's back. Lera's running it at cycle price for two more days."
role: bartender
access: [public, peer, insider]
trust: surface
situation: [arrival, routine]
topic: [routine]
mood: [content]
tags: [sess, greeting, drinks]
# ==========================================
# BAR OBSERVATIONS — social intelligence
# ==========================================
- id: bartender_d_004
text: "Kael's been in most nights this week. Quiet though. Not his usual."
role: bartender
access: [peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [sess, kael, observation]
dual_lens:
smuggler: "Sess noticed Kael's off. She's reading it as personal. She doesn't know what's underneath."
detective: "Bartender flagging behavioral change in Kael Davan. Consistent with other observations."
- id: bartender_d_005
text: "Torek tipped well again tonight. Always does. Nicer than you'd expect for Commission."
role: bartender
access: [peer, public]
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [content]
tags: [sess, torek, observation]
dual_lens:
smuggler: "Torek's making friends with the staff. Not good."
detective: "Bartender views Torek favorably. Torek is cultivating the service staff deliberately."
- id: bartender_d_006
text: "Naia was in earlier. Didn't stay. Left something on the table — looked like a note. Lera has it."
role: bartender
access: [peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [sess, naia, note, observation]
dual_lens:
smuggler: "Naia left something. Lera has it. Go to Lera."
detective: "Naia Tamm left written material at the bar. Lera is holding it. That's a material lead."
- id: bartender_d_007
text: "Ren? Yeah, they're always in the morning crowd. Don't say much. Good for the morning."
role: bartender
access: [public, peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [sess, ren, drifter]
- id: bartender_d_008
text: "Tev watches the door. Every shift. Lera likes it that way."
role: bartender
access: [peer]
trust: surface
situation: [routine]
topic: [colleague, routine]
mood: [content]
tags: [sess, tev, door, observation]
dual_lens:
smuggler: "Tev watches the door for Lera. Not for anyone else. That's the setup."
detective: "Tev's entrance-monitoring is confirmed as Lera's request. Not operational surveillance."
- id: bartender_d_009
text: "Sera was in earlier. She usually stays later. She left when Torek came in."
role: bartender
access: [peer]
trust: surface
situation: [routine]
topic: [colleague, institution]
mood: [content]
tags: [sess, sera, torek, observation]
dual_lens:
smuggler: "Commission in, Commission contact out. Makes sense."
detective: "Third data point. Sera leaves when Torek arrives. Bartender confirms the pattern."
# ==========================================
# SOCIAL / COMMUNITY
# ==========================================
- id: bartender_d_010
text: "Drifters lost again. Tev took it hard. Drank two too many."
role: bartender
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [sess, tev, sports, community]
- id: bartender_d_011
text: "Workers' Association meeting's Thursday. Half the regulars will be here Friday in a mood either way."
role: bartender
access: [public, peer]
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [content]
tags: [sess, workers-association, community]
- id: bartender_d_012
text: "Quiet night. Good for everyone."
role: bartender
access: [public, peer, insider]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [sess, ambient]
# ==========================================
# DETECTIVE ENCOUNTER — helpful, unfocused
# ==========================================
- id: bartender_d_013
text: "Commission comes in sometimes. Not usually this early in the cycle."
role: bartender
access: [authority, public]
trust: surface
situation: [arrival, investigation]
topic: [institution, routine]
mood: [content]
tags: [sess, detective-path, observation]
- id: bartender_d_014
text: "I know most of the regulars. Ask me anything. I probably know something."
role: bartender
access: [authority, public]
trust: surface
situation: [investigation, routine]
topic: [routine]
mood: [content]
tags: [sess, detective-path, open]
dual_lens:
smuggler: "Never encounters this line."
detective: "Bartender is cooperative. Useful — but she'll answer questions she doesn't know are questions."
- id: bartender_d_015
text: "Lera's the one who knows the real history of this place. I've only been here four cycles."
role: bartender
access: [authority, public]
trust: surface
situation: [investigation]
topic: [institution, routine]
mood: [content]
tags: [sess, detective-path, lera-redirect]
# ==========================================
# SIGN-OFF
# ==========================================
- id: bartender_d_016
text: "Last round's on the board. After that, Lera calls it."
role: bartender
access: [public, peer, insider]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [sess, closing]
- id: bartender_d_017
text: "Good night. Safe walk."
role: bartender
access: [public, peer, insider]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [sess, closing]
# ==========================================
# GENERATION PASS — ambient variants
# ==========================================
- id: bartender_d_018
text: "The usual? Or trying something different tonight?"
role: bartender
access: [peer, insider]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [sess, greeting, generation-pass]
- id: bartender_d_019
text: "Busy one tonight. Give me a second."
role: bartender
access: [public, peer, insider]
trust: surface
situation: [arrival, routine]
topic: [routine]
mood: [content]
tags: [sess, greeting, generation-pass]
- id: bartender_d_020
text: "Good shift or bad shift? Your face says one thing, your order'll confirm it."
role: bartender
access: [peer]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [sess, greeting, social, generation-pass]
- id: bartender_d_021
text: "Lera says the specials board is final. Don't ask me to substitute."
role: bartender
access: [public, peer]
trust: surface
situation: [routine, arrival]
topic: [routine]
mood: [content]
tags: [sess, lera, house-rules, generation-pass]
- id: bartender_d_022
text: "Torek's in his usual spot. Corner table. Second drink already."
role: bartender
access: [peer]
trust: surface
situation: [routine]
topic: [institution, colleague]
mood: [content]
tags: [sess, torek, observation, generation-pass]
- id: bartender_d_023
text: "Ren's been here since this morning. Still on the same drink."
role: bartender
access: [peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [sess, ren, observation, generation-pass]
- id: bartender_d_024
text: "Drifters game is on the Meridian relay tonight. If anyone's got a feed, that'll be the crowd."
role: bartender
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [sess, sports, community, generation-pass]
- id: bartender_d_025
text: "Slow night for a change. Enjoy it."
role: bartender
access: [public, peer, insider]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [sess, ambient, generation-pass]
- id: bartender_d_026
text: "Tab's cleared. Lera'll be pleased."
role: bartender
access: [peer]
trust: surface
situation: [shift_end, routine]
topic: [routine]
mood: [content]
tags: [sess, closing, generation-pass]
@@ -1,90 +0,0 @@
# Dialogue: day-worker at The Last Shift
# NPC: Ren Tosse (Tier 3, NOBODY/CIVILIAN)
# Voice: casual-observant, asks questions without social friction. Just drifting.
# KEY LINE: day-worker_d_001 — sounds like intel gathering on night operations
# Actually: asking about after-hours freight work availability
# Ticket: #307 | Sprint: 12
location: the-last-shift
role: day-worker
lines:
# ==========================================
# "SEEMS IMPORTANT BUT ISN'T" LINE
# Sounds like Ren is casing night shift operations.
# Actually: asking if there's paid after-hours freight work available.
# ==========================================
- id: day-worker_d_001
text: "Night rotation still short-handed? Heard the after-hours freight pays decent."
role: day-worker
access: [public]
trust: surface
situation: [bar_evening, social]
topic: [money, cargo]
mood: [content]
tags: [ren, seems-important-but-isnt, job-seeking, night-shift]
dual_lens:
smuggler: "Someone asking about the night rotation. Probably nothing. Watch them anyway."
detective: "Interest in night shift freight operations. Drifter, irregular schedule. Logging."
notes: >
THE key flat NPC line for Ren. Sounds like Ren is interested in the
night operation window for operational reasons. Is standard day-worker
job-seeking: which shift has openings, which shift pays best.
# ==========================================
# ROUTINE LINES
# ==========================================
- id: day-worker_d_002
text: "Bay seven any better this cycle? The super was a problem last time."
role: day-worker
access: [public]
trust: surface
situation: [social, bar_evening]
topic: [routine, colleague]
mood: [content]
tags: [ren, job-seeking]
- id: day-worker_d_003
text: "Sova's decent. Station layout makes sense once you learn it."
role: day-worker
access: [public]
trust: surface
situation: [social, bar_evening]
topic: [routine]
mood: [content]
tags: [ren, atmospheric]
- id: day-worker_d_004
text: "Just passing through. Maybe not. Depends on the work."
role: day-worker
access: [public]
trust: surface
situation: [social]
topic: [personal, routine]
mood: [content]
tags: [ren, drifter]
- id: day-worker_d_005
text: "Cheap drink here's better than most stations I've stopped at."
role: day-worker
access: [public]
trust: surface
situation: [bar_evening, social]
topic: [personal]
mood: [content]
tags: [ren, atmospheric]
- id: day-worker_d_006
text: "Any idea when the manifest deadline runs? Trying to time when the work window opens."
role: day-worker
access: [public]
trust: surface
situation: [social, bar_evening]
topic: [cargo, routine]
mood: [content]
tags: [ren, seems-important-but-isnt, job-seeking]
notes: >
Second "seems important" line. Asking about manifest deadlines sounds
like operational intelligence. Is logistics scheduling for day work.
@@ -1,235 +0,0 @@
# Kael Davan — THE FRIEND (Smuggler)
# Dialogue at The Last Shift (District Bar)
# Ticket: #297 | Sprint: 5 | Tier 1 FRIEND NPC
# Voice: direct, practical, short sentences, first names, warm to trusted people
# Context: off-shift social space. Kael is looser here — still guarded, but warmer.
location: the-last-shift
role: dock-worker
lines:
# ========================================
# SOCIAL — off-shift casual
# ========================================
- id: kael-davan_d_015
text: "Saved you a seat. Lera's got the spiced rice tonight."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [bar_evening, social, arrival]
mood: [warm]
topic: [personal, colleague]
tags: [kael, greeting, phase-1]
- id: kael-davan_d_016
text: "First round's mine. Don't argue — you covered me last week."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [bar_evening, social]
mood: [warm]
topic: [personal]
tags: [kael, social, phase-1]
- id: kael-davan_d_017
text: "Voss tried to dock my overtime again. Lera told him off. Wish I'd seen it."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [bar_evening, social]
mood: [content]
topic: [colleague, routine]
tags: [kael, humor, voss, lera]
- id: kael-davan_d_018
text: "Torek's holding court at the bar again. How does he afford to drink like that?"
role: dock-worker
access: [insider, peer]
trust: surface
situation: [bar_evening, social]
mood: [content]
topic: [colleague]
tags: [kael, observational, torek]
knowledge_grant:
fact_id: investigation.torek_spending_pattern
confidence: suspects
- id: kael-davan_d_019
text: "Quiet night. I like these ones. No drama, just people winding down."
role: dock-worker
access: [peer]
trust: surface
situation: [bar_evening, social]
mood: [content]
topic: [personal]
tags: [kael, atmospheric]
- id: kael-davan_d_020
text: "Lera asked about my overtime schedule. Told her I'm trying to cut back."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [bar_evening, social]
mood: [content]
topic: [personal, routine]
tags: [kael, casual, lera]
# ========================================
# NAIA REFERENCES — personal, unprompted
# ========================================
- id: kael-davan_d_021
text: "Naia's meeting me here after her shift. Try not to embarrass me."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [bar_evening, social]
mood: [warm]
topic: [personal]
tags: [kael, unprompted, naia-reference]
- id: kael-davan_d_022
text: "Naia wants to plan a trip. Off-station. Somewhere with actual sky. Sounds expensive."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [bar_evening, social]
mood: [warm]
topic: [personal]
tags: [kael, unprompted, naia-reference]
- id: kael-davan_d_023
text: "She worries. I tell her it's just dock work. She doesn't buy it anymore."
role: dock-worker
access: [insider]
trust: real
situation: [bar_evening, social, alone]
mood: [anxious]
topic: [personal, trust]
tags: [kael, naia-reference, vulnerability]
# ========================================
# RING OPS — bar context, trust-gated
# ========================================
- id: kael-davan_d_024
text: "Nils wants to talk. Tomorrow, bay side. Said it's about volume."
role: dock-worker
access: [insider]
trust: real
situation: [bar_evening, social]
mood: [frustrated]
topic: [danger]
tags: [kael, ring-ops, nils]
- id: kael-davan_d_025
text: "Keep it light tonight. Torek's listening and he doesn't know when to stop."
role: dock-worker
access: [insider]
trust: real
situation: [bar_evening, social]
mood: [frustrated]
topic: [danger, colleague]
tags: [kael, ring-ops, torek, caution]
- id: kael-davan_d_026
text: "Lera knows more than she lets on. She won't say anything — but don't test it."
role: dock-worker
access: [insider]
trust: real
situation: [bar_evening, social, alone]
mood: [frustrated]
topic: [colleague, danger]
tags: [kael, ring-ops, lera, caution]
knowledge_grant:
fact_id: knowledge.bar_ring_awareness
confidence: suspects
# ========================================
# POST-CONTRADICTION — at the bar, damaged trust
# ========================================
- id: kael-davan_d_027
text: "I saved your seat. ...Force of habit."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [bar_evening, social]
mood: [anxious]
topic: [personal]
tags: [kael, contaminated-trust, phase-5]
- id: kael-davan_d_028
text: "Naia keeps asking why I'm quiet. I told her work stress. Not wrong."
role: dock-worker
access: [insider]
trust: real
situation: [bar_evening, social]
mood: [anxious]
topic: [personal]
tags: [kael, contaminated-trust, naia-reference, phase-5]
- id: kael-davan_d_029
text: "We're good, right? You and me. We're still good."
role: dock-worker
access: [insider]
trust: surface
situation: [bar_evening, social]
mood: [anxious]
topic: [trust, personal]
tags: [kael, vulnerability, phase-5]
# ========================================
# LAYER 2 GREETING VARIANTS — D-028 Layer 2
# Ticket #170 (Sprint 15). situation: [greeting] fires on initial contact.
# Access tier + mood encode relationship history state.
# ========================================
# first_meeting: InteractionMemory.count == 0. RelationshipState: Unknown → Public access only.
- id: kael-davan_d_030
text: "Evening. Friend of someone's, or first time at Lera's?"
role: dock-worker
access: [public]
trust: surface
situation: [greeting]
mood: [content]
topic: [personal]
tags: [kael, greeting, first-meeting, layer2]
notes: "Layer 2 greeting — first meeting at the bar. Kael is curious about a stranger but not suspicious. Off-shift, looser than at the terminal."
# established — peer/smuggler context: count >= 3, RelationshipState: Known/Friendly → Peer/Insider access.
- id: kael-davan_d_031
text: "You made it. I was starting to think something came up."
role: dock-worker
access: [peer, insider]
trust: surface
situation: [greeting]
mood: [warm]
topic: [personal, colleague]
tags: [kael, greeting, repeat-visit, peer-tone, layer2]
notes: "Layer 2 greeting — established, bar context. Warm, they were expected. Kael was watching for them."
# established — authority/detective context: count >= 3, RelationshipState: PersonOfInterest → Authority access.
- id: kael-davan_d_032
text: "Still in the district. Thought you'd be done by now."
role: dock-worker
access: [authority]
trust: surface
situation: [greeting]
mood: [suspicious]
topic: [routine]
tags: [kael, greeting, repeat-visit, authority-tone, layer2]
notes: "Layer 2 greeting — repeat with authority figure, bar context. Politely questioning their continued presence. The bar is supposed to be off-limits from work."
# post-confrontation: confrontation in InteractionMemory.notable_events. NPC mood shifted to suspicious/frustrated.
- id: kael-davan_d_033
text: "You came back."
role: dock-worker
access: [peer, insider]
trust: surface
situation: [greeting]
mood: [suspicious, frustrated]
topic: [personal, trust]
tags: [kael, greeting, post-confrontation, layer2]
notes: "Layer 2 greeting — post-confrontation, bar context. Flat, loaded. Not a welcome. Three words that replace a whole conversation they both don't want to have."
@@ -1,38 +0,0 @@
# PC-as-NPC: The Detective (NPC mode, seen by smuggler player)
# Dialogue at The Last Shift (District Bar)
# Ticket: #401 | Sprint: 5 | PC-as-NPC content
# Voice: professional, measured, slightly less formal in social setting
# Context: public-tier only. The detective-NPC is off-duty, sitting with Sera.
# Slightly more human than at the hub, but still institutional.
location: the-last-shift
role: commission-liaison
lines:
- id: pc-detective_d_001
text: "Good evening. Off the clock, more or less. Enjoying the local hospitality."
role: commission-liaison
access: [public]
trust: surface
situation: [bar_evening, greeting]
mood: [content]
topic: [personal]
tags: [pc-detective, greeting, public-tier]
- id: pc-detective_d_002
text: "Ms. Venn recommended the ale. She was right. This district has its charms."
role: commission-liaison
access: [public]
trust: surface
situation: [bar_evening, social]
topic: [routine, colleague]
tags: [pc-detective, social, public-tier, sera]
- id: pc-detective_d_003
text: "Just unwinding. The review can wait until morning. Have a good evening."
role: commission-liaison
access: [public]
trust: surface
situation: [bar_evening, confrontation]
topic: [routine]
tags: [pc-detective, deflection, public-tier]
@@ -1,39 +0,0 @@
# PC-as-NPC: The Smuggler (NPC mode, seen by detective player)
# Dialogue at The Last Shift (District Bar)
# Ticket: #401 | Sprint: 5 | PC-as-NPC content
# Voice: casual, guarded, short sentences, contractions always
# Context: public-tier only. The smuggler-NPC is off-shift, drinking with Kael.
# More relaxed than at the hub, but still guarded around Commission.
location: the-last-shift
role: dock-worker
lines:
- id: pc-smuggler_d_001
text: "Evening. Just having a drink with friends. Can I help you?"
role: dock-worker
access: [public]
trust: surface
situation: [bar_evening, greeting]
mood: [content]
topic: [personal]
tags: [pc-smuggler, greeting, public-tier]
- id: pc-smuggler_d_002
text: "Lera's ale is the one good thing about a ten-hour shift. Don't let anyone tell you different."
role: dock-worker
access: [public]
trust: surface
situation: [bar_evening, social]
mood: [content]
topic: [routine]
tags: [pc-smuggler, social, public-tier]
- id: pc-smuggler_d_003
text: "Off the clock, thanks. Whatever it is, it can wait until morning."
role: dock-worker
access: [authority]
trust: surface
situation: [bar_evening, confrontation]
topic: [routine]
tags: [pc-smuggler, deflection, public-tier]
@@ -1,701 +0,0 @@
# FRIEND Content Pack: Sera Venn — Detective's FRIEND
# Ticket: #298 | Sprint: 5
# Author: Paula (profile + relationship arc), Mellanie (voice validation)
# Pattern: FRIEND + WITNESS | Bonded: detective
# Location: The Last Shift (bar)
# Arc: trust > background data > pattern > question > contaminated trust
#
# Content breakdown (dialogue — this file):
# Greeting pool: 8 lines
# Routine/social dialogue: 10 lines
# Trust-gated dialogue: 18 lines (6 surface, 7 real, 5 secret)
# Unprompted disclosure: 6 lines
# Contradiction/deflection: 8 lines
# Post-discovery dialogue: 5 lines
# Subtotal: 55 dialogue lines
#
# Monologue (in monologue/detective/the-last-shift.yaml, _m_d_031-042):
# Detective tell observations: 4 lines
# Detective post-conversation reflections: 3 lines
# Detective arc phase transitions: 3 lines
# Detective contaminated trust reactions: 2 lines
# Subtotal: 12 detective monologue lines
#
# Monologue (in monologue/smuggler/the-last-shift.yaml, _m_s_031-038):
# Smuggler dual-lens observations: 8 lines
# Subtotal: 8 smuggler monologue lines
#
# FRIEND pack total: 75 authored lines
location: the-last-shift
role: bar-regular
lines:
# ============================================================
# GREETING POOL (8 lines)
# Phase 1-2: warm, welcoming, peer-level
# Phase 3-5: same warmth, but the detective is now watching
# ============================================================
- id: sera-venn_d_001
text: "There you are. Grab a seat — Lera's doing that thing with the grain spirit again. Don't ask, just trust me and order the ale."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, social]
topic: [personal]
mood: [warm, content]
tags: [greeting, phase-1, establishes-warmth]
- id: sera-venn_d_002
text: "Corner booth's free. I saved it — force of habit."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, arrival]
topic: [personal]
mood: [warm]
tags: [greeting, phase-1, spatial-anchor]
- id: sera-venn_d_003
text: "You look like you've been reading manifests all day. Sit. I'll get you something that isn't recycled air."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, social]
topic: [personal, routine]
mood: [warm, content]
tags: [greeting, phase-1-2]
- id: sera-venn_d_004
text: "Evening. Same booth, same drink?"
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, arrival]
topic: [routine]
mood: [content]
tags: [greeting, phase-2-5, repeatable]
- id: sera-venn_d_005
text: "Good timing. Naia was here earlier — you just missed her."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, social]
topic: [colleague, personal]
mood: [content]
tags: [greeting, phase-2, naia-reference]
- id: sera-venn_d_006
text: "Grab a seat. Quiet night so far — Lera's in a good mood, which means the ale's fresh."
role: bar-regular
access: [peer, public]
trust: surface
situation: [bar_evening, social]
topic: [routine]
mood: [content]
tags: [greeting, phase-1-3]
- id: sera-venn_d_007
text: "Hey. Long day?"
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, arrival]
topic: [personal]
mood: [frustrated]
tags: [greeting, phase-3-5, post-pattern, shorter]
- id: sera-venn_d_008
text: "Same time, same place. You're becoming a regular."
role: bar-regular
access: [peer, public]
trust: surface
situation: [bar_evening, arrival]
topic: [routine, personal]
mood: [content]
tags: [greeting, phase-2-3]
# ============================================================
# ROUTINE / SOCIAL DIALOGUE (10 lines)
# What Sera says during normal bar evenings
# ============================================================
- id: sera-venn_d_009
text: "The Last Shift. Official name. Everyone calls it Lera's, though. Eighteen years behind that counter."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, social]
topic: [routine, colleague]
mood: [content]
tags: [orientation, district-background]
- id: sera-venn_d_010
text: "See the card game in the corner? That's Harek's table. Security officer, off-duty. Harmless — just loud."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, social]
topic: [colleague]
mood: [content]
tags: [orientation, npc-introduction]
- id: sera-venn_d_011
text: "Most of the after-shift crowd comes from the Terminal. Dock workers, scheduler types. They drink hard and leave early."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, social]
topic: [routine, colleague]
mood: [content]
tags: [orientation, district-background]
- id: sera-venn_d_012
text: "Sova's not bad, once you know the rhythms. Shift change is when things move. Between shifts is when you can breathe."
role: bar-regular
access: [peer]
trust: surface
situation: [social]
topic: [routine]
mood: [content]
tags: [setting-atmosphere]
- id: sera-venn_d_013
text: "I do lattice calibration, mostly. Commission-standard equipment checks. Relay nodes, terminal diagnostics. Exciting stuff."
role: bar-regular
access: [peer]
trust: surface
situation: [social]
topic: [routine, institution]
mood: [content]
tags: [self-introduction, institutional-background]
- id: sera-venn_d_014
text: "I transferred here fourteen months ago. Border-system relay posting before this. Sova was supposed to be the quiet one."
role: bar-regular
access: [peer]
trust: surface
situation: [social]
topic: [personal, institution]
mood: [content]
tags: [backstory, phase-1]
- id: sera-venn_d_015
text: "Lera remembers every regular's order. Eighteen years of that. Don't ask how she does it — she'll just pour you one and prove it."
role: bar-regular
access: [peer, public]
trust: surface
situation: [bar_evening, social]
topic: [colleague]
mood: [warm]
tags: [community-texture]
- id: sera-venn_d_016
text: "The shift crowd clears out by 19:00. After that it's just us — regulars, a few stragglers. The good hours."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening]
topic: [routine]
mood: [content]
tags: [setting-atmosphere, routine]
- id: sera-venn_d_017
text: "You adapting to station gravity yet? Point-nine-three standard takes a week to stop noticing."
role: bar-regular
access: [peer]
trust: surface
situation: [social]
topic: [personal]
mood: [content]
tags: [setting-detail, phase-1]
- id: sera-venn_d_018
text: "I like this booth. Corner. You can see the door and the bar. Force of institutional habit, I suppose."
role: bar-regular
access: [peer]
trust: surface
situation: [social, bar_evening]
topic: [personal]
mood: [content]
tags: [spatial-anchor, character-detail]
# ============================================================
# TRUST-GATED DIALOGUE (18 lines)
# Surface (6): what Sera tells acquaintances
# Real (7): what Sera shares with trusted friends
# Secret (5): the concealment, the evidence, the desperation
# ============================================================
# --- Surface trust ---
- id: sera-venn_d_019
text: "The Commission runs maintenance checks quarterly. I handle the field side — equipment calibration, relay diagnostics. Standard."
role: bar-regular
access: [peer, authority]
trust: surface
situation: [social]
topic: [institution, routine]
mood: [content]
tags: [institutional-background]
- id: sera-venn_d_020
text: "Naia teaches the station kids. Primary education, mostly. She's good at it — patient. The kids adore her."
role: bar-regular
access: [peer]
trust: surface
situation: [social, bar_evening]
topic: [colleague, personal]
mood: [warm]
tags: [naia-reference, phase-2]
- id: sera-venn_d_021
text: "The district runs on freight. Terminal handles most of it — container processing, manifest filing. Bread and butter."
role: bar-regular
access: [peer, public]
trust: surface
situation: [social]
topic: [routine]
mood: [content]
tags: [district-context]
- id: sera-venn_d_022
text: "I don't know the dock workers well. I'm Commission, they're logistics. Different worlds, same station."
role: bar-regular
access: [peer, authority]
trust: surface
situation: [social, investigation]
topic: [colleague, institution]
mood: [content]
tags: [deflection-surface, distance-from-hub]
- id: sera-venn_d_023
text: "Most people here are decent. Working shifts, paying bills, coming to Lera's. It's a community."
role: bar-regular
access: [peer, public]
trust: surface
situation: [social]
topic: [colleague, personal]
mood: [content]
tags: [community-framing]
- id: sera-venn_d_024
text: "I can look things up if you need. Commission terminals access compliance records, shift logs, equipment histories. Part of the job."
role: bar-regular
access: [peer, authority]
trust: surface
situation: [social]
topic: [institution]
mood: [content]
tags: [information-offer, phase-2, overcompensation-seed]
# --- Real trust ---
- id: sera-venn_d_025
text: "Naia's been worried lately. About Kael — her partner. He's a dock worker at the Terminal. Late nights, evasive answers. She confided in me."
role: bar-regular
access: [peer]
trust: real
situation: [social, bar_evening]
topic: [colleague, personal, trust]
mood: [frustrated]
tags: [naia-kael-link, phase-2, critical-information]
knowledge_grant:
fact_id: "relationship.kael_naia_connection"
confidence: "knows_of"
- id: sera-venn_d_026
text: "The Commission kiosk on Level 3 logs every compliance check. If someone ran an unauthorized scan, it would show up there. Hypothetically."
role: bar-regular
access: [peer, authority]
trust: real
situation: [social]
topic: [institution, investigation]
mood: [focused]
tags: [institutional-access, phase-2-3, self-incriminating-hint]
- id: sera-venn_d_027
text: "I worry about Naia. She doesn't deserve whatever's happening. She just wants Kael to come home at a reasonable hour."
role: bar-regular
access: [peer]
trust: real
situation: [social, bar_evening]
topic: [personal, trust]
mood: [frustrated, anxious]
tags: [motivation-reveal, phase-2-3]
- id: sera-venn_d_028
text: "Compliance data goes back eighteen months on the Commission systems. Anyone with field-tech access could cross-reference shift records with manifest filings."
role: bar-regular
access: [peer, authority]
trust: real
situation: [social]
topic: [institution, investigation]
mood: [focused]
tags: [institutional-capability, overcompensation, phase-3-4]
knowledge_grant:
fact_id: "investigation.manifest_discrepancy"
confidence: "suspects"
- id: sera-venn_d_029
text: "I'm not an investigator. I calibrate equipment and file reports. But I notice things. Patterns in the data, mostly."
role: bar-regular
access: [peer]
trust: real
situation: [social]
topic: [institution, personal]
mood: [focused]
tags: [self-awareness, capability-reveal]
- id: sera-venn_d_030
text: "You know me. I wouldn't sit on something if I thought it mattered. But not everything that looks irregular IS irregular."
role: bar-regular
access: [peer]
trust: real
situation: [social, investigation]
topic: [trust]
mood: [anxious]
tags: [deflection-real-tier, phase-4, the-lie]
- id: sera-venn_d_031
text: "Some of the regulars here have hard lives. Grey economy, tight margins. I'm not judging. I'm just a field tech who likes the ale."
role: bar-regular
access: [peer]
trust: real
situation: [bar_evening, social]
topic: [money, personal]
mood: [anxious]
tags: [moral-position, community-loyalty]
# --- Secret trust ---
- id: sera-venn_d_032
text: "I ran a compliance check. Unauthorized. Six weeks ago. Naia was so worried about Kael — I thought I could help. I found manifest discrepancies tied to his shifts."
role: bar-regular
access: [peer]
trust: secret
situation: [alone, social]
topic: [investigation, trust, personal]
mood: [anxious]
tags: [confession, phase-5, critical-reveal]
knowledge_grant:
fact_id: "investigation.manifest_discrepancy"
confidence: "knows_details"
- id: sera-venn_d_033
text: "If I report it, Naia's life falls apart. Kael gets investigated. Maybe arrested. She didn't ask me to find this. I did it on my own."
role: bar-regular
access: [peer]
trust: secret
situation: [alone, social]
topic: [personal, trust, institution]
mood: [anxious]
tags: [motivation-confession, phase-5]
- id: sera-venn_d_034
text: "The irregularities correlate with Torek Lintar's inspection shifts. That's why I can't — I can't be near him. He doesn't know I know."
role: bar-regular
access: [peer]
trust: secret
situation: [alone]
topic: [investigation, danger]
mood: [anxious]
tags: [torek-link, avoidance-explanation, phase-5]
knowledge_grant:
fact_id: "investigation.shift_mismatch"
confidence: "knows_details"
- id: sera-venn_d_035
text: "I don't know what you're looking for. I told you everything I know. If you're asking whether I'm hiding something — I'm a field tech, not an analyst."
role: bar-regular
access: [peer, authority]
trust: secret
situation: [investigation, confrontation]
topic: [trust, investigation]
mood: [suspicious, anxious]
tags: [denial-under-pressure, phase-4-5, the-wall]
- id: sera-venn_d_036
text: "Every tip I gave you was real. The district background, the shift patterns, the regulars. I didn't steer you wrong. I just... didn't give you everything."
role: bar-regular
access: [peer]
trust: secret
situation: [alone, social]
topic: [trust, personal]
mood: [anxious]
tags: [retrospective-confession, phase-5, emotional-payload]
# ============================================================
# UNPROMPTED DISCLOSURE (6 lines)
# Trust + mood weighted — Sera volunteers information
# Phase 1-2: genuinely helpful. Phase 3-5: overcompensation.
# ============================================================
- id: sera-venn_d_037
text: "Oh — before I forget. The dock scheduler, Maret? She's sharp. If you need freight records context, she's the one to ask."
role: bar-regular
access: [peer]
trust: surface
situation: [social, bar_evening]
topic: [colleague, investigation]
mood: [content]
tags: [unprompted, genuine-help, phase-1-2]
knowledge_grant:
fact_id: "relationship.trust_network"
confidence: "suspects"
- id: sera-venn_d_038
text: "I checked the relay calibration logs for the Terminal this morning. Nothing flagged. But the data throughput was higher than standard — more manifests processed than usual."
role: bar-regular
access: [peer, authority]
trust: real
situation: [social]
topic: [institution, cargo]
mood: [focused]
tags: [unprompted, overcompensation, phase-3-4]
- id: sera-venn_d_039
text: "I asked around — quietly — about the shift rotation schedule. Voss has been adjusting it more than usual this cycle. Might mean nothing."
role: bar-regular
access: [peer]
trust: real
situation: [social, bar_evening]
topic: [routine, investigation]
mood: [focused, frustrated]
tags: [unprompted, overcompensation, phase-3-4]
- id: sera-venn_d_040
text: "The maintenance corridor access logs are Commission-maintained. I can pull them if you need. Just say the word."
role: bar-regular
access: [peer, authority]
trust: real
situation: [social]
topic: [institution, investigation]
mood: [content]
tags: [unprompted, information-offer, overcompensation, phase-3-5]
- id: sera-venn_d_041
text: "Naia mentioned Kael came home late again last night. Third time this week. She's trying not to make it a thing."
role: bar-regular
access: [peer]
trust: real
situation: [social, bar_evening]
topic: [personal, colleague]
mood: [frustrated]
tags: [unprompted, naia-worry, phase-2-3]
knowledge_grant:
fact_id: "relationship.kael_naia_connection"
confidence: "knows_details"
- id: sera-venn_d_042
text: "You should know — Lera watches out for her regulars. If people have been asking about you, she'd know. She just won't volunteer it."
role: bar-regular
access: [peer]
trust: real
situation: [social, bar_evening]
topic: [colleague, trust, danger]
mood: [frustrated]
tags: [unprompted, genuine-help, phase-2-3]
# ============================================================
# CONTRADICTION / DEFLECTION DIALOGUE (8 lines)
# Phase 3-4: avoidance excuses, topic deflection, controlled evasion
# ============================================================
- id: sera-venn_d_043
text: "Actually, I should head out. Early shift tomorrow — calibration rounds start at 07:30."
role: bar-regular
access: [peer, public]
trust: surface
situation: [bar_evening]
topic: [routine]
mood: [content]
tags: [avoidance-excuse-1, torek-trigger, phase-3]
- id: sera-venn_d_044
text: "Sorry — headache coming on. Station air does that sometimes. I'll catch you tomorrow."
role: bar-regular
access: [peer, public]
trust: surface
situation: [bar_evening]
topic: [personal]
mood: [content]
tags: [avoidance-excuse-2, torek-trigger, phase-3]
- id: sera-venn_d_045
text: "I need to check something at the Commission kiosk. Forgot to file a diagnostic report. I'll be quick — or not. You know how the system is."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening]
topic: [institution, routine]
mood: [content]
tags: [avoidance-excuse-3, torek-trigger, phase-3]
- id: sera-venn_d_046
text: "Torek? He's just loud. I don't love loud drunks. Nothing personal — I just like a quieter evening."
role: bar-regular
access: [peer]
trust: surface
situation: [social, investigation]
topic: [colleague]
mood: [content]
tags: [torek-deflection, phase-4, the-deflection]
- id: sera-venn_d_047
text: "Manifests? I wouldn't know — I'm on the equipment side, not the freight side. Different department entirely."
role: bar-regular
access: [peer, authority]
trust: surface
situation: [investigation, social]
topic: [cargo, institution]
mood: [content]
tags: [topic-deflection, cargo-avoidance, phase-3-5]
- id: sera-venn_d_048
text: "Anyway — did you try the ale? Lera got a new supply run in. Much better than last week's batch."
role: bar-regular
access: [peer]
trust: surface
situation: [social, bar_evening]
topic: [routine]
mood: [content]
tags: [redirect, warmth-recovery, phase-4]
- id: sera-venn_d_049
text: "I'm just a field tech. I maintain equipment. I don't track people or shipments — that's your department."
role: bar-regular
access: [peer, authority]
trust: surface
situation: [investigation]
topic: [institution]
mood: [suspicious]
tags: [deflection-firm, phase-4-5, the-wall]
- id: sera-venn_d_050
text: "Let's talk about something else. How's the investigation going — generally? Making progress?"
role: bar-regular
access: [peer]
trust: real
situation: [social, investigation]
topic: [investigation, trust]
mood: [anxious]
tags: [redirect-to-detective, controlled-recovery, phase-4]
# ============================================================
# POST-DISCOVERY DIALOGUE (5 lines)
# Phase 5: after the detective knows something is off
# Same surface warmth, but calibrated. Trust is contaminated.
# ============================================================
- id: sera-venn_d_051
text: "Same booth. Drink's on me tonight."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, arrival]
topic: [personal]
mood: [warm]
tags: [post-discovery, surface-warmth, phase-5]
- id: sera-venn_d_052
text: "I pulled the relay diagnostic data you asked about. Clean. No anomalies in the terminal equipment this quarter."
role: bar-regular
access: [peer, authority]
trust: real
situation: [social]
topic: [institution]
mood: [content]
tags: [post-discovery, overcompensation, phase-5]
- id: sera-venn_d_053
text: "You've been quiet tonight. Everything all right with the case?"
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, social]
topic: [personal, investigation]
mood: [frustrated]
tags: [post-discovery, awareness, phase-5]
- id: sera-venn_d_054
text: "I know you're good at what you do. That's why I'm glad you're here. This district needed someone thorough."
role: bar-regular
access: [peer]
trust: real
situation: [social]
topic: [trust, personal]
mood: [warm, anxious]
tags: [post-discovery, genuine-but-contaminated, phase-5]
- id: sera-venn_d_055
text: "If there's anything I can help with — anything at all — you just ask. You know that."
role: bar-regular
access: [peer]
trust: real
situation: [social, bar_evening]
topic: [trust, personal]
mood: [warm, frustrated]
tags: [post-discovery, overcompensation, phase-5, closing-line]
# ============================================================
# LAYER 2 GREETING VARIANTS — D-028 Layer 2
# Ticket #170 (Sprint 15). situation: [greeting] fires on initial contact.
# Access tier + mood encode relationship history state.
# Sera is THE FRIEND for the detective. Warm, observant, bar anchor.
# ============================================================
# first_meeting (detective path): RelationshipState Unknown → Public/Authority access.
# Sera clocks them as Commission immediately. Makes them welcome anyway.
- id: sera-venn_d_056
text: "Commission? Don't worry, I don't bite. I'm Sera. Corner booth's better — you can see the whole room."
role: bar-regular
access: [public, authority]
trust: surface
situation: [greeting]
mood: [warm]
topic: [personal, institution]
tags: [sera, greeting, first-meeting, detective-path, layer2]
notes: "Layer 2 greeting — first meeting, detective path. Sera reads the institutional marking immediately and disarms it. Corner booth tip is genuine — Sera always notices the useful details."
# established (detective path): count >= 3, RelationshipState: Known/Friendly → Peer access.
# Warmer, more personal. Sera has been waiting for them.
- id: sera-venn_d_057
text: "I was hoping you'd come in. Saved the corner booth. How'd today go?"
role: bar-regular
access: [peer]
trust: surface
situation: [greeting]
mood: [warm]
topic: [personal, investigation]
tags: [sera, greeting, repeat-visit, detective-path, layer2]
notes: "Layer 2 greeting — established, detective path. Personal, invested. Sera asks about their day the way a friend does — not just small talk."
# first_meeting (smuggler path): smuggler is dock crew, Sera knows the district crowd.
# Peer/insider access from the start — Sera has social network, not institutional distance.
- id: sera-venn_d_058
text: "Terminal crew? Grab a seat. Kael usually sits in the back if you're looking for him."
role: bar-regular
access: [peer, insider]
trust: surface
situation: [greeting]
mood: [content]
topic: [colleague, personal]
tags: [sera, greeting, first-meeting, smuggler-path, layer2]
notes: "Layer 2 greeting — first meeting, smuggler path. Sera recognizes dock crew on sight and extends the social network. Mentioning Kael is casual intel — she knows everyone's connections."
# post-confrontation: confrontation logged. Sera's surface warmth is present but qualified.
# She doesn't know where they stand. The welcome is real but uncertain.
- id: sera-venn_d_059
text: "You're back. I wasn't sure you would be."
role: bar-regular
access: [peer]
trust: surface
situation: [greeting]
mood: [anxious, suspicious]
topic: [personal, trust]
tags: [sera, greeting, post-confrontation, layer2]
notes: "Layer 2 greeting — post-confrontation. Sera's warmth is genuine but the relief is complicated. She genuinely didn't know if they'd come back. The relationship is still there but it's been stressed."
@@ -1,269 +0,0 @@
# Dialogue: courier at The Terminal
# NPC: Renn Harsk (Tier 2, THRESHOLD/GATEKEEPER)
# Voice: operational minimalism. Brief. Route-focused. Never volunteers more than needed.
# Ring-aware: works adjacent — carries documentation, not cargo. Knows what he carries.
# Cover: licensed freight courier. The documentation is the cover.
# Ticket: #190 | Sprint: 12
location: the-terminal
role: courier
lines:
# ==========================================
# ARRIVALS — checking in
# ==========================================
- id: courier_d_001
text: "Route's clear. Moving on schedule."
role: courier
access: [public, peer]
trust: surface
situation: [arrival, routine]
topic: [routine, cargo]
mood: [content]
tags: [renn, greeting, operational]
- id: courier_d_002
text: "Manifest for bay three. Needs a scheduler stamp."
role: courier
access: [public, peer]
trust: surface
situation: [arrival, routine]
topic: [routine, cargo]
mood: [content]
tags: [renn, greeting, procedural]
- id: courier_d_003
text: "Inbound from Havara. Three cans, all matched."
role: courier
access: [public, peer]
trust: surface
situation: [arrival, shift_start]
topic: [routine, cargo]
mood: [content]
tags: [renn, greeting, cargo]
# ==========================================
# SURFACE ROUTINE — low-information, on-script
# ==========================================
- id: courier_d_004
text: "Not staying. Just the drop."
role: courier
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [renn, operational, brief]
- id: courier_d_005
text: "Paperwork's clean. You can check."
role: courier
access: [public, peer, authority]
trust: surface
situation: [routine, investigation]
topic: [routine, cargo]
mood: [content]
tags: [renn, procedural, documentation]
- id: courier_d_006
text: "Pickup's scheduled at 1600. I'll be back."
role: courier
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine, cargo]
mood: [content]
tags: [renn, operational]
- id: courier_d_007
text: "Corridor's clear from my end. No delays."
role: courier
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [renn, operational]
dual_lens:
smuggler: "Clean phrase. Public-safe. He'd say it either way."
detective: "Courier references corridor access unprompted. Note it."
# ==========================================
# RING-ADJACENT — insider/real trust only
# ==========================================
- id: courier_d_008
text: "Documentation's handled. Bay four, per the note."
role: courier
access: [insider]
trust: real
situation: [routine, shift_transition]
topic: [cargo, routine]
mood: [focused]
tags: [renn, ring-ops, documentation]
dual_lens:
smuggler: "Renn's confirming the paperwork trail. Bay four, as arranged."
detective: "Never hears this line."
- id: courier_d_009
text: "Transit stamp's current. Nothing flagged at the gate."
role: courier
access: [insider]
trust: real
situation: [routine, shift_transition]
topic: [cargo, routine]
mood: [focused]
tags: [renn, ring-ops, documentation]
- id: courier_d_010
text: "Pickup window is the same as last cycle. Twenty minutes."
role: courier
access: [insider]
trust: real
situation: [shift_transition]
topic: [cargo, routine]
mood: [focused]
tags: [renn, ring-ops, transition-window]
dual_lens:
smuggler: "Twenty minutes. Transition window confirmation."
detective: "Never hears this line."
- id: courier_d_011
text: "Tell Voss the hold note clears at 1400."
role: courier
access: [insider]
trust: real
situation: [routine, shift_transition]
topic: [cargo, routine]
mood: [focused]
tags: [renn, ring-ops, voss, bay-four]
dual_lens:
smuggler: "1400. The hold clears on schedule. Pass it up."
detective: "Never hears this line."
# ==========================================
# DETECTIVE ENCOUNTER — surface cooperation
# ==========================================
- id: courier_d_012
text: "Licensed freight courier. Manifest's available on request."
role: courier
access: [authority]
trust: surface
situation: [investigation, routine]
topic: [institution, cargo]
mood: [content]
tags: [renn, detective-path, procedural]
- id: courier_d_013
text: "I drop documentation. What's inside the containers isn't my business."
role: courier
access: [authority]
trust: surface
situation: [investigation]
topic: [cargo, institution]
mood: [content]
tags: [renn, detective-path, deflection]
dual_lens:
smuggler: "That's the answer. Clean and correct."
detective: "Classic courier deflection. Legally accurate. Operationally suspicious."
- id: courier_d_014
text: "I've been running this route for two years. Nothing unusual."
role: courier
access: [authority, public]
trust: surface
situation: [investigation, confrontation]
topic: [cargo, institution]
mood: [content]
tags: [renn, detective-path, authority-assertion]
# ==========================================
# DEPARTURES
# ==========================================
- id: courier_d_015
text: "That's the drop. I'm out."
role: courier
access: [public, peer]
trust: surface
situation: [shift_end, routine]
topic: [routine]
mood: [content]
tags: [renn, closing]
- id: courier_d_016
text: "Next run's tomorrow. Early."
role: courier
access: [public, peer]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [renn, closing]
# ==========================================
# GENERATION PASS — ambient variants
# ==========================================
- id: courier_d_017
text: "Two stops today. First one's done."
role: courier
access: [public, peer]
trust: surface
situation: [arrival, routine]
topic: [routine, cargo]
mood: [content]
tags: [renn, greeting, generation-pass]
- id: courier_d_018
text: "Outbound for Havara. Needs a bay assignment."
role: courier
access: [public, peer]
trust: surface
situation: [arrival, routine]
topic: [routine, cargo]
mood: [content]
tags: [renn, greeting, procedural, generation-pass]
- id: courier_d_019
text: "Gate's backed up. Running twenty minutes late."
role: courier
access: [public, peer]
trust: surface
situation: [arrival, routine]
topic: [routine]
mood: [content]
tags: [renn, delay, generation-pass]
- id: courier_d_020
text: "Paperwork's in order. Same as always."
role: courier
access: [public, peer, authority]
trust: surface
situation: [routine, investigation]
topic: [routine, cargo]
mood: [content]
tags: [renn, procedural, generation-pass]
- id: courier_d_021
text: "Quick turnaround today. Back out by 1300."
role: courier
access: [public, peer]
trust: surface
situation: [arrival, routine]
topic: [routine]
mood: [content]
tags: [renn, operational, generation-pass]
- id: courier_d_022
text: "Signed off on bay three. That's me done here."
role: courier
access: [public, peer]
trust: surface
situation: [shift_end, routine]
topic: [routine]
mood: [content]
tags: [renn, closing, generation-pass]
@@ -1,397 +0,0 @@
# Dialogue: dock-worker at The Terminal
# NPC: Generic dock worker (Tier 3 template role — multiple workers share this pool)
# Voice: short, practical, trade jargon. Community over institution. Not a lead.
# Ring-aware: none. Floor is their whole world.
# Ticket: #190 | Sprint: 12
location: the-terminal
role: dock-worker
lines:
# ==========================================
# GREETINGS — shift arrival
# ==========================================
- id: dock-worker_d_001
text: "Push today. Bay six's backed up."
role: dock-worker
access: [public, peer]
trust: surface
situation: [shift_start, arrival]
topic: [routine, cargo]
mood: [content]
tags: [dock-worker, greeting]
- id: dock-worker_d_002
text: "Late night last cycle. Bay eight ran until 2300."
role: dock-worker
access: [public, peer]
trust: surface
situation: [arrival, shift_start]
topic: [routine]
mood: [frustrated]
tags: [dock-worker, greeting]
- id: dock-worker_d_003
text: "Voss is on already. Floor's locked down tight."
role: dock-worker
access: [peer]
trust: surface
situation: [arrival, shift_start]
topic: [institution, routine]
mood: [suspicious]
tags: [dock-worker, voss, caution]
dual_lens:
smuggler: "Voss is in early. If the schedule's tight, the window shifts. Check it."
detective: "Workers treat the supervisor as a weather system — something to navigate around, not toward."
# ==========================================
# FLOOR TALK — routine, cargo, observation
# ==========================================
- id: dock-worker_d_004
text: "Bay four's been on hold three days. Nobody says why."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [content]
tags: [dock-worker, bay-four, procedural]
dual_lens:
smuggler: "He doesn't know what's in it. Just annoyed at the backup."
detective: "Worker notices Bay 4 hold as unusual. Not suspicious — just a worker tracking the floor."
- id: dock-worker_d_005
text: "Manifest looks clean. Three inbounds, two outbounds. Light day."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine, shift_start]
topic: [cargo, routine]
mood: [content]
tags: [dock-worker, manifest]
- id: dock-worker_d_006
text: "Maret's been at that terminal all morning. Never good."
role: dock-worker
access: [peer]
trust: surface
situation: [routine]
topic: [colleague, routine]
mood: [suspicious]
tags: [dock-worker, maret, observation]
dual_lens:
smuggler: "Maret reviewing something. If she flags a discrepancy, Voss'll sit on it. He always does."
detective: "Workers have noticed Maret's behavior. Whatever she found, it's not small."
- id: dock-worker_d_007
text: "Drin ran bay six again last cycle. Third inspection this week."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine, colleague]
mood: [content]
tags: [dock-worker, drin, inspection]
dual_lens:
smuggler: "Drin on six while bay four stays held. Scheduled or arranged?"
detective: "Workers notice inspection distribution. Drin on six, bay four untouched."
- id: dock-worker_d_008
text: "Transition window's twice as long with Commission eyes on the floor."
role: dock-worker
access: [peer]
trust: surface
situation: [shift_transition, routine]
topic: [institution, routine]
mood: [suspicious]
tags: [dock-worker, commission, transition-window]
dual_lens:
smuggler: "Commission presence during transition. Window's compromised."
detective: "Workers slow down when Commission is visible. Normal — or trained."
- id: dock-worker_d_009
text: "Good crew this cycle. Linn and Pael are both on."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine, shift_start]
topic: [colleague, routine]
mood: [content]
tags: [dock-worker, pael, community]
- id: dock-worker_d_010
text: "Cargo mark's off by forty, according to Maret. Voss logged it and moved on."
role: dock-worker
access: [peer]
trust: surface
situation: [routine]
topic: [cargo, colleague]
mood: [suspicious]
tags: [dock-worker, maret, voss, discrepancy]
dual_lens:
smuggler: "Forty kilos. Maret flagged it. Voss buried it. Same as last time."
detective: "Worker knows about a flagged discrepancy that was suppressed. That's a witness."
knowledge_grant:
fact_id: investigation.oversight_gap_pattern
confidence: suspects
- id: dock-worker_d_011
text: "C-4 containers haven't been checked in three days. Not our problem, apparently."
role: dock-worker
access: [peer]
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [suspicious]
tags: [dock-worker, c4-storage, observation]
dual_lens:
smuggler: "C-4's getting casual attention. Note it."
detective: "C-4 storage. Three days, no verification. That's the anomaly window."
# ==========================================
# COMMUNITY / CASUAL
# ==========================================
- id: dock-worker_d_012
text: "You heading to the Last Shift after? Lera's got the grain spirit back."
role: dock-worker
access: [public, peer]
trust: surface
situation: [shift_end, routine]
topic: [routine]
mood: [content]
tags: [dock-worker, social, the-last-shift]
- id: dock-worker_d_013
text: "Workers' Association meeting's cycle twenty-two. Handoff protocol's back on the agenda."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [content]
tags: [dock-worker, workers-association, community]
- id: dock-worker_d_014
text: "Drifters lost again. Four-three. Pael seemed to take it personally."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [dock-worker, social, pael]
# ==========================================
# DETECTIVE ENCOUNTER — deflection, redirect
# ==========================================
- id: dock-worker_d_015
text: "Manifest questions go to the scheduler. I'm floor-side."
role: dock-worker
access: [authority, public]
trust: surface
situation: [investigation, routine]
topic: [institution, routine]
mood: [suspicious]
tags: [dock-worker, detective-path, redirect]
- id: dock-worker_d_016
text: "Commission's asked before. Same answers. We run a clean floor."
role: dock-worker
access: [authority]
trust: surface
situation: [investigation, confrontation]
topic: [institution, routine]
mood: [suspicious]
tags: [dock-worker, detective-path, deflection]
- id: dock-worker_d_017
text: "Voss handles discrepancies. That's above my level."
role: dock-worker
access: [authority, peer]
trust: surface
situation: [investigation]
topic: [institution, routine]
mood: [suspicious]
tags: [dock-worker, detective-path, voss, redirect]
# ==========================================
# PEER CANDOR — elevated trust
# ==========================================
- id: dock-worker_d_018
text: "Maret's going to push it. She doesn't leave a number sitting."
role: dock-worker
access: [peer]
trust: real
situation: [routine]
topic: [colleague]
mood: [suspicious]
tags: [dock-worker, maret, peer-candor]
dual_lens:
smuggler: "Maret's not going to drop it. That's the problem."
detective: "Workers think Maret will force the issue. She may be the break."
- id: dock-worker_d_019
text: "Voss runs a tight floor. Maybe too tight, if you take my meaning."
role: dock-worker
access: [peer]
trust: real
situation: [routine]
topic: [institution, colleague]
mood: [suspicious]
tags: [dock-worker, voss, peer-candor]
dual_lens:
smuggler: "He suspects Voss is shaving something. Doesn't know what. Doesn't want to."
detective: "Workers sense something off about Voss's management without naming it."
# ==========================================
# SIGN-OFF
# ==========================================
- id: dock-worker_d_020
text: "Bay's clear. Good shift."
role: dock-worker
access: [public, peer]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [dock-worker, closing]
- id: dock-worker_d_021
text: "Night crew's here. We're done."
role: dock-worker
access: [public, peer]
trust: surface
situation: [shift_end, shift_transition]
topic: [routine]
mood: [content]
tags: [dock-worker, closing]
# ==========================================
# GENERATION PASS — ambient variants
# ==========================================
- id: dock-worker_d_022
text: "Early start. Bay two's already loaded."
role: dock-worker
access: [public, peer]
trust: surface
situation: [arrival, shift_start]
topic: [routine, cargo]
mood: [content]
tags: [dock-worker, greeting, generation-pass]
- id: dock-worker_d_023
text: "Air recyclers are loud this morning. Must be the outer ring issue again."
role: dock-worker
access: [public, peer]
trust: surface
situation: [arrival, shift_start]
topic: [routine]
mood: [content]
tags: [dock-worker, station, generation-pass]
- id: dock-worker_d_024
text: "Pael's in early. Something must be broken in B-7 again."
role: dock-worker
access: [peer]
trust: surface
situation: [routine, shift_start]
topic: [colleague, routine]
mood: [content]
tags: [dock-worker, pael, generation-pass]
- id: dock-worker_d_025
text: "Running light today. Maybe I'll actually make it to the Last Shift before close."
role: dock-worker
access: [public, peer]
trust: surface
situation: [shift_start, routine]
topic: [routine]
mood: [content]
tags: [dock-worker, social, generation-pass]
- id: dock-worker_d_026
text: "Bay three's got a scan hold. Not my problem. Not my bay."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [content]
tags: [dock-worker, scan-hold, generation-pass]
- id: dock-worker_d_027
text: "New hire's back. Asking questions again. Good kid."
role: dock-worker
access: [peer]
trust: surface
situation: [routine]
topic: [colleague, routine]
mood: [content]
tags: [dock-worker, new-hire, generation-pass]
- id: dock-worker_d_028
text: "Handoff's in ten. Don't disappear on me."
role: dock-worker
access: [peer]
trust: surface
situation: [shift_transition]
topic: [routine]
mood: [content]
tags: [dock-worker, handoff, generation-pass]
- id: dock-worker_d_029
text: "Span gate cycled early. All inbounds are going to be late. Plan around it."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine, shift_start]
topic: [routine, cargo]
mood: [suspicious]
tags: [dock-worker, span-gate, generation-pass]
- id: dock-worker_d_030
text: "Linn's not in today. We're running two short on bay six."
role: dock-worker
access: [public, peer]
trust: surface
situation: [shift_start, routine]
topic: [colleague, routine]
mood: [frustrated]
tags: [dock-worker, staffing, generation-pass]
- id: dock-worker_d_031
text: "Lunch is in the break room. Don't touch the one with Pael's name on it. He will notice."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine, colleague]
mood: [content]
tags: [dock-worker, pael, humor, generation-pass]
- id: dock-worker_d_032
text: "Overtime's posted if you want it. Bay eight, 1800 to 2200."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [dock-worker, overtime, generation-pass]
- id: dock-worker_d_033
text: "Off on time today. First time this cycle."
role: dock-worker
access: [public, peer]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [dock-worker, closing, generation-pass]
@@ -1,480 +0,0 @@
# Kael Davan — THE FRIEND (Smuggler)
# Dialogue at The Terminal (Logistics Hub)
# Ticket: #297 | Sprint: 5 | Tier 1 FRIEND NPC
# Voice: direct, practical, short sentences, first names, warm to trusted people
# Tell: looks left before answering when lying
location: the-terminal
role: dock-worker
lines:
# ========================================
# GREETINGS — Phase 1: Comfort (0-10 min)
# ========================================
- id: kael-davan_d_034
text: "There you are. Good — I was starting to wonder."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [arrival, shift_start]
mood: [warm]
topic: [colleague]
tags: [kael, greeting, phase-1]
- id: kael-davan_d_035
text: "Morning. Freight's stacked clean today. Should be a smooth one."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [shift_start]
mood: [content]
topic: [routine]
tags: [kael, greeting, phase-1]
- id: kael-davan_d_036
text: "Voss has the schedule posted already. Keen today. That's suspicious."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [shift_start]
mood: [content]
topic: [colleague, routine]
tags: [kael, greeting, humor]
- id: kael-davan_d_037
text: "Hey. Grab a coffee before Voss finds something to complain about."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [shift_start, social]
mood: [warm]
topic: [colleague]
tags: [kael, greeting, phase-1]
- id: kael-davan_d_038
text: "You look like you slept about as well as I did."
role: dock-worker
access: [peer]
trust: surface
situation: [arrival, social]
mood: [content]
topic: [personal]
tags: [kael, greeting, casual]
# Public greeting for detective / outsiders
- id: kael-davan_d_039
text: "Can I help you? If you're looking for the supervisor, Voss is by the schedule board."
role: dock-worker
access: [public, authority]
trust: surface
situation: [arrival]
mood: [content]
topic: [routine]
tags: [kael, greeting, outsider]
# ========================================
# SHIFT TALK — routine dialogue
# ========================================
- id: kael-davan_d_040
text: "Bay three's running behind. If we don't clear it by shift end, Voss is going to lose it."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [routine, shift_start]
mood: [content]
topic: [routine, cargo]
tags: [kael, operational]
- id: kael-davan_d_041
text: "Manifest says this one's forty kilos over. Logging error, probably."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine]
mood: [content]
topic: [cargo, routine]
tags: [kael, operational]
knowledge_grant:
fact_id: investigation.manifest_discrepancy
confidence: suspects
- id: kael-davan_d_042
text: "Night shift left the dock in decent shape for once. Miracles happen."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [shift_start]
mood: [content]
topic: [routine]
tags: [kael, humor]
- id: kael-davan_d_043
text: "Loading arm three's been grinding all week. Someone should file a maintenance ticket."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine]
mood: [content]
topic: [routine]
tags: [kael, environmental]
- id: kael-davan_d_044
text: "Maret rerouted the bay four queue. Tight schedule today."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [routine]
mood: [content]
topic: [cargo, colleague]
tags: [kael, operational, maret]
- id: kael-davan_d_045
text: "Shift transition in twenty. After that it's Drin's problem."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [shift_end, shift_transition]
mood: [content]
topic: [routine]
tags: [kael, operational]
- id: kael-davan_d_046
text: "Naia's got a school event tonight. I'm heading home straight after shift."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [social, routine]
mood: [warm]
topic: [personal]
tags: [kael, naia-reference, casual]
- id: kael-davan_d_047
text: "New hire started on bay seven. Keen. Reminds me of my first week."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine, social]
mood: [content]
topic: [colleague]
tags: [kael, observational]
# ========================================
# RING COORDINATION — insider, real trust
# ========================================
- id: kael-davan_d_048
text: "Container 4471 is flagged. I'll reroute it during shift transition."
role: dock-worker
access: [insider]
trust: real
situation: [shift_transition]
mood: [focused]
topic: [cargo]
tags: [kael, ring-ops, operational, phase-2]
- id: kael-davan_d_049
text: "Voss kept the window clear. Twenty minutes, maybe twenty-five."
role: dock-worker
access: [insider]
trust: real
situation: [shift_transition]
mood: [focused]
topic: [cargo, routine]
tags: [kael, ring-ops, operational, phase-2]
- id: kael-davan_d_050
text: "Renn's on the corridor side. Package moves when I give the signal."
role: dock-worker
access: [insider]
trust: real
situation: [shift_transition]
mood: [focused]
topic: [cargo]
tags: [kael, ring-ops, renn, phase-2]
- id: kael-davan_d_051
text: "Manifest's clean on my end. Maret processed it without questions."
role: dock-worker
access: [insider]
trust: real
situation: [routine]
mood: [content]
topic: [cargo]
tags: [kael, ring-ops, maret, phase-2]
- id: kael-davan_d_052
text: "Nils wants higher volume next cycle. I told him we're already tight."
role: dock-worker
access: [insider]
trust: real
situation: [social]
mood: [frustrated]
topic: [danger, trust]
tags: [kael, ring-ops, nils, tension, phase-2]
- id: kael-davan_d_053
text: "Drin waved through bay four without checking. At least he's reliable."
role: dock-worker
access: [insider]
trust: real
situation: [routine]
mood: [content]
topic: [colleague]
tags: [kael, ring-ops, drin, phase-2]
knowledge_grant:
fact_id: investigation.drin_inspection_pattern
confidence: knows_details
- id: kael-davan_d_054
text: "Keep an eye on Maret. She's been looking at the manifests longer than usual."
role: dock-worker
access: [insider]
trust: real
situation: [routine, social]
mood: [anxious]
topic: [colleague, danger]
tags: [kael, ring-ops, maret, caution, phase-2]
- id: kael-davan_d_055
text: "There's a sealed one in the batch tonight. Nils says components. Don't open it."
role: dock-worker
access: [insider]
trust: real
situation: [shift_transition]
mood: [frustrated]
topic: [cargo, danger]
tags: [kael, ring-ops, contraband, phase-2]
# ========================================
# TRUST-GATED — deep trust, secret tier
# ========================================
- id: kael-davan_d_056
text: "Some days I wonder how long we can keep this up."
role: dock-worker
access: [insider]
trust: secret
situation: [social, alone]
mood: [anxious]
topic: [trust, personal]
tags: [kael, vulnerability, friend-arc]
- id: kael-davan_d_057
text: "Naia asked me again last night. Where I go. Why I'm late. I hate lying to her."
role: dock-worker
access: [insider]
trust: secret
situation: [social, alone]
mood: [anxious]
topic: [personal, trust]
tags: [kael, naia-reference, vulnerability]
- id: kael-davan_d_058
text: "If something happens to me — look out for Naia. Promise me that."
role: dock-worker
access: [insider]
trust: secret
situation: [alone]
mood: [anxious]
topic: [personal, trust]
tags: [kael, naia-reference, vulnerability, friend-arc]
# ========================================
# UNPROMPTED — Kael volunteers or warns
# ========================================
- id: kael-davan_d_059
text: "Heads up — Voss is in a mood. Keep your head down this shift."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [shift_start]
mood: [frustrated]
topic: [colleague, danger]
tags: [kael, unprompted, warning]
- id: kael-davan_d_060
text: "I'm buying at Lera's after shift. You're coming. No arguments."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [shift_end, social]
mood: [warm]
topic: [personal, colleague]
tags: [kael, unprompted, social]
- id: kael-davan_d_061
text: "Torek's been running his mouth at the bar. You might want to have a word."
role: dock-worker
access: [insider]
trust: real
situation: [social]
mood: [anxious]
topic: [danger, colleague]
tags: [kael, unprompted, torek, caution]
# ========================================
# DEFLECTION — Phase 2-4: Post-contradiction
# ========================================
- id: kael-davan_d_062
text: "It's nothing. Just work stuff."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [confrontation, social]
mood: [frustrated]
topic: [personal]
tags: [kael, deflection, phase-4]
- id: kael-davan_d_063
text: "Don't worry about it. I've got it handled."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [confrontation]
mood: [frustrated]
topic: [personal, trust]
tags: [kael, deflection, phase-4]
- id: kael-davan_d_064
text: "I was checking on a maintenance issue. That's all."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [confrontation]
mood: [frustrated]
topic: [routine]
tags: [kael, deflection, lying, phase-4]
- id: kael-davan_d_065
text: "You're reading too much into it. Come on — shift's starting."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [confrontation, shift_start]
mood: [frustrated]
topic: [routine, trust]
tags: [kael, deflection, subject-change, phase-4]
- id: kael-davan_d_066
text: "Can we not do this here? Voss is watching."
role: dock-worker
access: [insider]
trust: surface
situation: [confrontation]
mood: [frustrated]
topic: [danger]
tags: [kael, deflection, phase-4]
# ========================================
# CONFRONTATION RESPONSES — Phase 4-5
# ========================================
# Path A: Gentle confrontation
- id: kael-davan_d_067
text: "I... yeah. I need to tell you something. But not here."
role: dock-worker
access: [insider]
trust: real
situation: [confrontation, alone]
mood: [anxious]
topic: [trust, personal]
tags: [kael, confession-path, phase-5]
# Path B: Harsh pressure
- id: kael-davan_d_068
text: "You want to report me? Go ahead. See what Nils does to both of us."
role: dock-worker
access: [insider]
trust: surface
situation: [confrontation]
mood: [frustrated]
topic: [danger, trust]
tags: [kael, hostile-path, phase-5]
# If smuggler pushes further (gentle)
- id: kael-davan_d_069
text: "Naia can't keep living like this. Neither can I. I'm looking for a way out."
role: dock-worker
access: [insider]
trust: secret
situation: [confrontation, alone]
mood: [anxious]
topic: [personal, trust]
tags: [kael, confession, naia-reference, phase-5]
# If detective confronts (authority path)
- id: kael-davan_d_070
text: "I don't know what you're talking about. I load containers. That's my job."
role: dock-worker
access: [public, authority]
trust: surface
situation: [confrontation, investigation]
topic: [routine]
tags: [kael, deflection, detective-path]
- id: kael-davan_d_071
text: "You want to ask questions, talk to Voss. He runs the schedule."
role: dock-worker
access: [public, authority]
trust: surface
situation: [confrontation, investigation]
topic: [colleague, routine]
tags: [kael, deflection, detective-path, voss]
# ========================================
# LAYER 2 GREETING VARIANTS — D-028 Layer 2
# Ticket #170 (Sprint 15). situation: [greeting] fires on initial contact.
# Access tier + mood encode relationship history state.
# ========================================
# first_meeting: InteractionMemory.count == 0. RelationshipState: Unknown → Public access only.
- id: kael-davan_d_072
text: "This section is dock crew and logistics. If you're Commission or admin, check-in's back that way."
role: dock-worker
access: [public]
trust: surface
situation: [greeting]
mood: [content]
topic: [routine]
tags: [kael, greeting, first-meeting, layer2]
notes: "Layer 2 greeting — first meeting. Kael is helpful but orienting the stranger away from his work."
# established — peer/smuggler context: count >= 3, RelationshipState: Known/Friendly → Peer/Insider access.
- id: kael-davan_d_073
text: "You're back. Good — bay three's been quiet. I'll fill you in."
role: dock-worker
access: [peer, insider]
trust: surface
situation: [greeting]
mood: [warm]
topic: [colleague, routine]
tags: [kael, greeting, repeat-visit, peer-tone, layer2]
notes: "Layer 2 greeting — established. Warm, practical, skips pleasantries. Treats them as crew."
# established — authority/detective context: count >= 3, RelationshipState: PersonOfInterest → Authority access.
- id: kael-davan_d_074
text: "Back again. I'm on shift — if you have questions, make them quick."
role: dock-worker
access: [authority]
trust: surface
situation: [greeting]
mood: [focused]
topic: [routine]
tags: [kael, greeting, repeat-visit, authority-tone, layer2]
notes: "Layer 2 greeting — repeat with authority figure. Professional, clipped, not hostile. Kael can't refuse but won't volunteer."
# post-confrontation: confrontation in InteractionMemory.notable_events. NPC mood shifted to suspicious/frustrated.
- id: kael-davan_d_075
text: "Didn't expect you today."
role: dock-worker
access: [peer, insider]
trust: surface
situation: [greeting]
mood: [suspicious, frustrated]
topic: [personal]
tags: [kael, greeting, post-confrontation, layer2]
notes: "Layer 2 greeting — post-confrontation. Strained. Four words doing the work of a paragraph. Not hostile but the warmth is gone."
@@ -1,86 +0,0 @@
# Dialogue: maintenance-tech at The Terminal
# NPC: Pael Varren (Tier 3, NOBODY/CIVILIAN)
# Voice: tired-competent, minimal, dry. Knows the infrastructure. Knows nothing else.
# KEY LINE: maintenance-tech_d_001 — sounds like surveillance knowledge, is a maintenance complaint
# Ticket: #307 | Sprint: 12
location: the-terminal
role: maintenance-tech
lines:
# ==========================================
# "SEEMS IMPORTANT BUT ISN'T" LINE
# Sounds like Pael monitors corridor traffic for a reason.
# Actually: the B-7 seal fails when people use the corridor too much. Pael notices load.
# ==========================================
- id: maintenance-tech_d_001
text: "B-7's had three seal failures this cycle. Someone's been through there more than they should."
role: maintenance-tech
access: [public]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [pael, seems-important-but-isnt, maintenance, b7]
dual_lens:
smuggler: "Pael knows the corridor's been used. But Pael knows nothing — this is an HVAC complaint."
detective: "Corridor B-7 traffic. A maintenance tech noticing irregular use. Unreliable but worth noting."
notes: >
THE key flat NPC line for Pael. Sounds like environmental intelligence.
Is a complaint about a recurring seal failure caused by foot traffic.
Pael doesn't know what the traffic is from. Never will.
# ==========================================
# ROUTINE LINES
# ==========================================
- id: maintenance-tech_d_002
text: "Air recycler's running hot again. Third deferred ticket this week."
role: maintenance-tech
access: [public]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [pael, atmospheric]
- id: maintenance-tech_d_003
text: "Loading arm three's been on my list for a month. Management keeps deferring it."
role: maintenance-tech
access: [public]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [pael, atmospheric]
- id: maintenance-tech_d_004
text: "If the gate tone shifts, stay clear of bay six. She needs recalibration."
role: maintenance-tech
access: [public]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [pael, warning, helpful]
- id: maintenance-tech_d_005
text: "Not me. I just fix them."
role: maintenance-tech
access: [public]
trust: surface
situation: [routine, social]
topic: [routine]
mood: [content]
tags: [pael, response]
- id: maintenance-tech_d_006
text: "Gate hum's been three cycles off-spec. Nobody cares until it stops completely."
role: maintenance-tech
access: [public]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [pael, atmospheric]
@@ -1,264 +0,0 @@
# Dialogue: new-hire at The Terminal
# NPC: Generic new hire (Tier 3 template role — recently arrived worker)
# Voice: enthusiastic, still reading the room. Asks what veterans stopped asking.
# Ring-aware: none. Fresh eyes are the danger — they notice what regulars stopped seeing.
# Ticket: #190 | Sprint: 12
location: the-terminal
role: new-hire
lines:
# ==========================================
# GREETINGS — early days
# ==========================================
- id: new-hire_d_001
text: "Still figuring out the bay numbering. Six and eight are in the wrong order."
role: new-hire
access: [public, peer]
trust: surface
situation: [arrival, shift_start]
topic: [routine]
mood: [content]
tags: [new-hire, greeting, orientation]
- id: new-hire_d_002
text: "Voss told me to check in with you. Is that the standard thing?"
role: new-hire
access: [public, peer]
trust: surface
situation: [arrival, shift_start]
topic: [routine, institution]
mood: [content]
tags: [new-hire, greeting, voss]
- id: new-hire_d_003
text: "First full cycle on the floor. Trying to stay out of the way."
role: new-hire
access: [public, peer]
trust: surface
situation: [arrival, shift_start]
topic: [routine]
mood: [content]
tags: [new-hire, greeting]
# ==========================================
# FRESH OBSERVATIONS — the dangerous innocence
# ==========================================
- id: new-hire_d_004
text: "Does bay four usually get held that long? The other bays turned over twice already."
role: new-hire
access: [public, peer]
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [content]
tags: [new-hire, bay-four, observation]
dual_lens:
smuggler: "New eyes on bay four. He doesn't know what he's looking at. But he noticed."
detective: "New hire asking exactly the right question without knowing it."
- id: new-hire_d_005
text: "I saw someone go into C-4 last night without a scan log. Is that normal?"
role: new-hire
access: [public, peer]
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [content]
tags: [new-hire, c4-storage, observation, inadvertent-witness]
dual_lens:
smuggler: "He saw someone in C-4 without a log. Does he know who? This is a problem."
detective: "Unlogged C-4 access. New hire, noticed it, mentioned it casually. He doesn't know what he saw."
knowledge_grant:
fact_id: investigation.cargo_anomaly
confidence: suspects
notes: "High-value inadvertent witness line. Operationally dangerous for the ring."
- id: new-hire_d_006
text: "Why does the transition window only get twenty minutes? The stations I trained at ran thirty."
role: new-hire
access: [public, peer]
trust: surface
situation: [routine, shift_transition]
topic: [routine]
mood: [content]
tags: [new-hire, transition-window, comparison]
dual_lens:
smuggler: "He's asking about the window. Doesn't know why it matters. Answer carefully."
detective: "New hire confirms the window length is unusually short. File that."
- id: new-hire_d_007
text: "Do containers usually get rerouted mid-hold? One went out through bay four while I thought it was still held."
role: new-hire
access: [public, peer]
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [content]
tags: [new-hire, bay-four, inadvertent-witness]
dual_lens:
smuggler: "He saw movement through bay four during the hold. This is a liability."
detective: "Container movement through bay four during official hold. Inadvertent eyewitness. Confirm timing."
knowledge_grant:
fact_id: investigation.manifest_discrepancy
confidence: suspects
- id: new-hire_d_008
text: "Maintenance corridor access is just off C-4, right? I took the wrong turn twice."
role: new-hire
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [new-hire, maintenance-corridors, orientation]
dual_lens:
smuggler: "He found the corridor entrance by accident. Normal for new workers. Noted."
detective: "New hire maps spatial relationship between C-4 storage and maintenance corridor access. That's the route."
# ==========================================
# LEARNING / QUESTIONS
# ==========================================
- id: new-hire_d_009
text: "What's the Commission kiosk actually for? Nobody seems to use it."
role: new-hire
access: [public, peer]
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [content]
tags: [new-hire, commission, curiosity]
- id: new-hire_d_010
text: "Maret seems stressed. Is that always the case or is something going on?"
role: new-hire
access: [peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [new-hire, maret, observation]
dual_lens:
smuggler: "He noticed Maret. Good that he's asking, not reporting. Manage this."
detective: "New hire reads Maret's stress without context. Confirms it's visible."
- id: new-hire_d_011
text: "Voss seems really serious. Is he always like that?"
role: new-hire
access: [public, peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [new-hire, voss, curiosity]
- id: new-hire_d_012
text: "How long before Voss trusts you to run a bay on your own?"
role: new-hire
access: [peer]
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [content]
tags: [new-hire, voss, career]
# ==========================================
# SIGN-OFF
# ==========================================
- id: new-hire_d_013
text: "That was a full shift. I'll have the bay numbers down by next cycle."
role: new-hire
access: [public, peer]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [new-hire, closing]
- id: new-hire_d_014
text: "Good day. Lot to learn. But good."
role: new-hire
access: [public, peer]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [new-hire, closing]
# ==========================================
# GENERATION PASS — ambient variants
# ==========================================
- id: new-hire_d_015
text: "Is there a trick to the manifest terminal or does it always lag like this?"
role: new-hire
access: [public, peer]
trust: surface
situation: [routine, shift_start]
topic: [routine]
mood: [content]
tags: [new-hire, orientation, generation-pass]
- id: new-hire_d_016
text: "How long has Maret been here? She seems like she knows everything."
role: new-hire
access: [peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [new-hire, maret, curiosity, generation-pass]
- id: new-hire_d_017
text: "Nobody told me about the span gate frequency. I kept thinking something was wrong."
role: new-hire
access: [public, peer]
trust: surface
situation: [routine, arrival]
topic: [routine]
mood: [content]
tags: [new-hire, orientation, generation-pass]
- id: new-hire_d_018
text: "The Last Shift — is that actually a bar? I haven't been yet."
role: new-hire
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [new-hire, social, generation-pass]
- id: new-hire_d_019
text: "I thought the scanner on bay three was broken. Turns out you have to hold the badge longer."
role: new-hire
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [new-hire, orientation, humor, generation-pass]
- id: new-hire_d_020
text: "Who's Drin? I keep hearing the name but haven't met them."
role: new-hire
access: [public, peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [new-hire, drin, curiosity, generation-pass]
- id: new-hire_d_021
text: "Three cycles in and I still can't tell when Voss is satisfied. Is there a tell?"
role: new-hire
access: [peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [new-hire, voss, humor, generation-pass]
@@ -1,64 +0,0 @@
# PC-as-NPC: The Detective (NPC mode, seen by smuggler player)
# Dialogue at The Terminal (Logistics Hub)
# Ticket: #401 | Sprint: 5 | PC-as-NPC content
# Voice: professional, measured, complete sentences, formal. Surnames for strangers.
# Context: public-tier only. The detective-NPC responds to the smuggler with
# institutional blandness — standard compliance officer, nothing to see here.
# Agency: NEUTRAL PATH. No confrontations, no evidence reveals.
location: the-terminal
role: commission-liaison
lines:
# ========================================
# PUBLIC-TIER — smuggler approaches detective-NPC
# These are the only lines the smuggler can trigger.
# First playthrough: institutional threat.
# Second playthrough: "That's me."
# ========================================
- id: pc-detective_d_004
text: "Good morning. Commission Liaison Office. I'm conducting a routine compliance review."
role: commission-liaison
access: [public]
trust: surface
situation: [arrival, greeting]
mood: [content]
topic: [routine]
tags: [pc-detective, greeting, public-tier]
- id: pc-detective_d_005
text: "Standard review. Manifest reconciliation, scheduling compliance. Nothing unusual."
role: commission-liaison
access: [public]
trust: surface
situation: [social]
topic: [routine]
tags: [pc-detective, purpose-question, public-tier]
- id: pc-detective_d_006
text: "Only been here a few days. Seems like a well-run operation."
role: commission-liaison
access: [public]
trust: surface
situation: [social]
topic: [routine]
tags: [pc-detective, district-question, public-tier]
- id: pc-detective_d_007
text: "Ms. Venn? Colleague. We've worked in the same division."
role: commission-liaison
access: [public]
trust: surface
situation: [social]
topic: [colleague]
tags: [pc-detective, sera-question, public-tier]
- id: pc-detective_d_008
text: "I appreciate the interest, but I'm sure you have cargo to route. I won't keep you."
role: commission-liaison
access: [public, authority]
trust: surface
situation: [confrontation]
topic: [routine]
tags: [pc-detective, deflection, public-tier]
@@ -1,64 +0,0 @@
# PC-as-NPC: The Smuggler (NPC mode, seen by detective player)
# Dialogue at The Terminal (Logistics Hub)
# Ticket: #401 | Sprint: 5 | PC-as-NPC content
# Voice: casual, guarded, short sentences, contractions always
# Context: public-tier only. The smuggler-NPC responds to the detective with
# polite minimum — standard dock worker who doesn't want Commission attention.
# Agency: NEUTRAL PATH. No dramatic choices, no revelations.
location: the-terminal
role: dock-worker
lines:
# ========================================
# PUBLIC-TIER — detective approaches smuggler-NPC
# These are the only lines the detective can trigger.
# First playthrough: unremarkable dock worker.
# Second playthrough: "That's me."
# ========================================
- id: pc-smuggler_d_004
text: "Morning. Can I help you with something?"
role: dock-worker
access: [public]
trust: surface
situation: [arrival, greeting]
mood: [content]
topic: [routine]
tags: [pc-smuggler, greeting, public-tier]
- id: pc-smuggler_d_005
text: "Cargo routing. Containers come in, I process them out. Standard stuff."
role: dock-worker
access: [public, authority]
trust: surface
situation: [investigation, social]
topic: [routine, cargo]
tags: [pc-smuggler, work-question, public-tier]
- id: pc-smuggler_d_006
text: "It's a freight hub. Busy during shifts, quiet after. Same as anywhere."
role: dock-worker
access: [public]
trust: surface
situation: [social]
topic: [routine]
tags: [pc-smuggler, hub-question, public-tier]
- id: pc-smuggler_d_007
text: "Good crew. We do our shifts, go home. Nothing exciting."
role: dock-worker
access: [public, authority]
trust: surface
situation: [investigation, social]
topic: [colleague, routine]
tags: [pc-smuggler, colleagues-question, public-tier]
- id: pc-smuggler_d_008
text: "Look, I just move containers. You'd want to talk to Voss about scheduling."
role: dock-worker
access: [authority]
trust: surface
situation: [confrontation, investigation]
topic: [routine, colleague]
tags: [pc-smuggler, deflection, public-tier, voss]
@@ -1,371 +0,0 @@
# Dialogue: scheduler at The Terminal
# NPC: Maret (Tier 2, WITNESS/SKEPTIC)
# Voice: precise, institutional. Numbers and containers, not people. Unease she keeps professional.
# Arc: flags discrepancies → gets suppressed by Voss → suspicion hardens → potential detective source
# Ring-aware: not involved. Seeing the pattern. Hasn't named it yet.
# Ticket: #190 | Sprint: 12
location: the-terminal
role: scheduler
lines:
# ==========================================
# GREETINGS — scheduler's opening read
# ==========================================
- id: scheduler_d_001
text: "Manifest's current. Bay assignments are posted."
role: scheduler
access: [public, peer]
trust: surface
situation: [shift_start, arrival]
topic: [routine, cargo]
mood: [content]
tags: [maret, procedural, greeting]
- id: scheduler_d_002
text: "Container 4471 is still in C-4. Scheduled for bay six by 1400. Check with Voss if the hold's lifted."
role: scheduler
access: [public, peer]
trust: surface
situation: [shift_start, routine]
topic: [cargo, routine]
mood: [content]
tags: [maret, container-4471, procedural]
dual_lens:
smuggler: "She's tracking 4471 as a scheduling issue. Not flagging it as a discrepancy yet."
detective: "Maret references container 4471 as an unresolved routing issue. She knows the number."
knowledge_grant:
fact_id: investigation.manifest_discrepancy
confidence: suspects
- id: scheduler_d_003
text: "Three inbounds today. All verified against the manifest. No gaps so far."
role: scheduler
access: [public, peer]
trust: surface
situation: [shift_start, routine]
topic: [cargo, routine]
mood: [content]
tags: [maret, procedural, manifest]
# ==========================================
# DISCREPANCY PATTERN — the core arc
# ==========================================
- id: scheduler_d_004
text: "Container 4474 shows a forty-seven kilo discrepancy. I've flagged it twice."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine, investigation]
topic: [cargo, routine]
mood: [frustrated]
tags: [maret, discrepancy, flagging]
dual_lens:
smuggler: "Which container? Not 4471. She's flagging a different one. Two flags, no escalation."
detective: "Maret has flagged container 4474 twice. If Voss suppressed it both times, there's a paper trail."
knowledge_grant:
fact_id: investigation.oversight_gap_pattern
confidence: suspects
- id: scheduler_d_005
text: "It was logged as administrative. I don't know what that means for a weight discrepancy."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [frustrated]
tags: [maret, discrepancy, institutional-response]
dual_lens:
smuggler: "She doesn't know what 'administrative' means either. Voss's answer covered nothing."
detective: "Maret knows the answer she got wasn't a real answer. She's still sitting with that."
- id: scheduler_d_006
text: "The transition window anomalies cluster at shift change. I've run the numbers four times. It's not random."
role: scheduler
access: [peer]
trust: surface
situation: [routine, investigation]
topic: [cargo, routine]
mood: [frustrated]
tags: [maret, pattern, transition-window]
dual_lens:
smuggler: "She's found the pattern. Not the cause. Not yet."
detective: "Maret has independently confirmed the transition window cluster. She's already halfway to the conclusion."
knowledge_grant:
fact_id: investigation.manifest_discrepancy
confidence: knows_details
- id: scheduler_d_007
text: "Three separate manifest entries show weight variations under ten kilos. Within rounding, technically."
role: scheduler
access: [peer]
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [frustrated]
tags: [maret, pattern, manifest]
dual_lens:
smuggler: "She's tracking the small ones too. But 'within rounding' is what Voss told her. She's not satisfied."
detective: "Sub-threshold variations. Small enough to dismiss individually. Maret's running aggregate analysis."
- id: scheduler_d_008
text: "I filed a formal notice with Voss. He reviewed it and told me it was resolved. It's not resolved."
role: scheduler
access: [peer]
trust: surface
situation: [routine, confrontation]
topic: [cargo, institution]
mood: [frustrated]
tags: [maret, voss, suppression, frustration]
dual_lens:
smuggler: "She filed a formal notice. Voss sat on it. She knows. This is the pressure point."
detective: "Formal notice filed, suppressed by supervisor. If that notice exists in the system, it's evidence."
knowledge_grant:
fact_id: investigation.oversight_gap_pattern
confidence: knows_details
# ==========================================
# ROUTINE SCHEDULING — grounded work
# ==========================================
- id: scheduler_d_009
text: "Bay eight's running on reduced capacity until 1700. Route inbounds through six."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine, shift_start]
topic: [routine, cargo]
mood: [content]
tags: [maret, operational]
- id: scheduler_d_010
text: "Drin's running the inspection on bay six this cycle. Bay four's on hold per Voss's directive."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine, cargo]
mood: [content]
tags: [maret, drin, bay-four, scheduling]
dual_lens:
smuggler: "Maret confirmed it: bay four is Voss's directive. Not a system hold."
detective: "The bay four hold comes directly from Voss, not from the system. Discretionary hold."
- id: scheduler_d_011
text: "Overtime requests go through Meridian. I can't process them on paper anymore."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine, institution]
mood: [content]
tags: [maret, administrative]
- id: scheduler_d_012
text: "Manifest update at 1300. If your containers aren't posted by then, they don't make the cycle."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine, shift_start]
topic: [routine, cargo]
mood: [content]
tags: [maret, procedural, manifest]
# ==========================================
# DETECTIVE ENCOUNTER — access and resistance
# ==========================================
- id: scheduler_d_013
text: "Commission manifest access requires a formal request through Voss. I can tell you what's on the public record."
role: scheduler
access: [authority]
trust: surface
situation: [investigation, routine]
topic: [institution, cargo]
mood: [content]
tags: [maret, detective-path, procedural]
- id: scheduler_d_014
text: "The flagged entries are in the system. They were logged as reviewed and closed. That's what I can confirm."
role: scheduler
access: [authority]
trust: surface
situation: [investigation]
topic: [cargo, institution]
mood: [frustrated]
tags: [maret, detective-path, discrepancy-disclosure]
dual_lens:
smuggler: "Never encounters this line."
detective: "Maret confirms the flags exist in the system. And she's using careful language: 'what I can confirm.' There's more."
- id: scheduler_d_015
text: "I'm not in a position to speak to why certain reviews were closed the way they were."
role: scheduler
access: [authority]
trust: surface
situation: [investigation, confrontation]
topic: [institution, cargo]
mood: [frustrated]
tags: [maret, detective-path, careful-language]
dual_lens:
smuggler: "Never encounters this line."
detective: "She's being very precise about what she will and won't say. 'Not in a position' means she has a position. Come back when she trusts me more."
# ==========================================
# ELEVATED TRUST — Maret breaks professional distance
# ==========================================
- id: scheduler_d_016
text: "The pattern I'm seeing doesn't make sense for equipment failure. It's too consistent."
role: scheduler
access: [peer, insider]
trust: real
situation: [routine, investigation]
topic: [cargo, investigation]
mood: [frustrated]
tags: [maret, peer-candor, pattern]
dual_lens:
smuggler: "She's figured it out. She hasn't said what 'it' is. But she knows the numbers aren't random."
detective: "Maret has crossed from anomaly-logging into active pattern recognition. She's running an informal parallel investigation."
knowledge_grant:
fact_id: investigation.manifest_discrepancy
confidence: knows_details
- id: scheduler_d_017
text: "I filed a second formal notice two cycles ago. It's been under review since then. By Voss."
role: scheduler
access: [peer]
trust: real
situation: [routine, confrontation]
topic: [cargo, institution]
mood: [frustrated]
tags: [maret, voss, suppression, peer-candor]
dual_lens:
smuggler: "Two formal notices. Both sitting with Voss. He's managing her output directly."
detective: "Second formal notice. Both under Voss's review. That's documented suppression with a timestamp."
knowledge_grant:
fact_id: behavioral.voss_awareness
confidence: knows_details
- id: scheduler_d_018
text: "I don't think I should be the one telling you this."
role: scheduler
access: [insider]
trust: real
situation: [confrontation, alone]
topic: [investigation]
mood: [frustrated]
tags: [maret, detective-path, threshold-line]
notes: "Gate line. Opens when detective has built enough trust. What follows depends on the conversation state."
# ==========================================
# SIGN-OFF
# ==========================================
- id: scheduler_d_019
text: "Manifest posted for the evening shift. I'm off at 1500."
role: scheduler
access: [public, peer]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [maret, closing]
- id: scheduler_d_020
text: "Numbers don't lie. People lie about numbers."
role: scheduler
access: [peer]
trust: real
situation: [shift_end, routine]
topic: [routine]
mood: [frustrated]
tags: [maret, closing, character-line]
notes: "Low-access line. Maret's professional philosophy. Can fire as ambient or as a closing beat."
# ==========================================
# GENERATION PASS — ambient variants
# ==========================================
- id: scheduler_d_021
text: "Bay assignments updated as of 0900. Check before you touch anything."
role: scheduler
access: [public, peer]
trust: surface
situation: [shift_start, routine]
topic: [routine, cargo]
mood: [content]
tags: [maret, procedural, generation-pass]
- id: scheduler_d_022
text: "Inbound from the Havara corridor is delayed six hours. Adjust your bay queue."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [content]
tags: [maret, operational, generation-pass]
- id: scheduler_d_023
text: "Scan log for bay six is still open from last cycle. Close it before end of shift."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine, cargo]
mood: [content]
tags: [maret, procedural, generation-pass]
- id: scheduler_d_024
text: "Overtime requests need scheduler approval now. Voss changed the process."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine, institution]
mood: [content]
tags: [maret, voss, administrative, generation-pass]
- id: scheduler_d_025
text: "If a container's not logged by 1300, it doesn't make the cycle. That's the rule."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine, shift_start]
topic: [routine, cargo]
mood: [content]
tags: [maret, procedural, generation-pass]
- id: scheduler_d_026
text: "End-of-cycle reconciliation is at 1430. Be available."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine, shift_end]
topic: [routine]
mood: [content]
tags: [maret, procedural, generation-pass]
- id: scheduler_d_027
text: "Weight tolerance is plus or minus five kilos. Anything outside that gets a flag."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [content]
tags: [maret, procedural, manifest, generation-pass]
- id: scheduler_d_028
text: "Commission audit prep starts next cycle. Get your documentation current."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [suspicious]
tags: [maret, commission, audit, generation-pass]
@@ -1,356 +0,0 @@
# Dialogue: shift-supervisor at The Terminal
# NPC: Voss (Tier 2, SYSTEM/OPERATOR)
# Voice: terse, procedural, institutional. Uses authority as armor.
# Ring-complicit: provides scheduling cover. Never shows it on surface.
# Ticket: #190 | Sprint: 12
location: the-terminal
role: shift-supervisor
lines:
# ==========================================
# GREETINGS — shift arrival
# ==========================================
- id: shift-supervisor_d_001
text: "You're late. Don't be late."
role: shift-supervisor
access: [public, peer, insider]
trust: surface
situation: [arrival, shift_start]
topic: [routine]
mood: [content]
tags: [voss, greeting, authority]
- id: shift-supervisor_d_002
text: "Manifest's posted. Bay assignments are final — don't renegotiate them with me."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [shift_start]
topic: [routine, cargo]
mood: [content]
tags: [voss, procedural]
- id: shift-supervisor_d_003
text: "Bay 4's running a review hold. Nobody touches that freight until I say."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [shift_start, routine]
topic: [cargo, routine]
mood: [content]
tags: [voss, authority]
dual_lens:
smuggler: "Review hold on Bay 4. Voss knows the container's in the queue. Is he covering it or flagging it?"
detective: "Supervisor flagging Bay 4 himself. Either due diligence or containment."
- id: shift-supervisor_d_004
text: "Commission liaison's in the district this cycle. Keep the floor clean."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [shift_start, routine]
topic: [institution, routine]
mood: [frustrated]
tags: [voss, warning, commission]
dual_lens:
smuggler: "Voss knows the detective's here. That warning's not just about tidiness."
detective: "Supervisor aware of my presence. Either routine caution or he's got something to protect."
# ==========================================
# SHIFT AUTHORITY — routine management
# ==========================================
- id: shift-supervisor_d_005
text: "Drin was supposed to run the bay six inspection. Tell him I'm asking."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine, colleague]
mood: [content]
tags: [voss, drin, authority]
- id: shift-supervisor_d_006
text: "Transition window's twenty minutes. Not twenty-five, not thirty. Twenty."
role: shift-supervisor
access: [public, peer, insider]
trust: surface
situation: [shift_transition]
topic: [routine]
mood: [content]
tags: [voss, procedural, transition-window]
- id: shift-supervisor_d_007
text: "Overtime requests go through the Meridian form. Don't bring them to me."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [routine, shift_end]
topic: [routine]
mood: [content]
tags: [voss, procedural]
- id: shift-supervisor_d_008
text: "Bay eight's going to downtime at 1300. Plan around it."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [routine, shift_start]
topic: [routine]
mood: [content]
tags: [voss, operational]
- id: shift-supervisor_d_009
text: "Maret flagged a discrepancy. I've reviewed it. It's logged. Move on."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [routine, investigation]
topic: [cargo, routine]
mood: [content]
tags: [voss, maret, discrepancy, cover]
dual_lens:
smuggler: "Voss reviewed it and logged it. Not escalating. He's managing it."
detective: "Supervisor reviewed a manifest discrepancy and chose not to escalate. That's not nothing."
knowledge_grant:
fact_id: investigation.oversight_gap_pattern
confidence: suspects
- id: shift-supervisor_d_010
text: "Freight's moving. That's what matters. Questions slow things down."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [content]
tags: [voss, deflection, philosophy]
# ==========================================
# SCHEDULING COVER — insider, real trust
# ==========================================
- id: shift-supervisor_d_011
text: "Bay four is clear for transition. I've adjusted the inspection schedule."
role: shift-supervisor
access: [insider]
trust: real
situation: [shift_transition]
topic: [cargo, routine]
mood: [focused]
tags: [voss, ring-ops, scheduling-cover]
dual_lens:
smuggler: "He adjusted the schedule. The window is actually clear. Voss is part of this."
detective: "Never hears this line."
- id: shift-supervisor_d_012
text: "Drin's on bay six. Bay four's mine tonight."
role: shift-supervisor
access: [insider]
trust: real
situation: [shift_transition, night_shift]
topic: [routine, cargo]
mood: [focused]
tags: [voss, ring-ops, scheduling-cover, drin]
- id: shift-supervisor_d_013
text: "The hold note is administrative. Don't treat it as anything else."
role: shift-supervisor
access: [insider]
trust: real
situation: [shift_transition]
topic: [cargo]
mood: [focused]
tags: [voss, ring-ops, coded]
notes: "Signals to ring members that the 'hold' on Bay 4 is cover, not genuine review."
# ==========================================
# DETECTIVE ENCOUNTER — authority tier
# ==========================================
- id: shift-supervisor_d_014
text: "You'll need to submit a formal access request through Commission channels for any restricted data."
role: shift-supervisor
access: [authority]
trust: surface
situation: [investigation, routine]
topic: [institution, routine]
mood: [content]
tags: [voss, detective-path, institutional-resistance]
- id: shift-supervisor_d_015
text: "The manifest's available to any Commission officer. Ask the scheduler."
role: shift-supervisor
access: [authority]
trust: surface
situation: [investigation]
topic: [cargo, institution]
mood: [content]
tags: [voss, detective-path, redirect]
- id: shift-supervisor_d_016
text: "My workers perform their duties. If there's an irregularity, it'll show in the log."
role: shift-supervisor
access: [authority]
trust: surface
situation: [investigation, confrontation]
topic: [routine, institution]
mood: [content]
tags: [voss, detective-path, deflection]
- id: shift-supervisor_d_017
text: "I've been running this floor for six years. The numbers work out."
role: shift-supervisor
access: [authority, public]
trust: surface
situation: [investigation, confrontation]
topic: [routine, institution]
mood: [content]
tags: [voss, detective-path, authority-assertion]
# ==========================================
# PRESSURE / CONFRONTATION
# ==========================================
- id: shift-supervisor_d_018
text: "Close the door."
role: shift-supervisor
access: [insider, peer]
trust: real
situation: [confrontation, alone]
topic: [danger]
mood: [frustrated]
tags: [voss, confrontation, private]
- id: shift-supervisor_d_019
text: "Maret keeps flagging the discrepancies. That needs to stop being her problem."
role: shift-supervisor
access: [insider]
trust: real
situation: [confrontation, alone]
topic: [colleague, danger]
mood: [frustrated]
tags: [voss, ring-ops, maret, caution]
knowledge_grant:
fact_id: behavioral.voss_awareness
confidence: knows_of
- id: shift-supervisor_d_020
text: "If you've got a problem with how I run this floor, that's a conversation for another time."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [confrontation]
topic: [routine]
mood: [frustrated]
tags: [voss, deflection, shutdown]
# ==========================================
# SIGN-OFF / END OF SHIFT
# ==========================================
- id: shift-supervisor_d_021
text: "Sign-off is at 1400. Be done."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [voss, procedural]
- id: shift-supervisor_d_022
text: "Night shift takes over at 2200. I don't want to hear about the handoff tomorrow."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [shift_transition, shift_end]
topic: [routine]
mood: [content]
tags: [voss, procedural]
- id: shift-supervisor_d_023
text: "Good shift. Tomorrow at 0600."
role: shift-supervisor
access: [public, peer, insider]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [voss, closing]
# ==========================================
# GENERATION PASS — ambient variants
# ==========================================
- id: shift-supervisor_d_024
text: "Assignments don't change once they're posted. Read the board."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [shift_start, routine]
topic: [routine]
mood: [content]
tags: [voss, procedural, generation-pass]
- id: shift-supervisor_d_025
text: "If there's a discrepancy, it goes to the scheduler. Not to me directly."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine, cargo]
mood: [content]
tags: [voss, procedural, maret, generation-pass]
- id: shift-supervisor_d_026
text: "Span gate's cycling at 1100. Clear the bay six access before then."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [routine, shift_start]
topic: [routine, cargo]
mood: [content]
tags: [voss, operational, generation-pass]
- id: shift-supervisor_d_027
text: "I don't repeat myself on safety calls. If you missed it, ask someone who was listening."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [voss, authority, generation-pass]
- id: shift-supervisor_d_028
text: "End-of-day log goes to Meridian before you leave. No exceptions."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [shift_end, routine]
topic: [routine, institution]
mood: [content]
tags: [voss, procedural, generation-pass]
- id: shift-supervisor_d_029
text: "Inbounds from Havara are on the revised schedule. Check the update."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [routine, shift_start]
topic: [routine, cargo]
mood: [content]
tags: [voss, operational, generation-pass]
- id: shift-supervisor_d_030
text: "Clean floor, clean manifest. That's the job."
role: shift-supervisor
access: [public, peer, insider]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [voss, philosophy, generation-pass]
@@ -23,12 +23,6 @@ items:
Commission Order 7741-B applies.
Report unauthorized personnel to: Station Security (Lattice: SovaStation/Security)
dual_lens:
smuggler: "Nobody calls Station Security for corridor access. Everyone goes through here."
detective: >
Restricted zone, active posting. Unauthorized entry is a violation
of Commission Order 7741-B. If the ring is using this corridor,
they're committing a documented infraction on every run.
tags: [atmospheric, b7-corridor]
# ==========================================
@@ -54,15 +48,6 @@ items:
Coverage gaps during gate calibration: approx 14:20-14:45.
Posted by: Sova Meridian Network Maintenance Division
dual_lens:
smuggler: >
14:20-14:45. That's the window. Twenty-five minutes of clean dead zone
during the shift transition. The ring didn't find this. It's posted.
detective: >
Posted surveillance schedule with documented gap. 14:20-14:45 during
shift transition. The ring isn't sophisticated — they're using
publicly posted maintenance data. That means anyone could have
identified this gap.
tags: [investigation-relevant, meridian, surveillance-gap, critical]
knowledge_grant:
fact_id: "location.surveillance_gaps"
@@ -93,14 +78,6 @@ items:
NOTE: Pressure sensors reading elevated load during 14:00-15:00
window. Does not match shift transition foot traffic.
Filed maintenance anomaly report — awaiting management review.
dual_lens:
smuggler: >
Pael's logged the pressure anomaly. It'll sit in the queue.
Management never reviews the anomaly reports.
detective: >
Maintenance anomaly report filed, awaiting management review.
The report documents irregular pressure load during exact operation
window. If management reviews it, the window closes.
tags: [investigation-relevant, b7-corridor, pael, critical]
knowledge_grant:
fact_id: "location.corridor_b7_restricted"
@@ -124,12 +101,6 @@ items:
[Someone has drawn a thin pencil line from Bay 4 to C-4 to
the service lift, bypassing the standard terminal route]
dual_lens:
smuggler: "Someone mapped the reroute. That's not how we were shown it. That's cleaner."
detective: >
Pencil annotation on the official diagram. Whoever added it knows
the layout and took time to trace an alternative route. Not vandalism.
Operational planning.
tags: [investigation-relevant, b7-corridor, smuggling-route]
knowledge_grant:
fact_id: "location.smuggling_route"
@@ -153,9 +124,6 @@ items:
If recycled air quality falls below 70%, report to maintenance.
Current status: Monitor.
dual_lens:
smuggler: "Recycled air's worse than the terminal. You get used to it."
detective: "Air quality below recommended. Maintenance deferred. Nobody's prioritizing this corridor."
tags: [atmospheric, environmental]
# ==========================================
@@ -180,16 +148,4 @@ items:
Container 4472 — Cleared — removed Month 11 Day 18
[Gap in numbering between 4469-4470 has no explanation column]
dual_lens:
smuggler: >
4471 is still logged as pending. It should have been moved during
last transition. Either it wasn't, or the log wasn't updated.
Either is a problem.
detective: >
Container 4471 in the C-4 hold log, entered Month 11, no removal
logged. Same container flagged in the terminal manifest. And 4469
is a gap with no explanation. This is the thread.
tags: [investigation-relevant, container-4471, critical]
knowledge_grant:
fact_id: "investigation.cargo_anomaly"
confidence: knows_of
tags: [container-4471, critical]
@@ -24,9 +24,6 @@ items:
TRANSITION: 13:45-14:15 (30-min handoff window)
Night Shift 22:00-06:00 — ROSTER PENDING
[Bay 6: MAINTENANCE HOLD — see Pael Varren]
dual_lens:
smuggler: "Thirty-minute transition window. That's the window. Posted for everyone to see."
detective: "Night roster blank. Either unassigned or deliberately obscured. Logging the gap."
# ==========================================
# MANIFEST TRACKING TERMINAL — cargo status display
@@ -48,15 +45,7 @@ items:
Container 4475 — CLEARED — Bay 3
Container 4476 — PROCESSING — Bay 7
[8 additional items — scroll to continue]
dual_lens:
smuggler: "4471 is still in the queue. Kael hasn't cleared it yet. On schedule."
detective: >
4471 pending review with a 4474 weight discrepancy in the same bay.
Two anomalies, same location. Not random.
tags: [investigation-relevant, manifest-discrepancy]
knowledge_grant:
fact_id: "investigation.manifest_discrepancy"
confidence: suspects
tags: [manifest-discrepancy]
# ==========================================
# MAINTENANCE REQUEST CLIPBOARD
@@ -80,11 +69,6 @@ items:
Note: B-7 corridor showing irregular pressure load on sensor.
Traffic heavier than logged shift count explains. Investigating.
— P. Varren
dual_lens:
smuggler: "Pael's noticed the B-7 pressure log doesn't match posted traffic. Nothing they can do about it."
detective: >
Maintenance log records irregular pressure load in B-7.
The tech attributes it to unlogged foot traffic. That's exactly right.
tags: [investigation-relevant, b7-corridor]
knowledge_grant:
fact_id: "location.corridor_b7_restricted"
@@ -113,13 +97,6 @@ items:
Posted: Lattice Commission, Sova Station Authority
Reference: Commission Order 7741-B
dual_lens:
smuggler: >
Eight-hour window on discrepancy reporting. In practice, the window
to move anything is the thirty-minute shift transition.
detective: >
8-hour reporting window. If discrepancy 4474 was logged at 06:23,
compliance deadline is 14:23. I have time.
tags: [atmospheric, institutional]
# ==========================================
@@ -140,17 +117,7 @@ items:
won't check.
— D.
dual_lens:
smuggler: >
"D." is Drin. Route it through 7 like last time — dock-side
workaround, happens constantly. Probably nothing operational.
detective: >
Unsigned note, initial D. Maret not flagging a weight discrepancy
officially. Voss complicit or uninformed. Follow up with Maret.
tags: [investigation-relevant, maret, drin, voss]
knowledge_grant:
fact_id: "investigation.drin_inspection_pattern"
confidence: suspects
tags: [maret, drin, voss]
# ==========================================
# SAFETY PROCEDURES PLACARD — standard, faded
@@ -169,9 +136,6 @@ items:
4. Await station authority clearance before resuming operations
Last safety review: Month 4, Year 312 (Krenn calendar)
dual_lens:
smuggler: "Two years out of date. Nobody bothers."
detective: "Last review was two cycles ago. Standard compliance lag for a district this size."
tags: [atmospheric]
# ==========================================
@@ -193,7 +157,4 @@ items:
BAY 6: MAINTENANCE HOLD — Est. clear: next cycle
BAY 7: ACTIVE
BAY 8: SCHEDULED DOWNTIME 13:00-15:00
dual_lens:
smuggler: "Bay 8 scheduled downtime 13:00-15:00. That overlaps the transition window. Useful."
detective: "Bay 8 downtime during transition window. Reduced oversight at peak movement time."
tags: [investigation-relevant, operational]
@@ -1,225 +0,0 @@
# Diegetic Insert Flavor Text — Detective Character
# Neural lattice interface strings: POI labels, notifications, system status.
# Ticket: #331 | Sprint: 12 | Owner: Mellanie + Araminta
#
# Voice principle: the detective's insert is issued Commission equipment.
# Institutional, precise, surname-first. The vocabulary is the job.
# When personal breaks through, it's notable — the first name appears
# only for allies. Shift to first name IS a relationship marker.
character: detective
# ==========================================
# POI LABELS — displayed in perception mode overlay
# Appears on NPCs when viewed through insert interface.
# State-dependent: shifts as relationship changes.
# ==========================================
poi_labels:
defaults:
unknown: "Unknown subject"
known: "{surname}, {initial}."
friendly: "{first_name}"
person_of_interest: "{surname} — POI"
hostile: "{surname} — AVOID"
npc_overrides:
kael_davan:
phase_1_unknown: "Unknown subject"
phase_1_known: "Davan, K."
person_of_interest: "Davan, K. — POI"
flagged: "Davan, K. — FLAGGED"
sera_venn:
friendly: "Sera"
phase_3_poi: "Sera — ?"
phase_4_poi: "Venn — REVIEW"
voss:
default: "Voss, K. — Supervisor"
cooperative: "Voss — cooperative"
torek_lintar:
default: "Lintar, T."
flagged: "Lintar, T. — FLAG"
commission_personnel:
default: "{surname} — Commission"
ring_member_suspected:
default: "{surname} — suspect"
# ==========================================
# NOTIFICATIONS — status strings, message previews
# Displayed as brief overlay text. 40 char max per line.
# ==========================================
notifications:
case_file:
- id: insert_d_001
trigger: case_file_update
template: "Case update: {subject_name}"
example: "Case update: Davan, K."
tags: [investigation]
- id: insert_d_002
trigger: evidence_logged
text: "Evidence logged"
tags: [investigation]
- id: insert_d_003
trigger: manifest_discrepancy_filed
text: "Discrepancy filed"
tags: [investigation, manifest]
- id: insert_d_004
trigger: knowledge_updated
template: "KG updated: {fact_category}"
example: "KG updated: relationship"
tags: [investigation]
- id: insert_d_005
trigger: poi_status_change
template: "{surname} — status updated"
example: "Davan — status updated"
tags: [investigation]
- id: insert_d_006
trigger: tell_logged
template: "{surname} — behavior logged"
example: "Davan — behavior logged"
tags: [investigation, tell]
- id: insert_d_007
trigger: pattern_confirmed
template: "{surname} — pattern confirmed"
example: "Venn — pattern confirmed"
tags: [investigation, pattern]
commission:
- id: insert_d_008
trigger: commission_advisory
text: "Commission advisory"
tags: [institutional]
- id: insert_d_009
trigger: commission_advisory_urgent
text: "Commission advisory — urgent"
tags: [institutional, priority]
- id: insert_d_010
trigger: clearance_required
template: "{zone} — clearance required"
example: "Sector B — clearance required"
tags: [institutional]
- id: insert_d_011
trigger: clearance_confirmed
template: "{zone} — clearance confirmed"
example: "B-7 — clearance confirmed"
tags: [institutional]
- id: insert_d_012
trigger: case_status_active
template: "Case #{case_id}: active"
example: "Case #4471: active"
tags: [institutional, investigation]
field:
- id: insert_d_013
trigger: observation_mode_active
text: "Observation: logging"
tags: [field]
- id: insert_d_014
trigger: restricted_area_entered
text: "Restricted zone — logged"
tags: [field, institutional]
- id: insert_d_015
trigger: anomaly_detected
template: "Anomaly: {location}"
example: "Anomaly: B-7 corridor"
tags: [field, investigation]
- id: insert_d_016
trigger: no_anomaly
text: "Sector: nominal"
tags: [field]
# ==========================================
# SYSTEM STATUS — persistent interface text
# Small-print labels in perception mode corners.
# ==========================================
system_status:
- id: insert_d_100
context: default
text: "Analytical lattice: active"
- id: insert_d_101
context: perception_mode_active
text: "Perception mode: on"
- id: insert_d_102
context: fog_layer_present
text: "Reduced visibility"
- id: insert_d_103
context: meridian_active
text: "Meridian: nominal"
- id: insert_d_104
context: meridian_inactive
text: "Meridian: offline"
- id: insert_d_105
context: investigation_active
text: "Case: active"
- id: insert_d_106
context: case_status_flagged
text: "Case: flagged subjects present"
- id: insert_d_107
context: case_status_critical
text: "Case: escalation threshold"
- id: insert_d_108
context: lattice_scan_complete
text: "Scan: complete"
# ==========================================
# EXAMINATION LABELS — text shown when examining environmental objects
# ==========================================
examination_labels:
- id: insert_d_200
object_type: document
text: "Examine"
- id: insert_d_201
object_type: terminal
text: "Query manifest"
- id: insert_d_202
object_type: container_flagged
text: "Container 4471 — discrepancy logged"
- id: insert_d_203
object_type: restricted_area
text: "Restricted — B-7 sector"
- id: insert_d_204
object_type: surveillance_gap
text: "Coverage gap — logged"
- id: insert_d_205
object_type: evidence_item
text: "Log as evidence"
- id: insert_d_206
object_type: known_meeting_point
text: "Meeting point — flagged"
notes: >
Voice: institutional, precise, Commission equipment. Surname-first for
targets and unknowns. First name appears only for allies (Sera).
That shift IS the relationship marker — the player notices when
"Venn" becomes "Sera" and knows it means something.
Araminta coordinates on visual presentation constraints (#331 co-owner).
@@ -1,193 +0,0 @@
# Diegetic Insert Flavor Text — Smuggler Character
# Neural lattice interface strings: POI labels, notifications, system status.
# Ticket: #331 | Sprint: 12 | Owner: Mellanie + Araminta
#
# Voice principle: the smuggler's insert is slightly informal, modified hardware.
# It's a tool that's been lived with, not issued equipment. Short labels.
# Uses first names and operational shorthand, not institutional vocabulary.
character: smuggler
# ==========================================
# POI LABELS — displayed in perception mode overlay
# Appears on NPCs when viewed through insert interface.
# State-dependent: shifts as relationship changes.
# ==========================================
poi_labels:
defaults:
unknown: "Unknown"
known: "{first_name}"
friendly: "{first_name} — OK"
person_of_interest: "{first_name} — WATCH"
hostile: "{first_name} — AVOID"
npc_overrides:
kael_davan:
phase_1: "Kael"
phase_2: "Kael — ?"
phase_3: "Kael — WATCH"
phase_4: "Kael — LYING"
phase_5: "Kael — COMPROMISED"
voss:
default: "Voss"
hostile: "Voss — PROBLEM"
commission_personnel:
default: "Commission"
investigation_active: "Commission — ACTIVE"
ring_member:
default: "{first_name}"
operational: "{first_name} — RING"
# ==========================================
# NOTIFICATIONS — status strings, message previews
# Displayed as brief overlay text. 40 char max per line.
# ==========================================
notifications:
messages:
- id: insert_s_001
trigger: message_from_contact
template: "Msg: {contact_name}"
example: "Msg: Kael"
tags: [ring-operational]
- id: insert_s_002
trigger: message_from_contact_urgent
template: "Msg: {contact_name} — urgent"
example: "Msg: Nils — urgent"
tags: [ring-operational, priority]
- id: insert_s_003
trigger: drop_point_update
text: "Drop point updated"
tags: [ring-operational]
- id: insert_s_004
trigger: drop_point_confirmed
text: "Drop point confirmed — proceed"
tags: [ring-operational]
- id: insert_s_005
trigger: meridian_window_opening
template: "Window: {duration}m"
example: "Window: 25m"
tags: [operational, timing]
- id: insert_s_006
trigger: meridian_window_closing
template: "Window closing — {time_remaining}m"
example: "Window closing — 3m"
tags: [operational, timing, priority]
- id: insert_s_007
trigger: ring_checkin_overdue
text: "Check-in overdue"
tags: [ring-operational, concern]
- id: insert_s_008
trigger: contact_unavailable
template: "{contact_name} — no response"
example: "Kael — no response"
tags: [ring-operational, concern]
- id: insert_s_009
trigger: commission_patrol_detected
text: "Commission in sector"
tags: [caution, operational]
- id: insert_s_010
trigger: commission_patrol_cleared
text: "Sector clear"
tags: [operational]
evidence:
- id: insert_s_011
trigger: observation_logged
text: "Logged"
tags: [observation]
- id: insert_s_012
trigger: tell_observed
template: "{npc_name} — tell logged"
example: "Kael — tell logged"
tags: [observation, tell]
- id: insert_s_013
trigger: contradiction_observed
template: "{npc_name} — anomaly"
example: "Kael — anomaly"
tags: [observation, contradiction]
# ==========================================
# SYSTEM STATUS — persistent interface text
# Small-print labels in perception mode corners.
# ==========================================
system_status:
- id: insert_s_100
context: default
text: "Lattice: Sova Transit"
- id: insert_s_101
context: perception_mode_active
text: "Perception: active"
- id: insert_s_102
context: fog_layer_present
text: "Fog layer"
- id: insert_s_103
context: meridian_dead_zone
text: "Meridian: inactive"
- id: insert_s_104
context: meridian_active
text: "Meridian: active — caution"
- id: insert_s_105
context: ring_status_stable
text: "Status: stable"
- id: insert_s_106
context: ring_status_elevated
text: "Status: elevated"
- id: insert_s_107
context: ring_status_compromised
text: "Status: compromised"
# ==========================================
# EXAMINATION LABELS — text shown when examining environmental objects
# ==========================================
examination_labels:
- id: insert_s_200
object_type: document
text: "Read"
- id: insert_s_201
object_type: terminal
text: "Check manifest"
- id: insert_s_202
object_type: container_flagged
text: "4471 — flagged"
- id: insert_s_203
object_type: restricted_area
text: "B-7 — restricted"
- id: insert_s_204
object_type: dead_drop
text: "Drop point"
- id: insert_s_205
object_type: safe_location
text: "Safe"
notes: >
Voice: informal, operational shorthand. This is a modified civilian
lattice, not issued equipment. First names, not titles. Short.
Labels should feel like something you'd put on your own interface.
Araminta coordinates on visual presentation constraints (#331 co-owner).
@@ -1,281 +0,0 @@
# Smuggler Physical Inventory — v0.1 Item Specs
# Ticket: #441 | Sprint: 6 | Decision: D-065
# Author: Mellanie (copy), covering Paula (narrative systems) + Gestalt (content architecture)
#
# D-065: Knowledge is the primary "inventory" for all characters. The smuggler
# additionally gets 3 physical items because the smuggler's word doesn't carry
# institutional weight — they need tangible proof for leverage.
#
# All items are contraband. All items are private (information boundary, D-010).
# Not visible to other entities unless revealed via search, scan, or confrontation.
#
# Server reads these specs via CarriedBy component + Take/Place verbs (#424).
# Client renders via inventory UI (#438) — 3x3 grid UI, bottom-right, mapped to 1-9 hotkeys.
#
# Voice: smuggler internal perspective. Descriptions are diegetic — the character
# is looking at an item in their pocket. Not neutral game text.
#
# Cross-references:
# Sprint 5: #297 Kael FRIEND pack, #298 Sera FRIEND pack
# NPC profiles: npcs/kael-davan.yaml, npcs/sera-venn.yaml
# Knowledge graph: global/knowledge/investigation.yaml, contraband.yaml
# Smuggler voice: docs/design/smuggler-voice-card.md, docs/design/voice-patterns.md
archetype: smuggler
capacity: 9
items:
# ================================================================
# ITEM 1: Manifest Copy
# Proves cargo discrepancy. The paper trail the ring can't deny.
# ================================================================
- item_id: "item:manifest-copy"
display_name: "Manifest Copy"
description: >
Cargo manifest from last cycle. Three containers that don't match
the dock log. Kael's handwriting on the margins — weight corrections
that never got filed.
flavor_text: "Should've burned this weeks ago."
contraband: true
portable: true
knowledge_links:
- fact_id: "investigation.manifest_discrepancy"
relationship: "proves"
confidence_granted: "knows_details"
notes: >
Physical proof of cargo routing irregularities. The manifest shows
three containers rerouted during shift transition with weights that
don't reconcile. Cross-ref: Kael dialogue kael-davan_d_041
("Manifest says this one's forty kilos over") and kael-davan_d_051
("Manifest's clean on my end").
- fact_id: "investigation.cargo_anomaly"
relationship: "corroborates"
confidence_granted: "knows_of"
notes: >
The weight discrepancies on this manifest are consistent with
unlicensed lattice components hidden in standard freight containers.
confrontation:
usable_against:
- target: "npc:kael-davan"
leverage_type: "evidence"
notes: >
Kael's handwriting is on the manifest. Presenting this forces
acknowledgment of ring involvement. Gentle confrontation: "I've
got the manifest, Kael. Your handwriting." Harsh: "Want to explain
the weight corrections, or should I show Nils?"
- target: "npc:voss"
leverage_type: "pressure"
notes: >
Voss cleared the schedule windows that made the rerouting possible.
The manifest doesn't name Voss directly, but the timing proves
complicity. Leverage for information, not confession.
- target: "npc:nils-davan"
leverage_type: "insurance"
notes: >
If Nils pushes for higher volume or threatens the smuggler,
the manifest is proof that the operation exists. Mutually
assured destruction — Nils can't deny it without denying Kael.
risk_if_found: >
A copied manifest with annotated discrepancies is direct evidence
of smuggling awareness. If security or the detective finds this,
it links the smuggler to cargo irregularities immediately.
gameplay:
acquisition: "Starting inventory. The smuggler copied this last cycle as insurance."
take_verb: true
place_verb: true
place_contexts:
- "dead_drop_location"
- "personal_space"
notes: >
Risk/reward: carrying it means evidence walks with you. Placing it
means it could be found by anyone who accesses the location. The
smuggler copied it because trust in the ring is eroding — Nils is
pushing volume, Kael is distracted, Voss is getting nervous.
# ================================================================
# ITEM 2: Corridor Access Token
# Proves ring membership. The key that opens doors you shouldn't enter.
# ================================================================
- item_id: "item:access-token"
display_name: "Access Token"
description: >
Maintenance corridor keycard. Kael slipped it to me three weeks ago.
Gets you past the service hatches into B-7. No legitimate reason to
have this.
flavor_text: "Hope it still works."
contraband: true
portable: true
knowledge_links:
- fact_id: "location.corridor_b7_restricted"
relationship: "proves_access"
confidence_granted: "direct"
notes: >
Physical proof of unauthorized access to restricted maintenance
corridors. Corridor B-7 is where the ring operates during shift
transitions and night cycles. Cross-ref: Kael FRIEND arc phase 3
(smuggler observes Kael in Corridor B-7).
- fact_id: "relationship.ring_membership"
relationship: "corroborates"
confidence_granted: "knows_details"
notes: >
Possessing this token proves connection to the ring's infrastructure.
Legitimate maintenance workers use Commission-issued access.
This is a copied token — ring-internal distribution.
confrontation:
usable_against:
- target: "npc:kael-davan"
leverage_type: "shared_guilt"
notes: >
Kael gave this to the smuggler. Both are implicated. Not leverage
against Kael so much as proof of shared position — "We're in this
together." Useful for demanding honesty about the exit attempt.
- target: "npc:devra"
leverage_type: "proof_of_standing"
notes: >
Showing the token to Devra proves operational involvement. Opens
ring-internal dialogue that would otherwise require vouching.
The token is a credential, not a weapon.
risk_if_found: >
Unauthorized corridor access token found on a dock worker. Security
would flag this immediately. The detective's analytical lattice would
connect it to Corridor B-7 activity patterns. No plausible cover.
gameplay:
acquisition: "Starting inventory. Kael provided it three weeks before session start."
take_verb: true
place_verb: true
place_contexts:
- "dead_drop_location"
- "personal_space"
functional: true
functional_notes: >
The access token actually opens Corridor B-7 service hatches. Carrying
it grants physical access to restricted maintenance corridors. Without
it, the smuggler cannot enter ring operating spaces. Gameplay tension:
you need it to do ring work, but carrying it is incriminating.
# ================================================================
# ITEM 3: Personal Comm Log
# Bridge between knowledge and provable leverage. The receipts.
# ================================================================
- item_id: "item:comm-log"
display_name: "Comm Log"
description: >
Three months of messages. Times, names, drop schedules. Nils
arranging volumes, Kael confirming routes, Renn reporting handoffs.
Everything the ring said it never said.
flavor_text: "Should've wiped these. Didn't."
contraband: true
portable: true
knowledge_links:
- fact_id: "contraband.supply_chain"
relationship: "proves"
confidence_granted: "knows_details"
notes: >
The comm log contains operational messages about lattice component
shipments — arrival windows, container IDs, handoff confirmations.
This is the full supply chain in text. Cross-ref: D-037 (contraband
is unlicensed lattice components, not weapons).
- fact_id: "relationship.trust_network"
relationship: "proves"
confidence_granted: "knows_details"
notes: >
Messages between Nils, Kael, Renn, Devra, and the smuggler. The comm
log maps the ring's social structure — who coordinates with whom,
who reports to whom. Cross-ref: triangle hub-power (Voss-Kael-Nils)
and triangle worried-partner (Naia-Kael-Sera).
- fact_id: "investigation.shift_mismatch"
relationship: "corroborates"
confidence_granted: "knows_of"
notes: >
Several messages reference shift timing — "window's clear at 14:15"
or "Voss moved the rotation, new window at 14:30." Corroborates
the pattern that shift manipulations enable smuggling operations.
confrontation:
usable_against:
- target: "npc:nils-davan"
leverage_type: "mutually_assured"
notes: >
Nils's name is in the messages. Arranging volumes, setting
schedules, confirming drops. If Nils tries to cut the smuggler
out or shift blame, the comm log proves his coordination role.
The nuclear option.
- target: "npc:kael-davan"
leverage_type: "evidence"
notes: >
Kael's route confirmations are in the log. But more importantly,
the log shows Kael's messages STOPPING three weeks ago — silence
that correlates with the exit attempt. The absence is evidence.
"You stopped answering, Kael. I noticed."
- target: "npc:renn"
leverage_type: "pressure"
notes: >
Renn's handoff reports are recorded. Leverage for cooperation
or information if the smuggler needs to pressure a ring member
without going through Nils.
risk_if_found: >
Three months of incriminating communications naming ring members,
shipment details, and operational timing. This is the single most
damaging item the smuggler carries. If the detective finds it,
the entire ring is compromised. If Nils finds it, the smuggler
kept records against explicit protocol.
gameplay:
acquisition: "Starting inventory. The smuggler has been saving messages as insurance."
take_verb: true
place_verb: true
place_contexts:
- "dead_drop_location"
- "personal_space"
notes: >
The comm log is the smuggler's most powerful and most dangerous item.
It proves the supply chain, maps the trust network, and corroborates
shift manipulation. It's also the item that most clearly differentiates
the smuggler from the detective — the detective builds a case from
observation and institutional access. The smuggler already HAS the case.
The question is what to do with it.
# ================================================================
# SCHEMA NOTES (for Gestalt / content pipeline)
# ================================================================
#
# Item spec schema (proposed for content/_schema/item-spec.schema.json):
# required: item_id, display_name, description, contraband, portable
# optional: flavor_text, knowledge_links[], confrontation{}, gameplay{}
#
# knowledge_links[]:
# fact_id: string (matches global/knowledge/*.yaml fact_id)
# relationship: enum [proves, corroborates, suggests]
# confidence_granted: enum [suspects, knows_of, knows_details, direct]
# notes: string (authoring context, not displayed in-game)
#
# confrontation.usable_against[]:
# target: string (canonical NPC id)
# leverage_type: enum [evidence, pressure, shared_guilt, insurance,
# proof_of_standing, mutually_assured]
# notes: string (authoring context)
#
# confrontation.risk_if_found: string (consequence description)
#
# gameplay:
# acquisition: string (how the player gets this item)
# take_verb: bool (can be picked up)
# place_verb: bool (can be placed in world)
# place_contexts: list<string> (valid placement locations)
# functional: bool (does the item DO something beyond evidence?)
# functional_notes: string (what it does)
#
# Display constraints (per D-065):
# - description: max 2 sentences, ~30 words, smuggler voice
# - flavor_text: max 1 sentence, ~10 words
# - UI: 3x3 grid, bottom-right, mapped to 1-9 hotkeys
@@ -1,306 +0,0 @@
# Monologue: Detective — Commission Kiosk
# Ticket: #120 | Author: Mellanie | Sprint: 14
# Decision refs: D-016, D-032, D-034, D-035
#
# The Commission kiosk is a small terminal alcove in the transit district —
# institutional grey, cool lighting, regulation spec. The detective has
# authorized access. This is where official investigation happens: manifest
# logs, personnel records, flagged container reports. It smells like
# commission-issue air filters. The detective is comfortable here and also
# slightly isolated — the kiosk is public but feels private.
#
# Voice note: the detective is in his element at the kiosk — data flows,
# patterns emerge, the lattice is doing its work. But the kiosk is also a
# reminder that the case is bigger than the data suggests, and that Sera works
# with Commission systems daily. These lines should feel analytically engaged
# with moments of personal cost showing through.
#
# Schema: D-035 compliant. role/access/trust/situation included on all lines.
character: detective
location: commission-kiosk
lines:
# --- Arrival ---
- id: pc-detective_m_d_001
text: "Commission terminal. Authorized access, full import logs. Let's see what the system knows."
role: player_character
access: [public]
trust: surface
trigger: enter_location
situation: [arrival, routine]
tags: [arrival, tutorial, orientation]
- id: pc-detective_m_d_002
text: "Standard regulation spec. Commission requisition 4-C. They didn't upgrade this terminal in three years."
role: player_character
access: [public]
trust: surface
trigger: enter_location
situation: [arrival, routine]
tags: [arrival, atmospheric]
- id: pc-detective_m_d_003
text: "Filtered air. A Commission smell — sterile, precise, faintly antiseptic. Familiar."
role: player_character
access: [public]
trust: surface
trigger: enter_location
situation: [arrival, routine]
tags: [arrival, atmospheric, sensory]
- id: pc-detective_m_d_004
text: "Back at the kiosk. The terminal logged my last access thirty-two minutes ago."
role: player_character
access: [public]
trust: surface
trigger: return_visit
situation: [arrival]
tags: [arrival, orientation]
- id: pc-detective_m_d_005
text: "Nobody uses this terminal except Commission staff. Which means whoever was here before me has credentials."
role: player_character
access: [public]
trust: surface
trigger: enter_location
situation: [arrival, routine]
tags: [arrival, investigation, tutorial]
# --- Perception / Sound ---
- id: pc-detective_m_d_006
text: "The terminal hum is different from the freight equipment. Cleaner. Higher frequency."
role: player_character
access: [public]
trust: surface
trigger: hear_sound
situation: [routine]
tags: [sensory, environmental]
- id: pc-detective_m_d_007
text: "Footsteps at the transit corridor entrance. Not Commission — wrong pace."
role: player_character
access: [public]
trust: surface
trigger: hear_sound
situation: [routine, observation]
tags: [sensory, caution]
- id: pc-detective_m_d_008
text: "Someone's running queries at the main manifest board. Loud keystrokes — frustrated."
role: player_character
access: [public]
trust: surface
trigger: hear_sound
situation: [routine]
tags: [sensory, environmental]
# --- Tutorial / Evidence ---
- id: pc-detective_m_d_009
text: "Import logs go back forty days. Weight discrepancies flagged automatically — unless someone cleared the flag."
role: player_character
access: [public]
trust: surface
trigger: discover_evidence
situation: [routine, investigation]
tags: [tutorial, investigation, orientation]
- id: pc-detective_m_d_010
text: "Personnel movement log. Every authorized access to every restricted space, timestamped."
role: player_character
access: [public]
trust: surface
trigger: discover_evidence
situation: [routine, investigation]
tags: [tutorial, investigation]
# --- Time Idle / Ruminative ---
- id: pc-detective_m_d_011
text: "Pattern is forming. Three manifests, same routing anomaly, different filing dates. That's deliberate."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [routine, investigation]
tags: [investigation, analytical]
- id: pc-detective_m_d_012
text: "The kiosk shows what the system knows. The system doesn't know what it hasn't been told."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [routine]
tags: [atmospheric, investigation]
- id: pc-detective_m_d_013
text: "Commission protocols say: document everything, infer nothing. The gap between those two is where cases live."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [routine]
tags: [atmospheric, analytical]
- id: pc-detective_m_d_014
text: "Twelve access events in the manifest terminal in the last six days. Elevated for a district this size."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [routine, investigation]
tags: [investigation, analytical]
- id: pc-detective_m_d_015
text: "Evidence is what the system logged. Inference is what it means. Right now I have plenty of both."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [routine, investigation]
tags: [investigation, analytical]
# --- Anomaly ---
- id: pc-detective_m_d_016
text: "Access log shows a non-Commission credential used at 0340. That terminal should have rejected it."
role: player_character
access: [public]
trust: surface
trigger: observe_anomaly
situation: [routine, investigation]
priority: 7
tags: [investigation, caution, analytical]
- id: pc-detective_m_d_017
text: "Container 4471 has three separate manifest entries with different timestamps. One of them is false."
role: player_character
access: [public]
trust: surface
trigger: observe_anomaly
situation: [investigation]
prerequisites:
facts:
- fact_id: investigation.manifest_discrepancy
min_confidence: knows_of
priority: 8
tags: [investigation, contraband, analytical]
- id: pc-detective_m_d_018
text: "Standard access log would show calibration events. This one shows something cleared three days ago. Manually."
role: player_character
access: [public]
trust: surface
trigger: observe_anomaly
situation: [investigation]
tags: [investigation, caution]
# --- Knowledge-Gated: Sera Arc ---
- id: pc-detective_m_d_019
text: "Venn, S. — last calibration event logged here: 0615 this morning. Standard. Her schedule is precise."
role: player_character
access: [public]
trust: surface
trigger: enter_location
situation: [arrival, routine]
prerequisites:
relationship:
target: npc:sera-venn
state: known
priority: 5
tags: [npc, sera, routine, friend-arc]
- id: pc-detective_m_d_020
text: "Venn's credentials are in the access log. Three times today. She's thorough, or she's looking for something."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [routine, investigation]
prerequisites:
facts:
- fact_id: behavioral.sera_kiosk_pattern
min_confidence: suspects
priority: 6
tags: [npc, sera, investigation, friend-arc, dual-lens]
- id: pc-detective_m_d_021
text: "She runs calibration checks on the Commission terminal. That's her job. But the access log shows she's also running manifest queries. That's not."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [investigation]
prerequisites:
facts:
- fact_id: behavioral.sera_kiosk_pattern
min_confidence: knows_of
priority: 7
tags: [npc, sera, tell, investigation, friend-arc]
- id: pc-detective_m_d_022
text: "Venn cleared a flag on container 4471 six days ago. Routine override — authorized. But 4471 is in my manifest discrepancy list."
role: player_character
access: [public]
trust: surface
trigger: discover_evidence
situation: [investigation]
prerequisites:
facts:
- fact_id: investigation.manifest_discrepancy
min_confidence: knows_of
- fact_id: behavioral.sera_kiosk_pattern
min_confidence: suspects
priority: 9
tags: [npc, sera, investigation, contraband, friend-arc, contaminated-trust]
- id: pc-detective_m_d_023
text: "She knows. Either she found it and cleared it deliberately, or she was directed to. Both are worse than I want to believe."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [investigation]
prerequisites:
facts:
- fact_id: behavioral.sera_avoidance_pattern
min_confidence: knows_of
- fact_id: investigation.manifest_discrepancy
min_confidence: knows_details
priority: 9
tags: [npc, sera, investigation, friend-arc, contaminated-trust]
# --- Post-Conversation ---
- id: pc-detective_m_d_024
text: "She said she hadn't touched the manifest terminal. The log says otherwise. Either she forgot or she lied."
role: player_character
access: [public]
trust: surface
trigger: post_conversation
situation: [investigation]
prerequisites:
relationship:
target: npc:sera-venn
state: person_of_interest
priority: 9
tags: [npc, sera, post-conversation, tell, friend-arc, contaminated-trust]
- id: pc-detective_m_d_025
text: "Davan said he runs a clean dock. The manifest data disagrees on three specific points. Filed."
role: player_character
access: [public]
trust: surface
trigger: post_conversation
situation: [investigation]
prerequisites:
facts:
- fact_id: investigation.manifest_discrepancy
min_confidence: knows_of
tags: [npc, kael, investigation, contraband]
@@ -1,236 +0,0 @@
character: detective
location: contradiction
lines:
# Contradiction Monologue — Ticket #552 — Sera/Kael FRIEND Arc
# Authored per D-083 (contradiction detection pipeline) and Paula Round 2 Mellanie spec
# (docs/workshops/knowledge-flow-npc-boundaries/paula-round2.md, lines 117-158).
#
# Trigger: contradiction_detected fires when the detective observes Kael in Corridor B-7
# while the KG holds Sera's claim that Kael was at dock intake during second shift.
# Event payload: source_display_name = "Sera Venn", subject_display_name = "Kael Davan"
#
# FRIEND-pattern NPCs (Sera, Kael) always use hand-authored lines — generic template fallback
# does not fire for this arc.
#
# Authoring principle: cognitive dissonance, not accusation. The detective doesn't know
# who or what is wrong. Uncertainty first, suspicion second, accusation never.
#
# Phase 2 lines: trust established but not deep — the blindsiding.
# Prerequisite: KG entry for Kael has state: Contradicted, source: ToldBy(Sera Venn)
# Phase 3 lines: additional context accumulated — Sera's avoidance of Torek observed 3x.
# Prerequisite: Phase 2 + Sera's avoidance pattern has fired (three departures logged).
#
# ID discriminator: _con_ marks contradiction lines per Q-028 pending resolution.
# cooldown: omitted — fire-once enforced by trigger semantics (contradiction_detected
# fires once per KG state change), not by a cooldown value.
#
# Note: contradiction_detected is a new trigger type — requires server-side implementation
# in monologue.rs (ticket #550). Secondary beat lines use lower priority for sequencing;
# server team should implement delay_after_trigger_ticks for proper 3-5 second gap.
# -----------------------------------------------------------------------
# PHASE 2 — Primary beat (fires on contradiction_detected, immediate)
# -----------------------------------------------------------------------
- id: pc-detective_m_d_con_001
text: "Sera said Kael was at the dock intake during second shift. I'm looking at him in corridor B-7 right now."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: contradiction_detected
mood: [focused, anxious]
priority: 10
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
- id: "npc:sera-venn"
state: Contradicted
tags: [contradiction, friend-arc, sera, kael, phase-2, analytical]
notes: >
Paula's canonical primary line — preserved verbatim. Flat factual statement: source named,
subject named, specific location claim vs. direct observation. The 'I'm' contraction is
natural in a surprise moment even for the analytical detective — the observation breaks
through the professional register. No interpretation, no accusation.
- id: pc-detective_m_d_con_002
text: "Venn said Kael was at dock intake through second shift. Kael is in B-7. Those aren't compatible."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: contradiction_detected
mood: [focused]
priority: 9
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
- id: "npc:sera-venn"
state: Contradicted
tags: [contradiction, friend-arc, sera, kael, phase-2, analytical]
notes: >
Alternate primary — fully analytical register: surname-initial for both (institutional
reflex), no contractions, plain declarative close. 'Those aren't compatible' is the
detective's version of stating contradiction — clinical, process-language. Fires as
alternate to con_001 for variety on replay.
- id: pc-detective_m_d_con_003
text: "She placed Kael at the dock. He's not at the dock."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: contradiction_detected
mood: [focused, anxious]
priority: 9
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
- id: "npc:sera-venn"
state: Contradicted
tags: [contradiction, friend-arc, sera, kael, phase-2]
notes: >
Stripped-down alternate. 'She placed' is the informal of 'Venn stated' — personal register
triggered by Sera being THE FRIEND. 'He's not at the dock' — the barest possible statement
of contradiction. The brevity is the weight: six words and the investigation changes shape.
# -----------------------------------------------------------------------
# PHASE 2 — Secondary beat (fires after short delay, cognitive processing)
# Server team (#550): implement delay_after_trigger_ticks: 90 for 3-5s gap.
# -----------------------------------------------------------------------
- id: pc-detective_m_d_con_004
text: "One of them is wrong. Sera, or what I'm seeing. Or I'm missing something I don't have yet."
role: player_character
access: [public]
trust: surface
situation: [investigation, alone]
trigger: contradiction_detected
mood: [anxious, focused]
priority: 7
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
- id: "npc:sera-venn"
state: Contradicted
tags: [contradiction, friend-arc, sera, kael, phase-2, cognitive-dissonance, secondary-beat]
notes: >
Paula's canonical secondary beat — fires 3-5 seconds after the primary beat.
Epistemic neutrality held across three options: Sera is wrong, observation is wrong, or
context is missing. No option is dismissed. 'I'm missing something I don't have yet' is
the key line — it holds accusation off even against evidence. The detective files it open.
Lower priority (7) ensures primary lines fire first; server team should implement
delay_after_trigger_ticks for proper sequencing.
- id: pc-detective_m_d_con_005
text: "File it. Don't close it. Either Venn's information was wrong when she gave it, or it was wrong on purpose. That's a different question."
role: player_character
access: [public]
trust: surface
situation: [investigation, alone]
trigger: contradiction_detected
mood: [focused]
priority: 6
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
- id: "npc:sera-venn"
state: Contradicted
tags: [contradiction, friend-arc, sera, kael, phase-2, analytical, cognitive-dissonance, secondary-beat]
notes: >
Alternate secondary beat. 'File it, don't close it' is the detective's internal procedure
for unresolved data. The critical distinction: wrong information vs. deliberately wrong
information — the detective separates these without assuming either. 'That's a different
question' closes the processing loop, marking it unresolved, not dismissed.
# -----------------------------------------------------------------------
# PHASE 3 — With accumulated context (Sera's avoidance pattern observed)
# Requires: three Sera departures correlated with Torek Lintar arrivals observed.
# -----------------------------------------------------------------------
- id: pc-detective_m_d_con_006
text: "Sera told me Kael doesn't make mistakes. He's not where she said he'd be. And she's been avoiding Lintar for three weeks."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: contradiction_detected
mood: [focused, anxious]
priority: 10
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
- id: "npc:sera-venn"
state: Contradicted
- id: "npc:torek-lintar"
relationship: PersonOfInterest
tags: [contradiction, friend-arc, sera, kael, phase-3, pattern-recognition]
notes: >
Paula's canonical Phase 3 line — preserved verbatim. Three facts in sequence, no explicit
connection drawn between them: Sera's testimony about Kael ('doesn't make mistakes'),
Kael's actual location, Sera's avoidance behavior. The detective is connecting dots but
not announcing the conclusion. The emotional weight is in 'Sera told me' — personal register
for the friend relationship — vs. the clinical observation about Lintar.
- id: pc-detective_m_d_con_007
text: "Two facts: Venn placed Kael at dock intake, second shift. Kael is in B-7. One new observation: Venn leaves every time Lintar enters the bar. Worth seeing if those connect."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: contradiction_detected
mood: [focused]
priority: 9
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
- id: "npc:sera-venn"
state: Contradicted
- id: "npc:torek-lintar"
relationship: PersonOfInterest
tags: [contradiction, friend-arc, sera, kael, phase-3, analytical, pattern-recognition]
notes: >
Alternate Phase 3 — analytical register throughout, no personal register even for Sera
(surname only). 'Worth seeing if those connect' is the detective's verbal tic of flagging
without concluding. The numbered format ('Two facts... One new observation') is the
detective's internal case-building style. Fully non-accusatory: the connection is not
stated, only the intent to look for it.
- id: pc-detective_m_d_con_008
text: "Venn's been managing her exits around Lintar. And she put Kael somewhere he isn't. Let's see what sits at the intersection of those two."
role: player_character
access: [public]
trust: surface
situation: [investigation, alone]
trigger: contradiction_detected
mood: [focused]
priority: 8
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
- id: "npc:sera-venn"
state: Contradicted
- id: "npc:torek-lintar"
relationship: PersonOfInterest
tags: [contradiction, friend-arc, sera, kael, phase-3, analytical]
notes: >
Alternate Phase 3. 'Let's see what' verbal tic, no accusation. 'Managing her exits' is
the detective naming Sera's avoidance behavior — behavioral description, not motive
attribution. 'Put Kael somewhere he isn't' — plain contradiction framing. The intersection
remains unstated. Detective is following the thread, not announcing what's on it.
@@ -1,92 +0,0 @@
character: detective
location: general
lines:
- id: pc-detective_m_d_001
text: "Sova Transit District. Population twelve thousand and change. Let's narrow that down."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, analytical]
- id: pc-detective_m_d_002
text: "The span gate resonance is constant here. Background radiation of a freight hub."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental]
- id: pc-detective_m_d_003
text: "First week on station. The case file is thin. The manifest discrepancies are not."
role: player_character
access: [public]
trust: surface
situation: [investigation]
trigger: time_idle
tags: [investigation, orientation]
- id: pc-detective_m_d_004
text: "Everyone knows I'm Commission. The conversations stop when I walk in. Noted."
role: player_character
access: [public]
trust: surface
situation: [investigation]
trigger: time_idle
tags: [investigation, social]
- id: pc-detective_m_d_005
text: "Station gravity's point-nine-three standard. Enough to notice after a long shift."
role: player_character
access: [public]
trust: surface
situation: [alone]
trigger: time_idle
tags: [environmental, personal]
- id: pc-detective_m_d_006
text: "The previous liaison rotated out three months ago. That gap matters."
role: player_character
access: [public]
trust: surface
situation: [investigation]
trigger: time_idle
tags: [investigation, analytical]
- id: pc-detective_m_d_007
text: "Back in the district. Let's see what changed while I wasn't watching."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: return_visit
tags: [arrival, analytical]
- id: pc-detective_m_d_008
text: "Recycled air, industrial residue, and that constant gate hum. Sova in three notes."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental, atmospheric]
- id: pc-detective_m_d_009
text: "Communities like this close ranks around outsiders. Patient work."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: time_idle
tags: [reflection, social]
- id: pc-detective_m_d_010
text: "The manifest data goes back eighteen months. The pattern starts around month six."
role: player_character
access: [public]
trust: surface
situation: [investigation]
trigger: time_idle
tags: [investigation, analytical]
@@ -1,274 +0,0 @@
character: detective
location: maintenance-corridors
lines:
# --- Arrival + Environmental Flavor ---
- id: pc-detective_m_d_001
text: "Maintenance level. Low lighting, exposed conduit, restricted access nobody enforces."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, environmental]
- id: pc-detective_m_d_002
text: "The air's different down here. Cooler. Damper. Less filtered."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental, atmospheric]
- id: pc-detective_m_d_003
text: "Service corridor B-section. Not on the public transit map. Interesting routing options."
role: player_character
access: [public]
trust: surface
situation: [arrival, investigation]
trigger: enter_location
tags: [arrival, investigation]
- id: pc-detective_m_d_004
text: "Water recycling conduits. The station's circulatory system, hidden from view."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental]
- id: pc-detective_m_d_005
text: "Pipe network branching three directions. Good for maintenance. Better for privacy."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental, analytical]
- id: pc-detective_m_d_006
text: "Emergency lighting only. Visibility reduced, but so is surveillance coverage."
role: player_character
access: [public]
trust: surface
situation: [arrival, investigation]
trigger: enter_location
tags: [environmental, investigation]
- id: pc-detective_m_d_007
text: "The rust smell is stronger near junction B-7. Older section. Less maintenance."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental, atmospheric]
- id: pc-detective_m_d_008
text: "Back in the corridors. Different route this time — mapping the alternatives."
role: player_character
access: [public]
trust: surface
situation: [arrival, investigation]
trigger: return_visit
tags: [arrival, investigation]
# --- Investigation Observations ---
- id: pc-detective_m_d_009
text: "Scuff marks on the floor. Recent, heavy. Cargo weight, not foot traffic."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
tags: [investigation, evidence]
- id: pc-detective_m_d_010
text: "The service hatch has been used recently. Oil on the handle, dust disturbed."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
tags: [investigation, evidence]
- id: pc-detective_m_d_011
text: "Restricted access, but the lock plate shows wear. Regular use by someone with clearance."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
tags: [investigation, evidence]
- id: pc-detective_m_d_012
text: "Sound carries differently down here. Voices from two junctions away, if you're patient."
role: player_character
access: [public]
trust: surface
situation: [investigation, routine]
trigger: hear_sound
tags: [environmental, investigation]
- id: pc-detective_m_d_013
text: "Chalk marks on the wall. Low, deliberate. Not maintenance notation — wrong color."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
tags: [investigation, evidence]
- id: pc-detective_m_d_014
text: "This corridor connects bay four to temp storage. Bypasses the main freight floor entirely."
role: player_character
access: [public]
trust: surface
situation: [arrival, investigation, routine]
trigger: enter_location
tags: [investigation, operational]
- id: pc-detective_m_d_015
text: "Footsteps ahead. Single set, moving fast. Someone who knows where they're going."
role: player_character
access: [public]
trust: surface
situation: [investigation, routine]
trigger: hear_sound
tags: [investigation, caution]
- id: pc-detective_m_d_016
text: "The temp storage access from this side isn't logged on the manifest system. Blind spot."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
tags: [investigation, evidence]
# --- Knowledge-Gated Lines ---
- id: pc-detective_m_d_017
text: "The cargo scuff pattern matches bay four containers. Dock to corridor to storage — the route."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: investigation.smuggling_route
min_confidence: suspects
priority: 8
tags: [investigation, evidence, breakthrough]
- id: pc-detective_m_d_018
text: "Those chalk marks match the courier's timing. Renn's route markers, if I had to guess."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: investigation.renn_courier_role
min_confidence: knows_of
priority: 7
tags: [npc, renn, investigation, evidence]
- id: pc-detective_m_d_019
text: "Camera blind spot at junction C-2. Coincidence, or someone mapped the coverage?"
role: player_character
access: [public]
trust: surface
situation: [investigation, observation, routine]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: investigation.surveillance_gaps
min_confidence: suspects
tags: [investigation, operational]
- id: pc-detective_m_d_020
text: "Standard container, no manifest checkpoint along this route. That's the gap."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.smuggling_route
min_confidence: knows_details
priority: 9
tags: [investigation, breakthrough]
- id: pc-detective_m_d_021
text: "Hatch lubricant is fresh. Someone's maintaining this access point. Not station maintenance."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: investigation.corridor_regular_use
min_confidence: knows_of
tags: [investigation, evidence]
- id: pc-detective_m_d_022
text: "Davan was seen near B-7 during off-shift. Cross-reference with container movements."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.kael_corridor_sighting
min_confidence: suspects
priority: 7
tags: [npc, kael, investigation]
- id: pc-detective_m_d_023
text: "Two access routes, one manifest checkpoint. Someone designed this gap. Or discovered it."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.oversight_gap_pattern
min_confidence: knows_details
tags: [investigation, analytical]
- id: pc-detective_m_d_024
text: "Rosta's gambling debt gives me leverage. But using it makes me the authority they resent."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.drin_gambling_debt
min_confidence: knows_details
priority: 6
tags: [npc, drin, investigation, moral]
- id: pc-detective_m_d_025
text: "Evidence is accumulating. Names, routes, timing. But I still can't see the full picture."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.ring_existence
min_confidence: suspects
tags: [investigation, reflection]
@@ -1,166 +0,0 @@
character: detective
location: opening
lines:
# Opening Hook Sequence — Ticket #300 — Detective Diegetic Tutorial Arc / First 5 Minutes
# 12 lines. Prerequisites null on all — fires before any knowledge graph state exists.
# Priority 8-10 ensures these fire before the general terminal pool lines.
# cooldown: 9999 — each line fires once, does not repeat.
# Arc: institutional orientation → sensory/analytical → lattice overlay → Commission kiosk → fog boundary →
# NPC lattice scan → Sera sighting → Sera warmth → manifest board → anomaly → flag it → operational settle.
# Contraction discipline: analytical lines = uncontracted; personal lines (Sera) = contracted.
# All lines fully schema-compliant per D-035 (role, access, trust, situation present).
- id: pc-detective_m_d_001
text: "Sova Transit. Mid-morning shift, dock lighting at half-cycle. Consistent with the Commission pre-arrival briefing."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start]
trigger: enter_location
mood: [focused]
priority: 10
cooldown: 9999
tags: [opening-hook, tutorial-arc, analytical, orientation]
notes: "Opening line. Reality matches the briefing — he arrived prepared. Establishes: detective as institutional outsider sent here. Cool-lit corridors per D-046 expressed through 'half-cycle' lighting observation. No contractions (analytical)."
- id: pc-detective_m_d_002
text: "Cargo lubricant, recycled atmosphere. Same mixture on every freight hub from here to the span gate hum. First observation: consistent with Commission briefing profile."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start]
trigger: enter_location
mood: [focused]
priority: 10
cooldown: 9999
tags: [opening-hook, tutorial-arc, atmospheric, analytical]
notes: "Environmental sensory in analytical register. Colon usage (detective verbal pattern, section 2.2). No contractions. 'span gate' is canonical terminology (D-036); 'hum' is sensory detail. Contrast with smuggler's 'Home sweet home' — same smell, opposite emotional valence. He's working, not home."
- id: pc-detective_m_d_003
text: "Lattice overlay initializing. Four identity flags in immediate range — cross-referencing against Commission case file."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start]
trigger: enter_location
mood: [focused]
priority: 10
cooldown: 9999
tags: [opening-hook, tutorial-arc, lattice, perception]
notes: "Teaches insert channel. The analytical lattice is active on entry — it flags and cross-references automatically. Teaches: detective's insert HUD is denser and diegetically active (D-048). Players learn the lattice is a tool, not decoration."
- id: pc-detective_m_d_004
text: "Commission kiosk confirmed my credentials on entry. Authority access logged. The floor knows someone's here."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start]
trigger: enter_location
mood: [focused]
priority: 9
cooldown: 9999
tags: [opening-hook, tutorial-arc, institutional, authority]
notes: "Commission kiosk visible, institutional standing established. Sardonic close — dry awareness of his effect on the social environment. Confidence register: wry humor (section 2.8). Teaches: Authority access tier, institutional role is visible to NPCs."
- id: pc-detective_m_d_005
text: "Visual range terminates at bay nine. Approximately fifteen meters. Consistent with district atmo settings."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start, observation]
trigger: enter_location
priority: 9
cooldown: 9999
tags: [opening-hook, tutorial-arc, fog, perception]
notes: "Fog boundary in analytical register. He clocks the measurement, notes 'approximately' — precision with honest calibration. Contrast with smuggler's 'Can't see the far dock' — same fog, different framing: limitation vs. measurement."
- id: pc-detective_m_d_006
text: "Dock workers distributed across nine visible bays. Lattice flagging each on contact. Names from the case file, faces from the floor."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start, observation]
trigger: enter_location
mood: [focused]
priority: 9
cooldown: 9999
tags: [opening-hook, tutorial-arc, lattice, orientation]
notes: "Spatial overview with lattice overlay tutorial. Explains how the insert channel works: lattice matches observed faces against the pre-loaded case file. Parallel structure ('Names from... faces from...'). Teaches: NPC identification comes through the lattice."
- id: pc-detective_m_d_007
text: "Venn, S. at the far terminal. She said she'd come in early."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start, social]
trigger: observe_npc
mood: [warm]
priority: 10
cooldown: 9999
tags: [opening-hook, tutorial-arc, sera, friend-arc]
notes: "First Sera sighting. Surname-initial filing first (institutional reflex) — then breaks to personal contracted voice ('she'd') in the same beat. Teaches contrast: case-file subjects get 'Davan, K.'; Sera gets a different register. D-033 Unknown/Neutral teal entity."
- id: pc-detective_m_d_008
text: "She's got the manifest logs open already. Field tech who knows how to pull records — she knows what I need before I ask."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start, social]
trigger: observe_npc
mood: [warm]
priority: 9
cooldown: 9999
tags: [opening-hook, tutorial-arc, sera, friend-arc]
notes: "Sera warmth. Fully contracted throughout ('She's', 'she knows') — personal mode, no analytical distance. Em-dash. Professional respect established without implying prior district visits. Contrast with how he processes everyone else. Teaches: some NPCs are in a different relational category (THE FRIEND pattern, D-034)."
- id: pc-detective_m_d_009
text: "Central manifest board: real-time container routing, weight declarations, bay assignments. Everything routes through here."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start, investigation]
trigger: enter_location
mood: [focused]
priority: 8
cooldown: 9999
tags: [opening-hook, tutorial-arc, manifest, investigation]
notes: "Manifest board labeled and cataloged. Colon usage (section 2.2). No contractions (analytical). Teaches: the manifest board is the information hub — and therefore the investigation's starting point."
- id: pc-detective_m_d_010
text: "Container 4471. Temp storage flag since yesterday. Standard turnaround is sub-eight hours — that's not standard."
role: player_character
access: [public]
trust: surface
situation: [arrival, observation, investigation]
trigger: observe_anomaly
mood: [focused, suspicious]
priority: 9
cooldown: 9999
tags: [opening-hook, tutorial-arc, manifest, investigation, anomaly]
notes: "First manifest anomaly. Specific container ID from case file. 'That's not standard' — only contraction in an analytical line, marking it as personal reaction to the finding. Sets the investigation hook: something is wrong before he asks a single question."
- id: pc-detective_m_d_011
text: "Worth flagging. Let's see what the shift logs say about that container's overnight routing."
role: player_character
access: [public]
trust: surface
situation: [observation, investigation]
trigger: observe_anomaly
mood: [focused]
priority: 8
cooldown: 9999
tags: [opening-hook, tutorial-arc, investigation, next-step]
notes: "'Worth flagging' + 'Let's see what' — both detective verbal tics in sequence (section 2.7). Frames the next investigative step. Teaches: investigation is incremental — observe, flag, investigate deeper."
- id: pc-detective_m_d_012
text: "Lattice stable. Nine identity flags and counting. Let's see what this shift tells me."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start]
trigger: enter_location
mood: [focused]
priority: 7
cooldown: 9999
tags: [opening-hook, tutorial-arc, lattice, operational]
notes: "Operational settle — closes the opening arc. Lattice confirmed active, identity count growing. 'Let's see what...' verbal tic as the closing beat. The whole opening hook lands here: credentials logged, floor scanned, first anomaly flagged. Investigation begins."
@@ -1,133 +0,0 @@
# Detective monologue: observing the Smuggler-as-NPC
# PC-as-NPC tell-inversion content (D-039 Wow Moment #4)
# Ticket: #401 | Sprint: 5
# Voice: analytical, complete sentences, observation → deduction
# Context: the detective watches the smuggler-NPC's behavioral tells.
# First playthrough: "This dock worker is interesting."
# Second playthrough: "That's MY corridor check. That's MY habit."
character: detective
location: general
lines:
# --- Tell Observations (5 core tells from pc-as-npc-spec.md section 8) ---
- id: pc-detective_m_d_001
text: "That dock worker checks the corridor before turning. Habitual. Military? Or just careful."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:pc-smuggler
state: known
tags: [npc, pc-smuggler, tell, corridor-check]
- id: pc-detective_m_d_002
text: "Movement pattern changed at shift change. More direct. Less idle. Interesting."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
prerequisites:
relationship:
target: npc:pc-smuggler
state: known
tags: [npc, pc-smuggler, tell, shift-transition]
- id: pc-detective_m_d_003
text: "Slight acceleration past the checkpoint. Most people do it. But this one does it every time."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
prerequisites:
relationship:
target: npc:pc-smuggler
state: known
tags: [npc, pc-smuggler, tell, security-proximity]
- id: pc-detective_m_d_004
text: "Same three people at the same table. Every shift. Consistent social group."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:pc-smuggler
state: known
tags: [npc, pc-smuggler, tell, social-clustering]
- id: pc-detective_m_d_005
text: "That worker checked container 4471 twice. The same container that's in my manifest discrepancy file."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: investigation.manifest_discrepancy
min_confidence: knows_of
relationship:
target: npc:pc-smuggler
state: known
priority: 8
tags: [npc, pc-smuggler, tell, cargo-attention, investigation]
# --- Accumulated Observation (gates on multiple tell sightings) ---
- id: pc-detective_m_d_006
text: "Three behavioral flags on one dock worker. Corridor awareness, shift-transition alertness, cargo fixation. That's a pattern."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
entity_attributes:
- entity: npc:pc-smuggler
key: behavior_flags
value: multiple_tells_observed
priority: 7
tags: [npc, pc-smuggler, investigation, analytical, pattern-recognition]
- id: pc-detective_m_d_007
text: "Cross-referencing the dock worker's shift schedule with manifest anomalies. Correlation: moderate."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.manifest_discrepancy
min_confidence: knows_of
relationship:
target: npc:pc-smuggler
state: person_of_interest
priority: 8
tags: [npc, pc-smuggler, investigation, evidence]
- id: pc-detective_m_d_008
text: "The dock worker and Davan eat together every shift. Same courier joins them. Tight operational cluster."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:pc-smuggler
state: known
entity_attributes:
- entity: npc:kael-davan
key: behavior_flags
value: social_clustering
tags: [npc, pc-smuggler, kael, renn, social-clustering, investigation]
@@ -1,525 +0,0 @@
character: detective
location: the-last-shift
lines:
# --- Arrival + Environmental Flavor ---
- id: pc-detective_m_d_001
text: "The Last Shift. Only place in this district that doesn't smell like freight lubricant."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, atmospheric]
- id: pc-detective_m_d_002
text: "Grain spirit and low conversation. The social nexus of Sova Transit."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, analytical]
- id: pc-detective_m_d_003
text: "Bar's busy tonight. Good — crowds talk. Bad — they notice outsiders."
role: player_character
access: [public]
trust: surface
situation: [arrival, investigation]
trigger: enter_location
tags: [arrival, investigation]
- id: pc-detective_m_d_004
text: "Standard district bar. Prefab fixtures, aftermarket lighting, a menu board nobody reads."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, environmental]
- id: pc-detective_m_d_005
text: "The Meridian feed on the wall display. Local news, freight indices, Assembly coverage."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental]
- id: pc-detective_m_d_006
text: "The overhead vent rattles every thirty seconds. Like clockwork. Nobody else notices."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental]
- id: pc-detective_m_d_007
text: "The conversation volume dropped when I walked in. Recovering now. They're adjusting."
role: player_character
access: [public]
trust: surface
situation: [arrival, investigation]
trigger: enter_location
tags: [social, investigation]
- id: pc-detective_m_d_008
text: "Back at the bar. Same booth. Let's see who's here and who isn't."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: return_visit
tags: [arrival, analytical]
- id: pc-detective_m_d_009
text: "Kitchen's running. Fried protein and something spiced. The bar's other currency: hot food."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental, atmospheric]
- id: pc-detective_m_d_010
text: "Someone carved initials into this table. Old. A history I don't have."
role: player_character
access: [public]
trust: surface
situation: [alone]
trigger: time_idle
tags: [environmental, reflection]
# --- NPC Commentary ---
- id: pc-detective_m_d_011
text: "The bartender — Sessik, L. Knows everyone. Watches everything. Gives away nothing."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, lera, analytical]
- id: pc-detective_m_d_012
text: "Good to see Sera. At least someone in this district speaks my language."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, sera, warm]
- id: pc-detective_m_d_013
text: "Lintar, T. — the loud one at the bar. Spends freely. Where's the money from?"
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
tags: [npc, torek, investigation]
- id: pc-detective_m_d_014
text: "A woman at the corner table — Tamm, N., according to Sera. Davan's partner."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, naia, analytical]
- id: pc-detective_m_d_015
text: "The regulars have assigned seating. Unofficial, but enforced. I don't have a spot yet."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [social, atmospheric]
- id: pc-detective_m_d_016
text: "Sessik greeted three people by name since I sat down. I got a nod. Progress."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: witness_interaction
tags: [npc, lera, social]
- id: pc-detective_m_d_017
text: "Two dock workers in the corner. Heads close, voices low. Not unusual for after-shift."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: witness_interaction
tags: [social, investigation]
- id: pc-detective_m_d_018
text: "Sera introduced me to Tamm. Brief, polite, guarded. Expected."
role: player_character
access: [public]
trust: surface
situation: [social]
trigger: post_conversation
tags: [npc, sera, naia, social]
- id: pc-detective_m_d_019
text: "Sessik poured my drink without asking. She remembered. Small thing, but noted."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, lera, social, warm]
- id: pc-detective_m_d_020
text: "The old man by the window hasn't spoken to anyone all evening. Watching, though."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [social, atmospheric]
# --- Knowledge-Gated Lines ---
- id: pc-detective_m_d_021
text: "Sera left when Torek arrived. Second time. Different excuse. Same result."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: behavioral.sera_avoidance_pattern
min_confidence: suspects
priority: 7
tags: [npc, sera, torek, tell, friend-arc]
- id: pc-detective_m_d_022
text: "That's the third time. Three excuses, one result. That's data."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: behavioral.sera_avoidance_pattern
min_confidence: knows_of
priority: 9
tags: [npc, sera, torek, tell, friend-arc, contradiction]
- id: pc-detective_m_d_023
text: "Lintar's spending doesn't match a dock worker's salary. Source unknown."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
prerequisites:
facts:
- fact_id: investigation.torek_spending_pattern
min_confidence: knows_of
tags: [npc, torek, investigation]
- id: pc-detective_m_d_024
text: "Sessik's eyes tracked me when I sat near the back room. Protective, not hostile."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
prerequisites:
facts:
- fact_id: knowledge.bar_back_room_significance
min_confidence: suspects
tags: [npc, lera, investigation]
- id: pc-detective_m_d_025
text: "Sera's being extra helpful tonight. Names, backgrounds, context. Compensating?"
role: player_character
access: [public]
trust: surface
situation: [investigation, social]
trigger: post_conversation
prerequisites:
relationship:
target: npc:sera-venn
state: person_of_interest
priority: 7
tags: [npc, sera, friend-arc, behavioral]
- id: pc-detective_m_d_026
text: "Same booth. Same warm smile. Same offer to buy me a drink. Everything except the truth."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:sera-venn
state: person_of_interest
priority: 8
tags: [npc, sera, contaminated-trust, friend-arc]
- id: pc-detective_m_d_027
text: "Tamm seems distressed tonight. Not her baseline. Something at home, or something she heard?"
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:naia-tamm
state: known
tags: [npc, naia, behavioral]
- id: pc-detective_m_d_028
text: "Sessik just redirected a conversation away from freight schedules. Protective reflex?"
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: witness_interaction
prerequisites:
facts:
- fact_id: knowledge.bar_ring_awareness
min_confidence: suspects
tags: [npc, lera, investigation]
- id: pc-detective_m_d_029
text: "Davan and his partner at the bar. She's talking. He's not listening. Noted."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: witness_interaction
prerequisites:
relationship:
target: npc:kael-davan
state: known
tags: [npc, kael, naia, behavioral]
- id: pc-detective_m_d_030
text: "The regulars are warming up. Three visits and I'm almost furniture. Almost."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: return_visit
prerequisites:
facts:
- fact_id: social.bar_regular_status
min_confidence: knows_of
tags: [social, progress]
# --- Kael Davan — Additional Bar Observations ---
# Ticket: #297 review fix | Filling detective monologue gap
- id: pc-detective_m_d_031
text: "Davan is different here. Looser. The dock worker persona drops and something warmer replaces it."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:kael-davan
state: known
tags: [npc, kael, behavioral, dual-context]
- id: pc-detective_m_d_032
text: "Davan checks the door every time it opens. Even here. Even off-shift. That is not relaxation."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:kael-davan
state: person_of_interest
priority: 7
tags: [npc, kael, tell, behavioral, friend-arc]
# --- Sera Venn FRIEND Arc — Tell Observations + Phase Transitions ---
# Ticket: #298 | Author: Paula
# These track the detective's evolving perception of Sera across the
# 5-phase FRIEND arc: trust > background data > pattern > question >
# contaminated trust. Contraction shifts mark objectivity loss.
- id: pc-detective_m_d_033
text: "Sera changed the subject when I mentioned manifests. Smooth. Practised, maybe."
role: player_character
access: [public]
trust: surface
situation: [investigation, social]
trigger: post_conversation
prerequisites:
facts:
- fact_id: behavioral.sera_topic_deflection
min_confidence: suspects
priority: 6
tags: [npc, sera, tell, behavioral, friend-arc]
- id: pc-detective_m_d_034
text: "She volunteers names, routines, context. Gives everything I ask for -- except what I did not."
role: player_character
access: [public]
trust: surface
situation: [investigation, social]
trigger: post_conversation
prerequisites:
relationship:
target: npc:sera-venn
state: friendly
priority: 6
tags: [npc, sera, tell, overcompensation, friend-arc]
- id: pc-detective_m_d_035
text: "Sera at the Commission kiosk. Third pass this shift. That is not standard recalibration."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
prerequisites:
facts:
- fact_id: behavioral.sera_kiosk_pattern
min_confidence: suspects
priority: 7
tags: [npc, sera, tell, peripheral, friend-arc]
- id: pc-detective_m_d_036
text: "Everything Sera told me checks out. Layout, schedules, regulars. Accurate. Thorough. Selective?"
role: player_character
access: [public]
trust: surface
situation: [investigation, social]
trigger: post_conversation
prerequisites:
relationship:
target: npc:sera-venn
state: friendly
priority: 5
tags: [npc, sera, analytical, phase-2-3, friend-arc]
- id: pc-detective_m_d_037
text: "She mentioned Naia's worry about Kael early -- before I had context. Priming, or concern?"
role: player_character
access: [public]
trust: surface
situation: [investigation, social]
trigger: post_conversation
prerequisites:
facts:
- fact_id: relationship.kael_naia_connection
min_confidence: knows_of
priority: 7
tags: [npc, sera, naia, retrospective, friend-arc]
- id: pc-detective_m_d_038
text: "Sera's institutional access goes further than field calibration. She could pull records I cannot."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
relationship:
target: npc:sera-venn
state: friendly
tags: [npc, sera, analytical, capability, friend-arc]
- id: pc-detective_m_d_039
text: "Assessment: Venn, S. Cooperative. Embedded. Competent. Green -- with reservations now."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: behavioral.sera_avoidance_pattern
min_confidence: suspects
priority: 7
tags: [npc, sera, phase-transition, analytical, friend-arc]
- id: pc-detective_m_d_040
text: "Correction: amber. The avoidance pattern is behavioural, not preferential. Data, not taste."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: behavioral.sera_avoidance_pattern
min_confidence: knows_of
priority: 9
tags: [npc, sera, phase-transition, tell, contradiction, friend-arc]
- id: pc-detective_m_d_041
text: "She's the first person who made this place feel less foreign. I need that to not matter right now."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
relationship:
target: npc:sera-venn
state: person_of_interest
priority: 8
tags: [npc, sera, emotional, phase-4-5, friend-arc]
- id: pc-detective_m_d_042
text: "Those early tips. The district layout, the introductions. Were those help -- or steering?"
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
relationship:
target: npc:sera-venn
state: person_of_interest
priority: 7
tags: [npc, sera, contaminated-trust, retrospective, friend-arc]
- id: pc-detective_m_d_043
text: "She's not a suspect. She's a friend with access to everything I need. That is the problem."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: behavioral.sera_avoidance_pattern
min_confidence: knows_of
priority: 8
tags: [npc, sera, contaminated-trust, phase-4-5, friend-arc]
- id: pc-detective_m_d_044
text: "Trust: compromised. The question is not what she told me. It is what she did not."
role: player_character
access: [public]
trust: surface
situation: [investigation, social]
trigger: post_conversation
prerequisites:
relationship:
target: npc:sera-venn
state: person_of_interest
priority: 9
tags: [npc, sera, contaminated-trust, phase-5, friend-arc, closing]
@@ -1,522 +0,0 @@
character: detective
location: the-terminal
lines:
# --- Arrival + Environmental Flavor ---
- id: pc-detective_m_d_001
text: "Logistics hub. Standard prefab, heavy foot traffic. Let's see what the shift change tells me."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, analytical]
- id: pc-detective_m_d_002
text: "Sixteen bays, four loading arms, one manifest board. Everything routes through here."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, orientation]
- id: pc-detective_m_d_003
text: "Cargo lubricant and recycled air. The smell of honest work. Or a convincing imitation."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, atmospheric]
- id: pc-detective_m_d_004
text: "Loading arm three has a grind in its cycle. Maintenance deferred — budget, or negligence?"
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental, analytical]
- id: pc-detective_m_d_005
text: "Shift change in twenty minutes. The handover period is where oversight gets thin."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation, routine]
trigger: time_idle
tags: [investigation, operational]
- id: pc-detective_m_d_006
text: "The manifest board updates in real-time. Container movement, weight, destination. All logged."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental, orientation]
- id: pc-detective_m_d_007
text: "Heavy foot traffic at shift change. Good — observation is easier in a crowd."
role: player_character
access: [public]
trust: surface
situation: [arrival, investigation]
trigger: enter_location
tags: [arrival, investigation]
- id: pc-detective_m_d_008
text: "Containers stacked to regulation height in most bays. Bay four is the exception."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
tags: [environmental, investigation]
- id: pc-detective_m_d_009
text: "Back at the hub. Different shift, different faces. Same manifest board."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: return_visit
tags: [arrival]
- id: pc-detective_m_d_010
text: "The dock lights are running half-cycle. Saves power. Also reduces visibility."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental, analytical]
- id: pc-detective_m_d_011
text: "Something in the air beyond the lubricant. Chemical, faint. Not standard freight residue."
role: player_character
access: [public]
trust: surface
situation: [arrival, investigation]
trigger: enter_location
tags: [environmental, investigation]
- id: pc-detective_m_d_012
text: "Overhead conveyor running at capacity. The manifest says otherwise. Interesting."
role: player_character
access: [public]
trust: surface
situation: [investigation, routine]
trigger: hear_sound
tags: [environmental, investigation]
# --- NPC Commentary ---
- id: pc-detective_m_d_013
text: "Shift supervisor Voss. Tense posture, checking the dock more than the schedule."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, voss, behavioral]
- id: pc-detective_m_d_014
text: "Korr, M. — freight scheduler. Efficient, focused. Either very good or very careful."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, maret, analytical]
- id: pc-detective_m_d_015
text: "Rosta, D. — dock inspector. Quick checks, minimal documentation. That's a pattern."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
tags: [npc, drin, investigation]
- id: pc-detective_m_d_016
text: "Dock worker. Davan, K. Unremarkable on paper. But he knows the bay layout cold."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, kael]
- id: pc-detective_m_d_017
text: "Conversations stop when I pass. Standard response to Commission presence. Expected."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: witness_interaction
tags: [social, investigation]
- id: pc-detective_m_d_018
text: "Two workers talking by bay six. One sees me, taps the other. Both go quiet."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: witness_interaction
tags: [social, investigation]
- id: pc-detective_m_d_019
text: "Voss gave Davan a look across the bay. Brief. Loaded. Filing it."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: witness_interaction
tags: [npc, voss, kael, behavioral]
- id: pc-detective_m_d_020
text: "The courier — Renn — moves fast. Efficient routing. Knows these corridors well."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, renn, analytical]
- id: pc-detective_m_d_021
text: "New shift starting. Different bodies, same avoidance radius around me."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [social, atmospheric]
- id: pc-detective_m_d_022
text: "Rosta's inspection of bay four took forty seconds. The others: three minutes each."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
tags: [npc, drin, investigation, behavioral]
- id: pc-detective_m_d_023
text: "Voss deflected when I asked about overnight containers. Smooth, but I caught it."
role: player_character
access: [public]
trust: surface
situation: [investigation, social]
trigger: post_conversation
tags: [npc, voss, investigation]
- id: pc-detective_m_d_024
text: "Korr won't make eye contact. Not hostility — something else. Anxiety, maybe."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, maret, behavioral]
# --- Knowledge-Gated Lines ---
- id: pc-detective_m_d_025
text: "Davan's lattice activity spiked. Expecting a message? Or checking for surveillance?"
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
prerequisites:
relationship:
target: npc:kael-davan
state: known
tags: [npc, kael, behavioral, tell]
- id: pc-detective_m_d_026
text: "Container 4471. Logged for temp storage overnight. Turnaround should be sub-eight hours."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: investigation.manifest_discrepancy
min_confidence: knows_of
priority: 7
tags: [investigation, evidence]
- id: pc-detective_m_d_027
text: "Weight discrepancy on the bay four manifest. Point-three kilos over declared. Noted."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: investigation.manifest_discrepancy
min_confidence: suspects
tags: [investigation, evidence]
- id: pc-detective_m_d_028
text: "Rosta's gambling debts are in the case file. Leverage, if I need it. Do I need it?"
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.drin_gambling_debt
min_confidence: knows_details
tags: [npc, drin, investigation, moral]
- id: pc-detective_m_d_029
text: "Three names keep appearing near the anomalous manifests: Voss, Davan, Renn. Coincidence?"
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.manifest_discrepancy
min_confidence: knows_of
priority: 7
tags: [investigation, analytical]
- id: pc-detective_m_d_030
text: "The shift transition creates a twenty-minute gap in active oversight. Every cycle."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation, routine]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.oversight_gap_pattern
min_confidence: knows_details
priority: 7
tags: [investigation, operational]
- id: pc-detective_m_d_031
text: "Korr changed the schedule after our conversation. Covering tracks, or just doing her job?"
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
entity_attributes:
- entity: npc:maret-korr
key: behavior_flags
value: schedule_modification
tags: [npc, maret, investigation]
- id: pc-detective_m_d_032
text: "Rosta inspects everything else by the book. Bay four is the exception. That's the tell."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
prerequisites:
facts:
- fact_id: investigation.drin_inspection_pattern
min_confidence: knows_of
priority: 8
tags: [npc, drin, investigation, behavioral]
- id: pc-detective_m_d_033
text: "Davan's at an unusual terminal. Not his assigned bay. Why the move?"
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
relationship:
target: npc:kael-davan
state: known
tags: [npc, kael, investigation]
- id: pc-detective_m_d_034
text: "Voss is watching me watch his people. He knows what I'm here for."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
prerequisites:
facts:
- fact_id: behavioral.voss_awareness
min_confidence: suspects
priority: 6
tags: [npc, voss, investigation]
- id: pc-detective_m_d_035
text: "The routing logs and the physical movement don't match. Someone's hand-editing."
role: player_character
access: [public]
trust: surface
situation: [investigation]
trigger: discover_evidence
prerequisites:
facts:
- fact_id: investigation.manifest_discrepancy
min_confidence: knows_details
priority: 9
tags: [investigation, evidence, breakthrough]
# --- Kael Davan FRIEND Arc — Additional Detective Observations ---
# Ticket: #297 review fix | Filling detective monologue gap (7 → 12 Kael lines)
- id: pc-detective_m_d_036
text: "Davan's shift pattern is clean. Too clean. Same bays, same hours, same rotation. Nothing out of place."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:kael-davan
state: known
tags: [npc, kael, analytical, behavioral]
- id: pc-detective_m_d_037
text: "Davan eats with the same group every shift. Social anchor, or keeping tabs?"
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:kael-davan
state: known
tags: [npc, kael, social, behavioral]
- id: pc-detective_m_d_038
text: "Davan handled that container routing without checking the manifest board. He knows the schedule by heart."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:kael-davan
state: known
priority: 6
tags: [npc, kael, behavioral, tell, competence]
- id: pc-detective_m_d_039
text: "Davan's posture changed when I approached bay four. Subtle. Filing it."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
relationship:
target: npc:kael-davan
state: person_of_interest
priority: 7
tags: [npc, kael, tell, behavioral, friend-arc]
- id: pc-detective_m_d_040
text: "Three manifests with weight discrepancies. All during Davan's shifts. Correlation is not causation. But noted."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.manifest_discrepancy
min_confidence: knows_of
relationship:
target: npc:kael-davan
state: person_of_interest
priority: 8
tags: [npc, kael, investigation, evidence, analytical]
# --- Triangle Activation: Sera Venn / Torek Lintar (T2: Sera-Detective-Commission, D-087) ---
# Fires post-TriangleActivated when player has LOS to Sera or Torek. One beat per line.
# Beat 1: pattern recognition. Beat 2: deviation logged. Beat 3: hypothesis. Beat 4: inference. Beat 5: procedural next step.
- id: pc-detective_m_d_041
text: "Venn changed her transit route. Bay six to bay four bypass — three times today."
role: player_character
access: [public]
trust: surface
situation: [triangle_activated]
trigger: observe_npc
mood: [suspicious]
priority: 8
cooldown: 9999
tags: [triangle-signal, tell-observation, npc, sera, analytical]
prerequisites:
npc_in_los: true
- id: pc-detective_m_d_042
text: "She passed Torek without acknowledgment. Third instance logged. They have worked adjacent bays for months."
role: player_character
access: [public]
trust: surface
situation: [triangle_activated]
trigger: observe_npc
mood: [suspicious]
priority: 8
cooldown: 9999
tags: [triangle-signal, tell-observation, npc, sera, torek, behavioral]
prerequisites:
npc_in_los: true
- id: pc-detective_m_d_043
text: "Avoidance without cause. Either she does not know about the discrepancy, or she knows and has chosen silence."
role: player_character
access: [public]
trust: surface
situation: [triangle_activated]
trigger: observe_npc
mood: [suspicious]
priority: 8
cooldown: 9999
tags: [triangle-signal, tell-observation, npc, sera, analytical, friend-arc]
prerequisites:
npc_in_los: true
- id: pc-detective_m_d_044
text: "Possible explanations: fear, loyalty, complicity. Insufficient data to distinguish."
role: player_character
access: [public]
trust: surface
situation: [triangle_activated]
trigger: observe_npc
mood: [suspicious]
priority: 8
cooldown: 9999
tags: [triangle-signal, tell-observation, npc, sera, analytical, friend-arc]
prerequisites:
npc_in_los: true
- id: pc-detective_m_d_045
text: "Worth a direct conversation. Controlled setting. Not here."
role: player_character
access: [public]
trust: surface
situation: [triangle_activated]
trigger: observe_npc
mood: [suspicious]
priority: 8
cooldown: 9999
tags: [triangle-signal, tell-observation, npc, sera, procedural, friend-arc]
prerequisites:
npc_in_los: true
@@ -1,243 +0,0 @@
character: detective
location: tutorial
lines:
# Diegetic Tutorial Monologue — Ticket #330 — Detective
# Authored per sprint-17 copy briefing and D-016 (internal monologue as core system).
#
# These lines teach mechanics through character voice — not UI instructions.
# Distinct from opening.yaml (which covers the first 5 minutes and sets voice/motivation).
# These fire on first-time events throughout gameplay, wherever they occur.
#
# Coverage:
# Movement / exploration — first_move, first_new_section
# Fog of perception — first_fog_encounter, first_fog_edge
# Sound model — first_sound_heard, first_off_screen_sound
# NPC interaction — first_npc_proximity, first_npc_face_read
# Insert / HUD — first_insert_open, first_insert_contact_flag
#
# Voice: analytical, procedure-oriented, careful. No contractions in analytical mode.
# Colon usage for categorization. 'Let's see what...' and 'Worth flagging' verbal tics.
# ID discriminator: _tut_ per sprint briefing.
# cooldown: omitted — fire-once enforced by trigger semantics (first_* triggers
# fire once per game), not by a cooldown value.
# priority: 8 (primary, one per trigger type), 6 (secondary variant, mood-weighted alternate).
#
# Schema corrections (Gestalt review, Sprint 17):
# priority: string "tutorial" → integer. All other monologue files use integer priority;
# string value would fail engine parse in monologue.rs.
# situation: removed invalid values (movement, exploration) not in D-035 13-situation
# enum. Replaced with arrival, routine per actual trigger context.
#
# Trigger types (first_move, first_new_section, first_fog_encounter, first_fog_edge,
# first_sound_heard, first_off_screen_sound, first_npc_proximity, first_npc_face_read,
# first_insert_open, first_insert_contact_flag) are extended trigger enum values not in
# D-035 v0.1 set — require server-side implementation in monologue.rs.
# -----------------------------------------------------------------------
# MOVEMENT / EXPLORATION
# -----------------------------------------------------------------------
- id: pc-detective_m_d_tut_001
text: "Signage: section designators on the corridor wall. Commission-standard markings. Worth learning before the district learns me."
role: player_character
access: [public]
trust: surface
situation: [arrival, routine]
trigger: first_move
mood: [focused]
priority: 8
tags: [tutorial, movement, navigation, analytical]
notes: >
Detective version of the 'check the signage' tutorial. Colon usage for the signage
label (section 2.2 verbal pattern). 'Commission-standard markings' — institutional
framing; he reads the environment through his professional lens first. 'Worth learning
before the district learns me' — dry awareness of his asymmetric visibility in this
community. Same teaching as the smuggler version, different cognitive frame.
- id: pc-detective_m_d_tut_002
text: "Three sections in range from the main terminal. Commission briefing had the layout. Let's confirm it against the floor."
role: player_character
access: [public]
trust: surface
situation: [arrival, investigation]
trigger: first_new_section
mood: [focused]
priority: 6
tags: [tutorial, movement, navigation, analytical]
notes: >
Fires on entering a new section for the first time. 'Commission briefing had the
layout' — he arrived with a map, now he's verifying it against reality. 'Let's
confirm it against the floor' — 'Let's' verbal tic, investigative method stated as
principle: documentation is a starting point, not a substitute for observation.
Teaches: the district has distinct sections to explore.
# -----------------------------------------------------------------------
# FOG OF PERCEPTION
# -----------------------------------------------------------------------
- id: pc-detective_m_d_tut_003
text: "Visual range terminates at the corridor junction. Consistent with district atmo settings. Anything past that point: unconfirmed."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: first_fog_encounter
mood: [focused]
priority: 8
tags: [tutorial, fog, perception, analytical]
notes: >
Detective fog tutorial — analytical register throughout. 'Visual range terminates at'
instead of 'Can't see past.' 'Consistent with atmo settings' — he already knows this
is an environmental property, not an anomaly. 'Anything past that point: unconfirmed'
— colon usage, precise epistemic status. Teaches: perception boundary exists, and
the detective categorizes it as an information state, not a barrier. Compare to
smuggler's 'Might be worth checking' — same fog, different response.
- id: pc-detective_m_d_tut_004
text: "Can't clear the far bay from here. Going around is the procedure — not a limitation, a working condition."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: first_fog_edge
mood: [focused]
priority: 6
tags: [tutorial, fog, perception, analytical]
notes: >
Second fog encounter line — fires at a fog zone boundary. 'Going around is the
procedure' — detective frames the limitation as methodology. The second clause
('not a limitation, a working condition') is self-instruction: he's telling himself
not to treat fog as frustrating but as standard operating environment. Teaches:
perception range is persistent throughout gameplay, and the correct response is
movement, not waiting.
# -----------------------------------------------------------------------
# SOUND MODEL
# -----------------------------------------------------------------------
- id: pc-detective_m_d_tut_005
text: "Voices. Down the corridor. Source count indeterminate from here — distance degrades clarity."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: first_sound_heard
mood: [focused]
priority: 8
tags: [tutorial, sound, perception, analytical]
notes: >
Detective sound tutorial — analytical framing of the briefing's example. 'Source count
indeterminate' is the precise version of 'can't tell how many.' 'Distance degrades
clarity' — technical, causal. He hears, notes what he can establish (voices, direction)
and what he can't (count, content). No contractions. Teaches: sound channel is active
and distance-limited. Compare to smuggler's 'Can't make out the words' — same acoustic
reality, systematized differently.
- id: pc-detective_m_d_tut_006
text: "Footsteps. Metal-grated surface. Two sets minimum — moving away. Service access corridor, by the acoustic signature."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: first_off_screen_sound
mood: [focused]
priority: 6
tags: [tutorial, sound, perception, analytical]
notes: >
Second sound tutorial — fires on an off-screen audio source. The detective parses
the sound through multiple analytical dimensions: surface type, count, direction,
room type. 'Two sets minimum' — precise but not overclaiming. 'By the acoustic
signature' is technical terminology applied to diegetic audio interpretation.
Teaches: sound carries more than presence — floor type, distance, count, direction
are all extractable. The detective extracts all of them automatically.
# -----------------------------------------------------------------------
# NPC INTERACTION
# -----------------------------------------------------------------------
- id: pc-detective_m_d_tut_007
text: "Civilians in range. Standard approach: observe before engaging. Let them surface what's relevant before directing the conversation."
role: player_character
access: [public]
trust: surface
situation: [social, observation]
trigger: first_npc_proximity
mood: [focused]
priority: 8
tags: [tutorial, npc, interaction, analytical]
notes: >
Detective NPC tutorial — procedural, method-as-principle. 'Civilians in range' is
his categorization (Commission-trained: everyone is a witness category until proven
otherwise). 'Standard approach' — he has a protocol. 'Let them surface what's relevant'
is the investigative principle: don't prime witnesses, let them self-select information.
No contractions throughout. Teaches: NPC interaction is player-initiated and
approach-sensitive. Different method than the smuggler ('give them reason to') —
same outcome, different social model.
- id: pc-detective_m_d_tut_008
text: "Commission credentials flag on approach. They know who I am before I speak. Worth noting who adjusts their behavior."
role: player_character
access: [public]
trust: surface
situation: [social, investigation]
trigger: first_npc_face_read
mood: [focused]
priority: 6
tags: [tutorial, npc, observation, analytical, authority]
notes: >
Fires when the player observes an NPC at close range. The detective's asymmetry:
his authority access tier makes him visible in ways the smuggler is not. NPCs react
to his presence before interaction begins. 'Worth noting who adjusts their behavior'
— 'Worth' verbal tic, sets up behavioral observation as investigation method. Teaches:
the detective's Commission credentials affect NPC behavior, and that behavioral
response is data.
# -----------------------------------------------------------------------
# INSERT / HUD
# -----------------------------------------------------------------------
- id: pc-detective_m_d_tut_009
text: "Lattice overlay active: time, contact positions, flagged entities. Commission-linked. Standard procedure to keep it running."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: first_insert_open
mood: [focused]
priority: 8
tags: [tutorial, insert, hud, analytical]
notes: >
Detective insert tutorial. Colon usage: catalogs what the overlay contains. 'Commission-
linked' — institutional framing, establishes why the detective's HUD is denser than
the smuggler's. 'Standard procedure' — not a discovery, a protocol. Teaches: the
insert is an active investigation tool, not optional. Compare to smuggler's 'Should
show the time and nearby contacts' — same overlay, presented as procedural requirement
vs. operational check.
- id: pc-detective_m_d_tut_010
text: "Nine identity flags in range. Cross-referencing case file now. Let's see what matches."
role: player_character
access: [public]
trust: surface
situation: [investigation, routine]
trigger: first_insert_contact_flag
mood: [focused]
priority: 6
tags: [tutorial, insert, hud, lattice, investigation]
notes: >
Fires when the insert first populates with flagged entities. Count given precisely
('Nine identity flags'). 'Case file' — the detective's overlay cross-references a
pre-loaded investigation file, not just a general registry. 'Let's see what matches'
— 'Let's see what' verbal tic closing the tutorial sequence. Teaches: the detective's
insert is investigation-keyed, matching observed faces against case file entries.
This is why his overlay is analytically denser than the smuggler's.
@@ -1,228 +0,0 @@
character: smuggler
location: contradiction
lines:
# Contradiction Monologue — Ticket #552 — Sera/Kael FRIEND Arc (Smuggler perspective)
# Authored per D-083 (contradiction detection pipeline) and Paula Round 2 Mellanie spec
# (docs/workshops/knowledge-flow-npc-boundaries/paula-round2.md, lines 117-158).
#
# Trigger: contradiction_detected fires when the smuggler observes Kael in Corridor B-7
# with an unrecognized contact — contradicting Kael's stated location and ring protocol.
# Event payload: source_display_name = "Kael Davan", subject_display_name = "Kael Davan"
# (Kael is both source and subject: he placed himself elsewhere, smuggler sees him here.)
#
# FRIEND-pattern NPCs always use hand-authored lines — generic template fallback
# does not fire for this arc.
#
# Authoring principle: cognitive dissonance, not accusation. The smuggler reads social
# signals instinctively, but doesn't conclude — she contains the alarm. Street-smart
# gut reaction, not analytical procedure.
#
# Phase 2 lines: first observation — Kael in B-7 with unknown contact.
# Prerequisite: KG entry for Kael has state: Contradicted, source: ToldBy(Kael Davan)
# Phase 3 lines: behavioral pattern already accumulating — increased lattice checking,
# shortened interactions, early exits from break room.
# Prerequisite: Phase 2 + Kael's behavioral anomalies observed (count >= 2).
#
# ID discriminator: _con_ marks contradiction lines per Q-028 pending resolution.
# cooldown: omitted — fire-once enforced by trigger semantics (contradiction_detected
# fires once per KG state change), not by a cooldown value.
#
# Note: contradiction_detected is a new trigger type — requires server-side implementation
# in monologue.rs (ticket #550). Secondary beat lines use lower priority for sequencing;
# server team should implement delay_after_trigger_ticks for proper 3-5 second gap.
# -----------------------------------------------------------------------
# PHASE 2 — Primary beat (fires on contradiction_detected, immediate)
# -----------------------------------------------------------------------
- id: pc-smuggler_m_s_con_001
text: "Kael said second shift was clear. He's in B-7. With someone I don't know."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: contradiction_detected
mood: [focused, anxious]
priority: 10
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
tags: [contradiction, friend-arc, kael, phase-2, operational]
notes: >
Primary line — three beats, three facts. 'Kael said' names the source (friend register,
first name). 'He's in B-7' is the observation. 'With someone I don't know' is the alarm:
not just wrong location, but outside the ring. Fragment structure throughout — the smuggler
clocks a scene in pieces. No accusation, no conclusion: just inventory of what's wrong.
- id: pc-smuggler_m_s_con_002
text: "That's Kael. Restricted corridor. Unrecognized contact. Kael doesn't come to B-7."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: contradiction_detected
mood: [focused]
priority: 9
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
tags: [contradiction, friend-arc, kael, phase-2, operational]
notes: >
Alternate primary — catalog format. 'That's Kael' opens with identification, not alarm:
recognition first, then the wrong details fall into place. Each fragment adds one layer
of what's wrong. Close: 'Kael doesn't come to B-7' — negative statement of prior
expectation, which is now violated. No contraction in the closing declarative (emphasis).
- id: pc-smuggler_m_s_con_003
text: "He's in B-7. He told me he'd be heading home after shift. One of those isn't the case."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: contradiction_detected
mood: [focused, anxious]
priority: 9
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
tags: [contradiction, friend-arc, kael, phase-2]
notes: >
Alternate primary — echoes the Paula canonical structure (observation / prior claim /
contradiction stated) but in the smuggler's voice. 'He told me' is personal register
(friend, not colleague). 'One of those isn't the case' — the smuggler's understated
version of flagging a contradiction: not 'one of them is a lie' but 'isn't the case.'
Epistemic containment in plain language.
# -----------------------------------------------------------------------
# PHASE 2 — Secondary beat (gut-level recalibration, operational containment)
# Server team (#550): implement delay_after_trigger_ticks: 90 for 3-5s gap.
# -----------------------------------------------------------------------
- id: pc-smuggler_m_s_con_004
text: "Maybe there's a reason. There's always a reason. But Kael knows better than to run a meeting in a maintenance corridor without telling me."
role: player_character
access: [public]
trust: surface
situation: [investigation, alone]
trigger: contradiction_detected
mood: [focused, anxious]
priority: 7
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
tags: [contradiction, friend-arc, kael, phase-2, cognitive-dissonance, secondary-beat]
notes: >
Secondary beat — fires 3-5 seconds after primary. Self-challenge first: the smuggler
gives Kael benefit of the doubt, then immediately walks it back with operational
logic. 'There's always a reason' is the street-smart equivalent of epistemic
containment — she's seen strange things before. The closing line is where the alarm
lives: this isn't strange, it's a protocol violation.
Lower priority (7) ensures primary lines fire first; server team should implement
delay_after_trigger_ticks for proper sequencing.
- id: pc-smuggler_m_s_con_005
text: "Don't assume. Could be he's running something for Nils I wasn't told about. Could be something else. The second thing is the problem."
role: player_character
access: [public]
trust: surface
situation: [investigation, alone]
trigger: contradiction_detected
mood: [focused]
priority: 6
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
tags: [contradiction, friend-arc, kael, phase-2, operational, cognitive-dissonance, secondary-beat]
notes: >
Alternate secondary beat. 'Don't assume' is the smuggler's self-instruction (operational
discipline). Two possibilities held open: ring-authorized (names Nils — the coordinator)
vs. outside the ring. 'The second thing is the problem' — the alarm, stated as dry
understatement. Operational logic applied to an emotional moment: the smuggler
keeps the processing clean even when the stakes are personal.
# -----------------------------------------------------------------------
# PHASE 3 — Behavioral pattern accumulated (increased lattice checking, early exits)
# Requires: Kael behavioral anomalies observed prior to the B-7 contradiction.
# -----------------------------------------------------------------------
- id: pc-smuggler_m_s_con_006
text: "He's been distracted for three days. Lattice checks every few minutes, leaving lunch early. Now a B-7 meeting with someone outside the ring. Kael's working an angle he hasn't told me about."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: contradiction_detected
mood: [focused, anxious]
priority: 10
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
tells_observed: 2
tags: [contradiction, friend-arc, kael, phase-3, pattern-recognition, operational]
notes: >
Phase 3 primary — connects all accumulated behavioral data to the contradiction. Fragment
catalog builds the picture: three days of signals, then this. Closing line names the
conclusion without naming its implication: 'working an angle' is street-smart language
for running something unauthorized, but the smuggler doesn't say 'exit attempt' —
she doesn't know that yet.
Note: tells_observed is a proposed prerequisite field — server team (#550) to implement
or simplify to a different check.
- id: pc-smuggler_m_s_con_007
text: "Kael doesn't run his own contacts. Devra handles external. So either Devra knows about this, or Kael's outside protocol. Neither's good."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: contradiction_detected
mood: [focused]
priority: 9
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
tells_observed: 2
tags: [contradiction, friend-arc, kael, phase-3, operational]
notes: >
Alternate Phase 3 — operational knowledge applied. The smuggler knows ring structure:
Devra manages external contacts, Kael handles cargo logistics. An unrecognized contact
means either Devra is running something Kael's involved in (plausible, alarming) or
Kael went outside protocol (worse). Both possibilities named, neither closed. 'Neither's
good' — the smuggler's understated close for a significant threat read.
- id: pc-smuggler_m_s_con_008
text: "He's been somewhere else in his head all week. Now I know why. Whoever that was — not ring. Kael's looking for a way out."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: contradiction_detected
mood: [anxious]
priority: 8
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
tells_observed: 2
tags: [contradiction, friend-arc, kael, phase-3, intuition]
notes: >
Alternate Phase 3 — gut read, highest emotional weight. 'Somewhere else in his head'
describes the behavioral changes without cataloging them. 'Now I know why' — the click
of understanding arriving. 'Not ring' — short, certain, two words. 'Looking for a way
out' is street-smart language for exit attempt: the smuggler doesn't know the details
but the read is right. This line is the closest the smuggler comes to naming what's
happening — and she still doesn't say it explicitly.
@@ -1,92 +0,0 @@
character: smuggler
location: general
lines:
- id: pc-smuggler_m_s_001
text: "Another day on Sova. Same air, same hum, same faces."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, atmospheric]
- id: pc-smuggler_m_s_002
text: "The span gate hum's louder today. Maintenance hasn't touched it in weeks."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental]
- id: pc-smuggler_m_s_003
text: "Twenty minutes between shifts. That's the window. Always has been."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: time_idle
tags: [operational, orientation]
- id: pc-smuggler_m_s_004
text: "People talk about leaving Sova. Nobody actually does."
role: player_character
access: [public]
trust: surface
situation: [alone]
trigger: time_idle
tags: [reflection]
- id: pc-smuggler_m_s_005
text: "Two years of this. Still not used to the gate vibration in my teeth."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental, personal]
- id: pc-smuggler_m_s_006
text: "The money's good. The risk's manageable. Keep telling yourself that."
role: player_character
access: [public]
trust: surface
situation: [alone]
trigger: time_idle
tags: [reflection, operational]
- id: pc-smuggler_m_s_007
text: "Back again. Same corridors, same shortcuts, same reasons."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: return_visit
tags: [arrival]
- id: pc-smuggler_m_s_008
text: "Commission patrols are thinner this cycle. Good or bad — hard to say."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
tags: [operational, caution]
- id: pc-smuggler_m_s_009
text: "If anyone asks, I'm clocking overtime. That's always the story."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: time_idle
tags: [operational, cover]
- id: pc-smuggler_m_s_010
text: "Recycled air tastes different near the outer ring. Sharper. More machine."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental, atmospheric]
@@ -1,270 +0,0 @@
character: smuggler
location: maintenance-corridors
lines:
# --- Arrival + Environmental Flavor ---
- id: pc-smuggler_m_s_001
text: "Service corridor. Dim lights, damp walls, and the constant drip of condensation."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, atmospheric]
- id: pc-smuggler_m_s_002
text: "Cooler down here. The ventilation doesn't reach this far."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental, atmospheric]
- id: pc-smuggler_m_s_003
text: "The access panel's still loose. Good — our route's intact."
role: player_character
access: [public]
trust: surface
situation: [arrival, routine]
trigger: enter_location
tags: [arrival, operational]
- id: pc-smuggler_m_s_004
text: "Pipes groaning overhead. Station's old. These corridors are older."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental, atmospheric]
- id: pc-smuggler_m_s_005
text: "Water recycling rumbles through the walls down here. Constant."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental]
- id: pc-smuggler_m_s_006
text: "Back in the maintenance tunnels. Rust and coolant."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: return_visit
tags: [arrival, atmospheric]
- id: pc-smuggler_m_s_007
text: "Emergency lighting only. Just enough to see where you're going."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental]
- id: pc-smuggler_m_s_008
text: "Footsteps echo different down here. You learn to listen."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental, operational]
# --- NPC + Operational ---
- id: pc-smuggler_m_s_009
text: "Renn's chalk marks on the wall. Route's been used recently."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_anomaly
tags: [operational, renn]
- id: pc-smuggler_m_s_010
text: "Someone left a crate at junction B-4. Not one of ours."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_anomaly
tags: [operational, caution]
- id: pc-smuggler_m_s_011
text: "The temp storage hatch is warm. Cargo cycled through recently."
role: player_character
access: [public]
trust: surface
situation: [arrival, routine]
trigger: enter_location
tags: [operational]
- id: pc-smuggler_m_s_012
text: "Scratches on the lock plate. Someone's been forcing this access point."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
tags: [environmental, caution]
- id: pc-smuggler_m_s_013
text: "Timer says twelve minutes until the oversight gap closes. Plenty."
role: player_character
access: [public]
trust: surface
situation: [alone, routine]
trigger: time_idle
tags: [operational]
- id: pc-smuggler_m_s_014
text: "That's Renn's jacket on the pipe junction. He was here."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_anomaly
tags: [npc, renn, operational]
- id: pc-smuggler_m_s_015
text: "Voices echoing from the junction. Can't make out words yet."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [caution]
- id: pc-smuggler_m_s_016
text: "The route through B-section is clear. Voss kept his word."
role: player_character
access: [public]
trust: surface
situation: [arrival, routine]
trigger: enter_location
tags: [operational, voss]
# --- Knowledge-Gated Lines ---
- id: pc-smuggler_m_s_017
text: "Corridor B-7. This is where I saw Kael. With someone I don't know."
role: player_character
access: [public]
trust: surface
situation: [arrival, investigation]
trigger: enter_location
prerequisites:
facts:
- fact_id: investigation.kael_corridor_meeting
min_confidence: suspects
priority: 8
tags: [npc, kael, contradiction, friend-arc]
- id: pc-smuggler_m_s_018
text: "Fresh boot prints in the dust. Two sets. Different sizes."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: investigation.kael_corridor_meeting
min_confidence: suspects
tags: [evidence, kael, friend-arc]
- id: pc-smuggler_m_s_019
text: "New scratch marks on the service hatch. Someone's using our route."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: awareness.ring_route_compromise
min_confidence: suspects
priority: 7
tags: [operational, caution]
- id: pc-smuggler_m_s_020
text: "The container in temp was supposed to move last shift. It didn't. Why?"
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: investigation.container_delay
min_confidence: knows_of
tags: [operational, contraband]
- id: pc-smuggler_m_s_021
text: "Camera's been repositioned at junction C-2. Who authorized that?"
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: awareness.surveillance_change
min_confidence: suspects
priority: 7
tags: [investigation, caution]
- id: pc-smuggler_m_s_022
text: "If Kael's meeting people down here without telling us, the whole route's exposed."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation, routine]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.kael_unknown_contact
min_confidence: knows_of
priority: 8
tags: [npc, kael, operational, friend-arc]
- id: pc-smuggler_m_s_023
text: "Sealed containers don't end up in temp storage by accident. Someone rerouted."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: knowledge.ring_routing_knowledge
min_confidence: knows_details
tags: [operational, contraband]
- id: pc-smuggler_m_s_024
text: "Kael's not answering his lattice. He was supposed to meet me here."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
relationship:
target: npc:kael-davan
state: person_of_interest
priority: 7
tags: [npc, kael, concern, friend-arc]
- id: pc-smuggler_m_s_025
text: "Someone wiped the dust off this hatch. Recently. Carefully."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
tags: [environmental, caution]
@@ -1,152 +0,0 @@
character: smuggler
location: opening
lines:
# Opening Hook Sequence — Ticket #299 — Smuggler Diegetic Tutorial Arc / First 5 Minutes
# 11 lines. Prerequisites null on all — fires before any knowledge graph state exists.
# Priority 8-10 ensures these fire before the general terminal pool lines.
# cooldown: 9999 — each line fires once, does not repeat.
# Arc: station hum → spatial count → fog boundary → thin crowd → Kael sighting ×2 → news ticker → sound ping → time countdown → settle ×2.
# All lines fully schema-compliant per D-035 (role, access, trust, situation present).
- id: pc-smuggler_m_s_001
text: "Station hum. B-flat, steady — freight's moving."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start]
trigger: enter_location
mood: [content]
priority: 10
cooldown: 9999
tags: [opening-hook, tutorial-arc, atmospheric]
notes: "Opening sensation. Station audio registers first — the hum tells her freight is running. Teaches: audio environment carries operational information (D-074)."
- id: pc-smuggler_m_s_002
text: "Sixteen bays, three arms running. Standard morning."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start]
trigger: enter_location
mood: [content]
priority: 10
cooldown: 9999
tags: [opening-hook, tutorial-arc, orientation]
notes: "Spatial orientation. She clocks the floor in two beats — count of bays, count of running arms. Everything in fragments. Teaches: the terminal layout."
- id: pc-smuggler_m_s_003
text: "Haze past bay eight today. Can't see the far dock from here."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start, observation]
trigger: enter_location
mood: [content]
priority: 10
cooldown: 9999
tags: [opening-hook, tutorial-arc, fog, perception]
notes: "Fog boundary. She notices the edge of her vision as a fact of the floor, not a mechanic. Teaches: perception range has limits (D-015, D-046)."
- id: pc-smuggler_m_s_004
text: "Morning crew's spread thin. Good. Room to move."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start]
trigger: enter_location
mood: [content]
priority: 9
cooldown: 9999
tags: [opening-hook, tutorial-arc]
notes: "Light crowd = operational comfort. 'Good.' standalone verbal tic (section 1.7). Teaches: NPC density affects movement options."
- id: pc-smuggler_m_s_005
text: "Kael's at dock three. Right where he should be."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start, social]
trigger: observe_npc
mood: [content, warm]
priority: 10
cooldown: 9999
tags: [opening-hook, tutorial-arc, kael, friend-arc]
notes: "First Kael sighting. Warm, immediate — she locates him before she finishes reading the floor. Teaches: named NPCs are identifiable via insert overlay (D-033 green entity)."
- id: pc-smuggler_m_s_006
text: "Already has his clipboard. Day's organized before it starts. Two years, same routine."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start, social]
trigger: observe_npc
mood: [warm]
priority: 9
cooldown: 9999
tags: [opening-hook, tutorial-arc, kael, friend-arc]
notes: "Kael warmth through behavior-reading, not labeling. Three beats: observation → interpretation → familiarity. 'Two years, same routine' says she knows his patterns intimately. Establishes: Kael is trusted, competent, reliable — the baseline before the friend arc erodes it."
- id: pc-smuggler_m_s_007
text: "Bulletin board's got a new Commission notice. Lattice registration updates. Not today's problem."
role: player_character
access: [public]
trust: surface
situation: [arrival, routine]
trigger: enter_location
mood: [content]
priority: 8
cooldown: 9999
tags: [opening-hook, tutorial-arc, news-ticker]
notes: "News ticker glance. She reads and dismisses it. The Commission exists as background noise — relevant only when it stops being ignorable. Teaches: environmental text exists, player can engage or skip. D-037 irony: lattice registration is exactly what the ring circumvents."
- id: pc-smuggler_m_s_008
text: "Span gate echo from dock fourteen. Something inbound, running heavy by the sound of it."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start, observation]
trigger: hear_sound
mood: [content]
priority: 9
cooldown: 9999
tags: [opening-hook, tutorial-arc, sound, perception]
notes: "First sound ping at the edge of range. She interprets pitch instantly — the echo tells her load weight. Teaches: sound carries operational information (D-018, D-074 sound model). Sound channel is meaningful."
- id: pc-smuggler_m_s_009
text: "Shift board says light cargo today. Fifty minutes before Voss does his rounds."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start, routine]
trigger: enter_location
mood: [content]
priority: 8
cooldown: 9999
tags: [opening-hook, tutorial-arc, operational]
notes: "'Fifty minutes' = time-as-countdown verbal tic (section 1.7). She's already calculating windows. Teaches: time and NPC patrol rhythms are trackable."
- id: pc-smuggler_m_s_010
text: "Same floor, same faces, same hum. Could be worse."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start]
trigger: enter_location
mood: [content]
priority: 8
cooldown: 9999
tags: [opening-hook, tutorial-arc, atmospheric]
notes: "Settling line. Baseline contentment. Parallel three-beat structure then understatement. 'Could be worse' is her comfort language — not enthusiastic, just settled. Voice anchor for confidence register (section 1.8)."
- id: pc-smuggler_m_s_011
text: "Dock's clean this morning. Good start."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start, routine]
trigger: enter_location
mood: [content]
priority: 7
cooldown: 9999
tags: [opening-hook, tutorial-arc]
notes: "Close of opening arc. Short, approving. 'Good start' = positive 'Good.' tic applied to the environment. Everything is where it should be — for now."
@@ -1,124 +0,0 @@
# Smuggler monologue: observing the Detective-as-NPC
# PC-as-NPC tell-inversion content (D-039 Wow Moment #4)
# Ticket: #401 | Sprint: 5
# Voice: terse, operational, worried, short sentences, contractions always
# Context: the smuggler watches the detective-NPC's behavioral tells.
# First playthrough: "Commission threat. Stay clear."
# Second playthrough: "That's MY note-taking. That's MY method."
character: smuggler
location: general
lines:
# --- Tell Observations (5 core tells from pc-as-npc-spec.md section 8) ---
- id: pc-smuggler_m_s_001
text: "Commission officer just stood there after talking to Voss. Making notes. Not good."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:pc-detective
state: known
tags: [npc, pc-detective, tell, note-taking, caution]
- id: pc-smuggler_m_s_002
text: "That investigator is working the hub section by section. Not browsing. Searching."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
prerequisites:
relationship:
target: npc:pc-detective
state: known
tags: [npc, pc-detective, tell, systematic-movement, caution]
- id: pc-smuggler_m_s_003
text: "Commission's parked at the manifest terminal again. Third time today."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
prerequisites:
relationship:
target: npc:pc-detective
state: known
tags: [npc, pc-detective, tell, manifest-fixation, caution]
- id: pc-smuggler_m_s_004
text: "They're watching. From the corner, where they can see the whole dock floor. Professional."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:pc-detective
state: known
tags: [npc, pc-detective, tell, observation-positioning, caution]
- id: pc-smuggler_m_s_005
text: "The investigator and Sera again. Old friends? Or is Sera reporting to them?"
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:pc-detective
state: known
relationship:
target: npc:sera-venn
state: known
tags: [npc, pc-detective, sera, tell, sera-proximity, suspicion]
# --- Operational Awareness (smuggler's threat assessment) ---
- id: pc-smuggler_m_s_006
text: "New Commission face at the hub. Keep your head down. Don't give them anything."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_npc
prerequisites:
relationship:
target: npc:pc-detective
state: known
priority: 8
tags: [npc, pc-detective, operational, caution, first-sighting]
- id: pc-smuggler_m_s_007
text: "That investigator's been here all morning. Nobody stays that long for a routine check."
role: player_character
access: [public]
trust: surface
situation: [alone, routine]
trigger: time_idle
prerequisites:
relationship:
target: npc:pc-detective
state: known
priority: 6
tags: [npc, pc-detective, suspicion, operational]
- id: pc-smuggler_m_s_008
text: "Commission's at the bar. Sitting with Sera. Watching the room like they own it."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:pc-detective
state: known
tags: [npc, pc-detective, sera, bar, caution]
@@ -1,303 +0,0 @@
# Monologue: Smuggler — Smuggling Hold
# Ticket: #120 | Author: Mellanie | Sprint: 14
# Decision refs: D-016, D-032, D-035, D-037
#
# The smuggling hold is below the maintenance corridors — an unmarked
# sub-level cargo space that the ring uses for temp storage and transfers.
# Not on any official manifest. The smuggler knows every pipe and access
# point here. This is both her operational center and her greatest exposure.
#
# Voice note: the smuggler here is at maximum operational competence and
# maximum paranoia simultaneously. She's in control of the space but the
# space itself is evidence of everything she's done. Lines should carry
# that dual register — calm on the surface, tight underneath.
#
# Schema: D-035 compliant. role/access/trust/situation included on all lines.
# Existing Sprint 5 files (the-terminal, the-last-shift, maintenance-corridors)
# will be updated by #168 (schema compliance pass).
character: smuggler
location: smuggling-hold
lines:
# --- Arrival ---
- id: pc-smuggler_m_s_001
text: "Sub-level. The kind of space nobody finds unless you know where to look."
role: player_character
access: [public]
trust: surface
trigger: enter_location
situation: [arrival, routine]
tags: [arrival, atmospheric, operational]
- id: pc-smuggler_m_s_002
text: "Coolant smell. No ventilation down here — just recycled air and waiting."
role: player_character
access: [public]
trust: surface
trigger: enter_location
situation: [arrival, routine]
tags: [arrival, atmospheric, sensory]
- id: pc-smuggler_m_s_003
text: "Access hatch sealed from the inside. Good. Route's still ours."
role: player_character
access: [public]
trust: surface
trigger: enter_location
situation: [arrival, routine]
tags: [arrival, operational]
- id: pc-smuggler_m_s_004
text: "Three containers in temp. Right where they should be."
role: player_character
access: [public]
trust: surface
trigger: enter_location
situation: [arrival, routine]
prerequisites:
facts:
- fact_id: knowledge.ring_routing_knowledge
min_confidence: knows_of
tags: [arrival, operational, contraband]
- id: pc-smuggler_m_s_005
text: "Back in the hold. Dust on the floor shows the last two paths in. Both mine."
role: player_character
access: [public]
trust: surface
trigger: return_visit
situation: [arrival, routine]
tags: [arrival, operational]
- id: pc-smuggler_m_s_006
text: "Nobody's been here. Good. That's how it should feel."
role: player_character
access: [public]
trust: surface
trigger: enter_location
situation: [arrival, routine]
tags: [arrival, atmospheric]
# --- Perception / Sound ---
- id: pc-smuggler_m_s_007
text: "The water recycler's on the other side of that wall. Loud enough to cover conversation."
role: player_character
access: [public]
trust: surface
trigger: hear_sound
situation: [routine]
tags: [sensory, environmental, operational]
- id: pc-smuggler_m_s_008
text: "Footsteps above. Maintenance crew — they stay up top. Always."
role: player_character
access: [public]
trust: surface
trigger: hear_sound
situation: [routine]
tags: [sensory, environmental, caution]
- id: pc-smuggler_m_s_009
text: "That sound. Pressure shift. Someone opened the main hatch."
role: player_character
access: [public]
trust: surface
trigger: hear_sound
situation: [routine, investigation]
priority: 7
tags: [sensory, caution]
- id: pc-smuggler_m_s_010
text: "Pipe drone changes pitch when cargo shifts weight in the upper tier. That's cargo moving."
role: player_character
access: [public]
trust: surface
trigger: hear_sound
situation: [routine]
tags: [sensory, operational]
# --- Time Idle / Ruminative ---
- id: pc-smuggler_m_s_011
text: "Fifteen minutes until the oversight window closes. Plenty of time. Probably."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [shift_transition]
tags: [operational, atmospheric]
- id: pc-smuggler_m_s_012
text: "Medical-grade lattice components. People need these. That's still the reason."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [routine]
tags: [atmospheric, contraband]
- id: pc-smuggler_m_s_013
text: "Twelve minutes of reduced oversight. Stop counting and do something useful."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [shift_transition]
tags: [operational]
- id: pc-smuggler_m_s_014
text: "How many times have I been in this room telling myself it's almost done?"
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [routine]
tags: [atmospheric, personal]
- id: pc-smuggler_m_s_015
text: "Quiet. The right kind. Not the wrong kind."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [routine]
tags: [atmospheric]
# --- Anomaly / Investigation ---
- id: pc-smuggler_m_s_016
text: "Container 4471's been opened. Not by me. Not by anyone I authorized."
role: player_character
access: [public]
trust: surface
trigger: observe_anomaly
situation: [routine, investigation]
priority: 8
tags: [operational, caution, contraband]
- id: pc-smuggler_m_s_017
text: "Dust disturbed at the secondary hatch. Recent. Someone's been using the back route."
role: player_character
access: [public]
trust: surface
trigger: observe_anomaly
situation: [routine]
tags: [caution, operational]
- id: pc-smuggler_m_s_018
text: "Scratches on the access panel. New ones, over the old ones. Different tool."
role: player_character
access: [public]
trust: surface
trigger: observe_anomaly
situation: [routine]
tags: [caution, environmental]
- id: pc-smuggler_m_s_019
text: "The temp unit's running warm. Someone moved cargo through here fast."
role: player_character
access: [public]
trust: surface
trigger: observe_anomaly
situation: [routine]
tags: [operational, caution, contraband]
# --- Knowledge-Gated: Kael Arc ---
- id: pc-smuggler_m_s_020
text: "Kael used to wait for me here. The one place where we could actually talk."
role: player_character
access: [public]
trust: surface
trigger: enter_location
situation: [arrival, routine]
prerequisites:
relationship:
target: npc:kael-davan
state: friendly
priority: 6
tags: [npc, kael, atmospheric, friend-arc]
- id: pc-smuggler_m_s_021
text: "Kael's not answering. Should be here by now. Should have been here ten minutes ago."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [routine]
prerequisites:
relationship:
target: npc:kael-davan
state: person_of_interest
priority: 7
tags: [npc, kael, concern, friend-arc]
- id: pc-smuggler_m_s_022
text: "If Kael talked to someone in that corridor — someone outside the ring — and then this container got touched... that's not coincidence."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [routine, investigation]
prerequisites:
facts:
- fact_id: investigation.kael_unknown_contact
min_confidence: knows_of
- fact_id: investigation.container_delay
min_confidence: suspects
priority: 9
tags: [npc, kael, investigation, contraband, friend-arc]
- id: pc-smuggler_m_s_023
text: "The manifest Kael helped me falsify is in that container. If he talked, they already know."
role: player_character
access: [public]
trust: surface
trigger: observe_anomaly
situation: [investigation]
prerequisites:
facts:
- fact_id: investigation.kael_unknown_contact
min_confidence: suspects
- fact_id: knowledge.ring_routing_knowledge
min_confidence: knows_details
priority: 9
tags: [npc, kael, operational, contraband, friend-arc, contaminated-trust]
- id: pc-smuggler_m_s_024
text: "Renn's mark is here. The route's still active. So Kael hasn't burned everything. Yet."
role: player_character
access: [public]
trust: surface
trigger: enter_location
situation: [arrival, routine]
prerequisites:
facts:
- fact_id: investigation.kael_unknown_contact
min_confidence: suspects
priority: 7
tags: [operational, kael, renn, friend-arc]
# --- Post-Conversation ---
- id: pc-smuggler_m_s_025
text: "Renn didn't ask questions. That's either loyalty or he already knows."
role: player_character
access: [public]
trust: surface
trigger: post_conversation
situation: [routine]
tags: [npc, renn, operational]
- id: pc-smuggler_m_s_026
text: "One more run. That's what I keep telling myself. Has been for eight months."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [routine]
tags: [atmospheric, personal, contraband]
@@ -1,427 +0,0 @@
character: smuggler
location: the-last-shift
lines:
# --- Arrival + Environmental Flavor ---
- id: pc-smuggler_m_s_001
text: "Lera's. Grain spirit and noise. Could use both right now."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, atmospheric]
- id: pc-smuggler_m_s_002
text: "Bar's half full. The after-shift crowd's starting to filter in."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival]
- id: pc-smuggler_m_s_003
text: "Lera's got the Meridian feed running. Same headlines, different day."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, environmental]
- id: pc-smuggler_m_s_004
text: "Smells like fried protein and cheap grain spirit. Perfect."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental, atmospheric]
- id: pc-smuggler_m_s_005
text: "My booth's free. Small victories."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, personal]
- id: pc-smuggler_m_s_006
text: "The overhead light's still buzzing. Lera says it adds character."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental]
- id: pc-smuggler_m_s_007
text: "Music's louder tonight. Lera's in a good mood, or drowning something out."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental, atmospheric]
- id: pc-smuggler_m_s_008
text: "Back at Lera's. Same booth, same drink, same crowd."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: return_visit
tags: [arrival]
- id: pc-smuggler_m_s_009
text: "The ventilation rattles when the kitchen's on. You learn to talk over it."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental]
- id: pc-smuggler_m_s_010
text: "Quiet night at Lera's. Fewer people means fewer ears."
role: player_character
access: [public]
trust: surface
situation: [arrival, routine]
trigger: enter_location
tags: [arrival, operational]
# --- NPC Commentary ---
- id: pc-smuggler_m_s_011
text: "Lera's behind the bar. Good — she keeps things steady."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, lera]
- id: pc-smuggler_m_s_012
text: "Kael's at the corner table. Looks relaxed. That's something."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, kael]
- id: pc-smuggler_m_s_013
text: "Torek's buying rounds again. That man doesn't know the word 'discreet.'"
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, torek, caution]
- id: pc-smuggler_m_s_014
text: "Sera's here. Commission field tech. She keeps to herself — mostly."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, sera, commission]
- id: pc-smuggler_m_s_015
text: "Naia's laughing at something Lera said. Nice to see her relaxed."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, naia]
- id: pc-smuggler_m_s_016
text: "Old Pael's in his usual spot. Hasn't moved in three hours. Impressive."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, atmospheric]
- id: pc-smuggler_m_s_017
text: "Lera just cut someone off. Smooth about it, but firm."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: witness_interaction
tags: [npc, lera]
- id: pc-smuggler_m_s_018
text: "Kael and Naia at the bar. Leaning into each other. They look good together."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: witness_interaction
tags: [npc, kael, naia]
- id: pc-smuggler_m_s_019
text: "Voss is drinking alone. Not his usual pace."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, voss]
- id: pc-smuggler_m_s_020
text: "That new face in the corner — been nursing the same drink for an hour."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, caution]
# --- Knowledge-Gated Lines ---
- id: pc-smuggler_m_s_021
text: "Sera left when Torek walked in. Coincidence? Maybe."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: behavioral.sera_avoidance_pattern
min_confidence: suspects
tags: [npc, sera, torek, pattern]
- id: pc-smuggler_m_s_022
text: "Torek just paid cash credit, not station account. Sloppy."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_npc
prerequisites:
facts:
- fact_id: investigation.torek_spending_pattern
min_confidence: knows_of
tags: [npc, torek, operational]
- id: pc-smuggler_m_s_023
text: "Lera gave me that look. The one that says 'not here, not now.'"
role: player_character
access: [public]
trust: surface
situation: [routine, social]
trigger: post_conversation
prerequisites:
facts:
- fact_id: knowledge.ring_bar_operations
min_confidence: knows_details
tags: [npc, lera, operational]
- id: pc-smuggler_m_s_024
text: "Naia looks tired. Has Kael been coming home late again?"
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:naia-tamm
state: known
tags: [npc, naia, kael, concern]
- id: pc-smuggler_m_s_025
text: "The detective is here. At the bar. My bar."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
prerequisites:
facts:
- fact_id: awareness.detective_presence
min_confidence: knows_of
priority: 8
tags: [investigation, caution]
- id: pc-smuggler_m_s_026
text: "Sera and the detective sharing a booth. Commission people stick together."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: witness_interaction
prerequisites:
facts:
- fact_id: awareness.detective_presence
min_confidence: knows_of
tags: [npc, sera, investigation]
- id: pc-smuggler_m_s_027
text: "Kael didn't save my seat tonight. First time in months."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
relationship:
target: npc:kael-davan
state: person_of_interest
priority: 8
tags: [npc, kael, contaminated-trust, friend-arc]
- id: pc-smuggler_m_s_028
text: "The back room light's on. Nils is here, then."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: knowledge.ring_bar_operations
min_confidence: knows_details
tags: [operational, nils]
- id: pc-smuggler_m_s_029
text: "Kael bought Naia a drink but barely looked at her. That's new."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: witness_interaction
prerequisites:
facts:
- fact_id: behavioral.kael_behavioral_change
min_confidence: suspects
tags: [npc, kael, naia, tell, friend-arc]
- id: pc-smuggler_m_s_030
text: "Everyone's a little too quiet tonight. Something happened. I can feel it."
role: player_character
access: [public]
trust: surface
situation: [arrival, routine]
trigger: enter_location
prerequisites:
facts:
- fact_id: awareness.ring_tension_escalation
min_confidence: suspects
priority: 7
tags: [atmospheric, caution, operational]
# --- Sera Venn Dual-Lens — Smuggler Observations ---
# Ticket: #298 | Author: Paula
# The smuggler sees Sera as Commission — wary, practical, outsider
# perspective. On replay, these lines gain new meaning when the player
# understands Sera's concealment arc from the detective playthrough.
- id: pc-smuggler_m_s_031
text: "Sera's at the Commission kiosk. Third time this shift. Nobody recalibrates that much."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
facts:
- fact_id: behavioral.sera_kiosk_pattern
min_confidence: suspects
priority: 6
tags: [npc, sera, commission, pattern, dual-lens]
- id: pc-smuggler_m_s_032
text: "Naia trusts Sera. More than most people here. That says something."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: witness_interaction
tags: [npc, sera, naia, social, dual-lens]
- id: pc-smuggler_m_s_033
text: "Sera was studying the freight display. For a calibration tech, that's a lot of manifest reading."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
facts:
- fact_id: behavioral.sera_topic_deflection
min_confidence: suspects
priority: 6
tags: [npc, sera, tell, cargo, dual-lens]
- id: pc-smuggler_m_s_034
text: "That's three times Sera's bailed when Torek showed up. Maybe she owes him money."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: behavioral.sera_avoidance_pattern
min_confidence: knows_of
priority: 7
tags: [npc, sera, torek, pattern, dual-lens, replay-payload]
- id: pc-smuggler_m_s_035
text: "Sera offered the detective compliance records. Helpful -- or professional courtesy?"
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: witness_interaction
prerequisites:
facts:
- fact_id: awareness.detective_presence
min_confidence: knows_of
tags: [npc, sera, investigation, caution, dual-lens]
- id: pc-smuggler_m_s_036
text: "Something about Sera tonight. Same smile, different eyes."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:sera-venn
state: known
tags: [npc, sera, behavioral, dual-lens]
- id: pc-smuggler_m_s_037
text: "Commission tech who drinks at a dock bar. Either lonely or embedded. Either way -- careful."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, sera, commission, assessment, dual-lens]
- id: pc-smuggler_m_s_038
text: "Sera knows the shift rotations better than Voss. That's not calibration. That's attention."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
facts:
- fact_id: behavioral.sera_knowledge_detail
min_confidence: suspects
priority: 6
tags: [npc, sera, tell, competence, dual-lens]
@@ -1,449 +0,0 @@
character: smuggler
location: the-terminal
lines:
# --- Arrival + Environmental Flavor ---
- id: pc-smuggler_m_s_001
text: "Morning shift. Recycled air and cargo lubricant. Home sweet home."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, atmospheric]
- id: pc-smuggler_m_s_002
text: "The loading arms are cycling. Freight's on schedule — for once."
role: player_character
access: [public]
trust: surface
situation: [arrival, routine]
trigger: enter_location
tags: [arrival, operational]
- id: pc-smuggler_m_s_003
text: "Shift board's already full. Voss has everyone running double today."
role: player_character
access: [public]
trust: surface
situation: [arrival, routine]
trigger: enter_location
tags: [arrival, operational]
- id: pc-smuggler_m_s_004
text: "Cargo lubricant and ozone. You'd think I'd stop noticing."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental, atmospheric]
- id: pc-smuggler_m_s_005
text: "Loading arm three is grinding again. Someone should file that."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental]
- id: pc-smuggler_m_s_006
text: "Containers stacked six high in bay four. That's new."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_anomaly
tags: [environmental, operational]
- id: pc-smuggler_m_s_007
text: "The freight manifest board's flickering. Always flickering."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental]
- id: pc-smuggler_m_s_008
text: "Dock lights are on half-cycle. Budget cuts again."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental, atmospheric]
- id: pc-smuggler_m_s_009
text: "Back at the hub. Shift transition in fifty minutes."
role: player_character
access: [public]
trust: surface
situation: [arrival, routine]
trigger: return_visit
tags: [arrival, operational]
- id: pc-smuggler_m_s_010
text: "Quiet morning. Containers moving, nobody talking. I like it this way."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, atmospheric]
- id: pc-smuggler_m_s_011
text: "Bay three's been sealed off. Inspection, or something else?"
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
tags: [environmental, caution]
- id: pc-smuggler_m_s_012
text: "The conveyor hums at a different pitch when it's loaded heavy. This one's heavy."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental, operational]
# --- NPC Commentary ---
- id: pc-smuggler_m_s_013
text: "Kael's already at the dock. Good. The day's better when he's on shift."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, kael, warm]
- id: pc-smuggler_m_s_014
text: "Voss is pacing. Never a good sign."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, voss, caution]
- id: pc-smuggler_m_s_015
text: "Maret's got her scheduling face on. Tight lips, fast hands on the terminal."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, maret]
- id: pc-smuggler_m_s_016
text: "New face at dock seven. Temp worker, or someone I should know about?"
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, caution]
- id: pc-smuggler_m_s_017
text: "Drin's at inspection again. Going through the motions, same as always."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, drin]
- id: pc-smuggler_m_s_018
text: "Renn's running late. Third time this week."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_npc
tags: [npc, renn, operational]
- id: pc-smuggler_m_s_019
text: "Voss and Maret talking by the schedule board. Both look tense."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: witness_interaction
tags: [npc, voss, maret]
- id: pc-smuggler_m_s_020
text: "Kael nodded at me across the bay. Business as usual."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, kael]
- id: pc-smuggler_m_s_021
text: "Someone I don't recognize talking to Drin. Drin's smiling. Drin never smiles."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: witness_interaction
tags: [npc, drin, anomaly]
- id: pc-smuggler_m_s_022
text: "Torek's on the dock. Shouldn't be — his shift ended two hours ago."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
tags: [npc, torek, caution]
- id: pc-smuggler_m_s_023
text: "Nils isn't here yet. That's unusual."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_anomaly
tags: [npc, nils, operational]
- id: pc-smuggler_m_s_024
text: "Kael's eating alone today. He always eats with me."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
tags: [npc, kael, concern]
# --- Knowledge-Gated Lines ---
- id: pc-smuggler_m_s_025
text: "Kael keeps checking his lattice. Waiting for a message? Not like him to be jumpy."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
relationship:
target: npc:kael-davan
state: friendly
priority: 7
tags: [npc, kael, tell, friend-arc]
- id: pc-smuggler_m_s_026
text: "Container 4471's been in temp since yesterday. That's not the normal routing."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: knowledge.ring_routing_knowledge
min_confidence: knows_details
tags: [operational, contraband]
- id: pc-smuggler_m_s_027
text: "Voss changed the rotation again. Third time this month. Covering something."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: investigation.voss_ring_involvement
min_confidence: knows_of
tags: [npc, voss, operational]
- id: pc-smuggler_m_s_028
text: "That detective's back. Asking questions near bay four. Stay calm."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
prerequisites:
facts:
- fact_id: awareness.detective_presence
min_confidence: knows_of
priority: 8
tags: [investigation, caution]
- id: pc-smuggler_m_s_029
text: "Maret hasn't looked at me all shift. She noticed something. I know she did."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
entity_attributes:
- entity: npc:maret-korr
key: behavior_flags
value: avoidance
priority: 6
tags: [npc, maret, paranoia]
- id: pc-smuggler_m_s_030
text: "Shift transition in ten. If the route's clean, we move tonight."
role: player_character
access: [public]
trust: surface
situation: [alone, routine]
trigger: time_idle
prerequisites:
facts:
- fact_id: knowledge.ring_routing_knowledge
min_confidence: knows_details
tags: [operational, contraband]
- id: pc-smuggler_m_s_031
text: "Kael was in corridor B-7 last night. Off-shift. Off-route. That's not nothing."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.kael_corridor_meeting
min_confidence: suspects
priority: 8
tags: [npc, kael, contradiction, friend-arc]
- id: pc-smuggler_m_s_032
text: "Who was Kael talking to? Not anyone from our rotation. I'd know the face."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.kael_unknown_contact
min_confidence: suspects
priority: 9
tags: [npc, kael, contradiction, friend-arc]
- id: pc-smuggler_m_s_033
text: "He looked left before answering. He always looks left when he's lying."
role: player_character
access: [public]
trust: surface
situation: [investigation, social]
trigger: post_conversation
prerequisites:
facts:
- fact_id: behavioral.kael_evasion
min_confidence: direct
priority: 9
tags: [npc, kael, tell, friend-arc]
- id: pc-smuggler_m_s_034
text: "Torek's spending too much at Lera's. Someone's going to notice."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_npc
prerequisites:
facts:
- fact_id: investigation.torek_spending_pattern
min_confidence: knows_of
tags: [npc, torek, operational, caution]
- id: pc-smuggler_m_s_035
text: "Same old Kael. Same jokes, same routine. ...What are you not telling me?"
role: player_character
access: [public]
trust: surface
situation: [investigation, social]
trigger: post_conversation
prerequisites:
relationship:
target: npc:kael-davan
state: person_of_interest
priority: 9
tags: [npc, kael, contaminated-trust, friend-arc]
# --- Triangle Activation: Kael Davan (T1: Kael-Smuggler-Ring, D-087) ---
# Fires post-TriangleActivated when player has LOS to Kael. One beat per line.
# Beat 1: physical observation. Beat 2: rationalization. Beat 3: doubt. Beat 4: sensory confirmation. Beat 5: emotional break.
- id: pc-smuggler_m_s_036
text: "Kael's in the main corridor. He doesn't usually come through here."
role: player_character
access: [public]
trust: surface
situation: [triangle_activated]
trigger: observe_npc
mood: [suspicious]
priority: 8
cooldown: 9999
tags: [triangle-signal, tell-observation, npc, kael, friend-arc]
prerequisites:
npc_in_los: true
- id: pc-smuggler_m_s_037
text: "Voss probably moved him. Schedule shifts happen."
role: player_character
access: [public]
trust: surface
situation: [triangle_activated]
trigger: observe_npc
mood: [suspicious]
priority: 8
cooldown: 9999
tags: [triangle-signal, tell-observation, npc, kael, friend-arc]
prerequisites:
npc_in_los: true
- id: pc-smuggler_m_s_038
text: "...Kael would've told me."
role: player_character
access: [public]
trust: surface
situation: [triangle_activated]
trigger: observe_npc
mood: [anxious]
priority: 8
cooldown: 9999
tags: [triangle-signal, tell-observation, npc, kael, friend-arc]
prerequisites:
npc_in_los: true
- id: pc-smuggler_m_s_039
text: "He's not looking at the cargo. He's watching the exits."
role: player_character
access: [public]
trust: surface
situation: [triangle_activated]
trigger: observe_npc
mood: [anxious]
priority: 8
cooldown: 9999
tags: [triangle-signal, tell-observation, npc, kael, tell, friend-arc]
prerequisites:
npc_in_los: true
- id: pc-smuggler_m_s_040
text: "I don't know what I'm seeing. But I know Kael. And this isn't Kael."
role: player_character
access: [public]
trust: surface
situation: [triangle_activated]
trigger: observe_npc
mood: [anxious]
priority: 8
cooldown: 9999
tags: [triangle-signal, tell-observation, npc, kael, contradiction, friend-arc]
prerequisites:
npc_in_los: true
@@ -1,229 +0,0 @@
character: smuggler
location: tutorial
lines:
# Diegetic Tutorial Monologue — Ticket #330 — Smuggler
# Authored per sprint-17 copy briefing and D-016 (internal monologue as core system).
#
# These lines teach mechanics through character voice — not UI instructions.
# Distinct from opening.yaml (which covers the first 5 minutes and sets voice/motivation).
# These fire on first-time events throughout gameplay, wherever they occur.
#
# Coverage:
# Movement / exploration — first_move, first_new_section
# Fog of perception — first_fog_encounter, first_fog_edge
# Sound model — first_sound_heard, first_off_screen_sound
# NPC interaction — first_npc_proximity, first_npc_face_read
# Insert / HUD — first_insert_open, first_insert_contact_flag
#
# Voice: observational, street-smart, practical. Fragments. Standalone "Good." as tic.
# No analytical distance — the smuggler reads, reacts, files, moves on.
# ID discriminator: _tut_ per sprint briefing.
# cooldown: omitted — fire-once enforced by trigger semantics (first_* triggers
# fire once per game), not by a cooldown value.
# priority: 8 (primary, one per trigger type), 6 (secondary variant, mood-weighted alternate).
#
# Schema corrections (Gestalt review, Sprint 17):
# priority: string "tutorial" → integer. All other monologue files use integer priority;
# string value would fail engine parse in monologue.rs.
# situation: removed invalid values (movement, exploration) not in D-035 13-situation
# enum. Replaced with arrival, routine, observation per actual trigger context.
# mood: [focused] retained where set; valid per D-035 Sprint 14 amendment.
#
# Trigger types (first_move, first_new_section, first_fog_encounter, first_fog_edge,
# first_sound_heard, first_off_screen_sound, first_npc_proximity, first_npc_face_read,
# first_insert_open, first_insert_contact_flag) are extended trigger enum values not in
# D-035 v0.1 set — require server-side implementation in monologue.rs.
# -----------------------------------------------------------------------
# MOVEMENT / EXPLORATION
# -----------------------------------------------------------------------
- id: pc-smuggler_m_s_tut_001
text: "These corridors all look the same. Mental note: check the signage."
role: player_character
access: [public]
trust: surface
situation: [arrival, routine]
trigger: first_move
mood: [focused]
priority: 8
tags: [tutorial, movement, navigation]
notes: >
Directly from the sprint briefing example. First move teaches navigation: the district
looks homogeneous, signage is the tool. 'Mental note' is the smuggler's internal
flag for things to remember — operational housekeeping, not analysis. Establishes
early: this environment requires active spatial tracking.
- id: pc-smuggler_m_s_tut_002
text: "Two lefts past the junction, right at the supply hatch. That's dock four. Route's in the muscle now."
role: player_character
access: [public]
trust: surface
situation: [arrival, routine]
trigger: first_new_section
mood: [content]
priority: 6
tags: [tutorial, movement, navigation, operational]
notes: >
Fires on entering a new section for the first time. 'Route's in the muscle' — the
smuggler doesn't memorize spatially, she moves until it's automatic. Practical,
self-sufficient. Teaches: the district has multiple sections, each requires its own
orientation. 'Dock four' is a landmark. Forward movement is rewarded with familiarity.
# -----------------------------------------------------------------------
# FOG OF PERCEPTION
# -----------------------------------------------------------------------
- id: pc-smuggler_m_s_tut_003
text: "Can't see past that corner. Might be worth checking."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: first_fog_encounter
mood: [focused]
priority: 8
tags: [tutorial, fog, perception]
notes: >
Directly from the sprint briefing example. First fog boundary. Restated as habit:
the smuggler doesn't treat the fog as a limitation, she treats every unknown corner
as a question worth answering. 'Might be worth' — not paranoia, just operational
instinct. Teaches: the perception boundary is navigable, not fixed.
- id: pc-smuggler_m_s_tut_004
text: "Haze cuts off past the junction. Anything in it — can't say."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: first_fog_edge
mood: [focused]
priority: 6
tags: [tutorial, fog, perception]
notes: >
Second fog encounter line — fires when the player reaches the boundary of a fog zone
(the edge of visible range). 'Can't say' — plain statement of unknowing, not anxiety.
The smuggler accepts incomplete information as a working condition, not a failure state.
Teaches: perception range is an ongoing factor, not a one-time obstacle.
# -----------------------------------------------------------------------
# SOUND MODEL
# -----------------------------------------------------------------------
- id: pc-smuggler_m_s_tut_005
text: "Voices down the hall. Can't make out the words from here."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: first_sound_heard
mood: [focused]
priority: 8
tags: [tutorial, sound, perception]
notes: >
Directly from the sprint briefing example. First sound heard that's not immediately
visible. Teaching: sound carries information, but range and occlusion limit it.
'Can't make out the words' establishes both the value of the sound channel (voices =
people = relevant) and its limitation (unclear at range). Moving toward source is
the implied next step.
- id: pc-smuggler_m_s_tut_006
text: "Footsteps. Two sets. Moving away — good."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: first_off_screen_sound
mood: [content]
priority: 6
tags: [tutorial, sound, perception, operational]
notes: >
Second sound line — fires when audio from an off-screen source is detected. The
smuggler parses footsteps as count and direction instinctively. 'Moving away — good.'
— the standalone 'Good.' tic applied to tactical assessment. Teaches: sound carries
directional and movement data, not just presence. Two sets = two people, which is
specific enough to be operationally useful.
# -----------------------------------------------------------------------
# NPC INTERACTION
# -----------------------------------------------------------------------
- id: pc-smuggler_m_s_tut_007
text: "Could ask around. People talk if you give them reason to."
role: player_character
access: [public]
trust: surface
situation: [social, observation]
trigger: first_npc_proximity
mood: [content]
priority: 8
tags: [tutorial, npc, interaction, social]
notes: >
Directly from the sprint briefing example. First time in range of an NPC. The smuggler
doesn't approach directly — she flags the option. 'Give them reason to' is street-smart
social knowledge: people don't volunteer freely, they need a hook. Teaches: NPC
interaction is player-initiated, and approach matters. No mechanics text — just the
character's own method stated as personal principle.
- id: pc-smuggler_m_s_tut_008
text: "Know the face. Don't need the name."
role: player_character
access: [public]
trust: surface
situation: [social, observation]
trigger: first_npc_face_read
mood: [content]
priority: 6
tags: [tutorial, npc, observation, social]
notes: >
Fires when the player observes an NPC at close range (face visible). The smuggler
reads people by face, not by name — the name comes later if relevant. Teaches: NPCs
are identifiable by observation, and the insert overlay will fill in names when
available. The smuggler's social intelligence is pre-lattice, instinctive.
# -----------------------------------------------------------------------
# INSERT / HUD
# -----------------------------------------------------------------------
- id: pc-smuggler_m_s_tut_009
text: "Check the overlay. Should show the time and nearby contacts."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: first_insert_open
mood: [content]
priority: 8
tags: [tutorial, insert, hud, operational]
notes: >
Directly from the sprint briefing example. First insert/HUD open. The smuggler's
overlay shows time and nearby contacts — both operationally critical. 'Should show'
— practical, not certain. Teaches: the insert is the primary tool for time-tracking
and NPC awareness. Diegetic: she checks it the same way she checks a shift board.
- id: pc-smuggler_m_s_tut_010
text: "Overlay marks Kael two sections over. Good."
role: player_character
access: [public]
trust: surface
situation: [routine, social]
trigger: first_insert_contact_flag
mood: [content, warm]
priority: 6
tags: [tutorial, insert, hud, kael, friend-arc]
notes: >
Fires when the insert first flags a known contact (here: Kael, the FRIEND NPC).
'Two sections over' — spatial data from the overlay. 'Good.' standalone tic —
warm, settling. Teaches: the insert shows known NPC positions in real-time.
Also seeds the Kael relationship: the smuggler checks his location as a habit,
not a task. His position is always relevant to her.
@@ -1,156 +0,0 @@
# NPC Profile: Devra Talsen
# Source: wiki/characters/devra.md
# Tier 2 | THRESHOLD + HANDLER | Ring coordinator, supply broker
canonical_id: "npc:devra"
display_name: "Devra Talsen"
tier: 2
pattern: "THRESHOLD"
motivation: "HANDLER"
description: >
Ring coordinator and freelance supply broker. Devra manages the ring's external
supply chain — coordinating with Sabel for incoming shipments, scheduling handoffs,
managing the timeline between gate transits and dock processing. The brokering
business is both legitimate income and operational cover, intentionally blurring
the line between legal and illegal work. Publicly a working professional with a
regular seat at The Last Shift.
want:
primary: "Wealth"
intensity: 7
description: >
Keep the operation running smoothly and profitably.
Devra is the ring's operational brain. She manages external supply chain
coordination, schedules handoffs, and maintains timing between gate transits
and dock processing. She is good at this — better than Nils, though she would
never say it. Secondary want: maintain her legitimate cover. The supply
brokering business provides real income, real social capital, and a legitimate
reason to know shipping schedules, gate transit windows, and cargo volumes.
secret: >
Devra manages the relationship with Sabel, the off-station supplier. If the
chain is traced upstream, it runs through Devra. She is more exposed than anyone
except Nils. The supply brokering business is partly a cover for ring logistics —
visible to anyone who tracks how much time Devra spends on freight details that
do not match her client list. She is the single point of failure between the
local ring and the supply source.
relationships:
- target: "npc:nils-davan"
kind: "colleague"
trust: 5
notes: "Ring coordinator (strategic). Respect for competence, disagree on risk tolerance. Devra favors steady volume; Nils pushes for escalation."
- target: "npc:sabel"
kind: "colleague"
trust: 3
notes: "Off-station supplier. Professional, efficient, no personal warmth. Transactional relationship."
- target: "npc:lera-sessik"
kind: "friend"
trust: 4
notes: "The bar is Devra's social stage. Drinks there, brokers small deals publicly. Lera knows Devra uses the back room."
- target: "npc:renn"
kind: "subordinate"
trust: 5
notes: "Courier. Receives timing instructions from Devra. Values Renn's reliability without personal investment."
- target: "npc:pell"
kind: "subordinate"
trust: 1
notes: "Ring member. Watching Pell more closely since Renn's report. Suspects wavering."
tolerance:
threshold: 8
description: >
High. Calm under pressure, thinks operationally, does not panic. What breaks
her tolerance: Pell's wavering (internal security threat), unexpected Commission
presence (the detective's arrival), and Nils pushing volume too fast.
routine:
summary: >
6 routine entries covering full day cycle:
1. Supply brokering (08:00-12:00) — lattice calls, contract negotiation, legitimate business.
2. Lunch (12:00-14:00) — sometimes at the hub, maintaining visibility near freight operations.
3. Bar presence (14:00-17:00, The Last Shift) — social stage, quiet coordination.
4. Back room meetings (17:00-19:00, 1-2x per week) — ring business.
5. Home or continued brokering (19:00+).
6. Night operations — coordinates gate transit timing with Sabel during off-peak windows.
information:
knows:
- "contraband.ring_exists"
- "contraband.lattice_components"
- "contraband.supply_chain"
- "location.smuggling_route"
- "location.surveillance_gaps"
- "investigation.shift_mismatch"
- "relationship.ring_membership"
- "relationship.trust_network"
- "world.shift_schedule"
access_tier: "insider"
contentment:
level: 4
description: >
Moderate-high. Devra is competent and knows it. The operation runs well. The
money is good. The brokering cover is solid. Contentment would drop sharply if
the operation were threatened — not because she loves the work, but because she
has built her entire life in the district around it.
personality:
demeanor: "professional, composed, controlled"
social_style: "strategic conversationalist, manages impressions, compartmentalizes"
stress_response: "sentences get shorter, eye contact increases, casual bar persona drops"
tells:
- trigger: "coordinating with Sabel about incoming shipment timing"
behavior: "Increased lattice activity — longer message sessions, more frequent checks"
visible_to: "peripheral"
- trigger: "ring coordination meetings scheduled"
behavior: "Enters the back room, door closes, 30-60 minutes. Casual demeanor before and after."
visible_to: "any"
- trigger: "discussing ring business with a colleague"
behavior: "Professional demeanor shift — sentences shorten, eye contact increases, casual persona drops"
visible_to: "forward"
skills:
combat_trained: false
skills:
logistics: 8
negotiation: 7
communication: 7
information_compartmentalization: 6
triangle_membership: []
trust_levels:
surface: >
Freelance supply broker. Professional, friendly at the bar, discusses freight
contracts casually. "I've got a freight contract clearing through Gate 2 next
cycle. Standard components. Nothing exciting, but it pays the rent."
real: >
Ring coordinator. Manages external supply chain, coordinates timing with Sabel,
schedules handoffs, and delivers operational directives from Nils. "The window
is tight. Sabel confirms transit for the 22:00 cycle. Renn handles pickup."
secret: >
Devra is the single point of failure between the local ring and the upstream
supply source. If Sabel is compromised, Devra is the next link. Knows Pell is
wavering. Could run the operation better than Nils.
dual_lens:
smuggler: >
Devra is the operational heart of the ring. The smuggler respects her competence
and relies on her coordination. "Devra's got the next shipment scheduled. She's
reliable — more reliable than Nils, honestly."
detective: >
A freelance supply broker who knows freight schedules in unusual detail. The
detective initially reads her as a local businesswoman. Only deeper investigation
reveals the brokering is partly cover. "Freelance broker. Devra, no family name
offered. Knows freight schedules better than most hub workers. Interesting."
notes: >
THRESHOLD + HANDLER creates the obstacle with authority: "You go through her or
you don't go." Devra gates access to the ring while applying top-down operational
pressure. Most structurally important ring member on-station — both the wall and
the hand pushing people against it. Her competence makes her formidable; her
ambition makes her interesting. Not a formal v0.1 triangle member — her role is
connective, linking internal operations to the external supply chain.
@@ -1,172 +0,0 @@
# NPC Profile: Drin Rosta
# Source: wiki/characters/drin.md
# Tier 2 | SYSTEM + TURNCOAT | Maintenance tech and dock inspector
canonical_id: "npc:drin"
display_name: "Drin Rosta"
tier: 2
pattern: "SYSTEM"
motivation: "TURNCOAT"
description: >
Maintenance tech and dock inspector at the Sova Transit District Logistics Hub.
Age 40, Station Sova native. Competent at both roles. Compromised by a gambling
debt to Harek — a significant sum from bar card games. The debt does not require
Drin to do anything explicitly illegal. It means Drin is slow during inspections
of certain containers. He does not open them. He does not look hard. The ring
noticed this pattern and relies on it. Drin is compromised by omission, not
commission.
want:
primary: "Freedom"
intensity: 8
description: >
Clear the debt and stop looking over his shoulder.
Drin wants to return to when the job was just a job — maintenance rounds, dock
inspections, clocking out, going home. The work was repetitive and that was
fine. Now every inspection cycle carries a second calculation: which containers
to skip, which bays to clear without looking, how to file a report that says
nothing happened when something might have. He wants the old version of the
job back. He does not know how to get there.
secret: >
Drin's inspection negligence is being exploited by the ring. He understands that
someone benefits from his looking the other way — containers move through his
shifts without scrutiny and nobody complains. But he does not know the ring's
structure, does not know Kael's role, does not know the scope of the operation
his silence enables. He thinks it is smaller than it is. The distinction between
omission and commission feels meaningful to him and would not feel meaningful to
an investigator.
relationships:
- target: "npc:harek"
kind: "friend"
trust: 3
notes: "Debt holder, inadvertent coercer. Fear-based, asymmetric. Harek does not press aggressively — keeps the debt active, invites Drin to card games, covers a round. Drin likes Harek personally, which makes the dynamic worse."
- target: "npc:voss"
kind: "superior"
trust: 2
notes: "Shift supervisor. Professional, strained. Voss needs Drin functional and quiet. They interact procedurally — shift handoffs, maintenance reports, inspection schedules. Professional distance is mutual and deliberate."
- target: "npc:maret-korr"
kind: "colleague"
trust: 3
notes: "Freight scheduler. Guilt-adjacent. Drin knows his inspection reports feed into Maret's reconciliation workflow. He senses Maret has noticed the reports are too clean. Avoids extended interaction."
tolerance:
threshold: 2
description: >
Already past breaking. The compromise IS Drin's post-threshold state. He crossed
the line the first time he filed an inspection report he knew was incomplete,
and he has been living past the threshold ever since. He tolerates the routine
guilt, the mechanical compliance, Harek's passive leverage. What breaks him:
direct confrontation about specific inspections, escalating demands to do more
than look away, or Harek pressing the debt publicly.
routine:
summary: >
7 routine entries covering full day cycle:
1. Arrival (05:50, hub) — checks maintenance board for overnight issues.
2. Maintenance rounds (06:00-10:00) — environmental systems, loading equipment,
pipe and wiring repairs.
3. Break (10:00-10:30, break room) — eats alone or with maintenance crew. Avoids
Harek and prolonged conversation with Maret.
4. Dock inspections (10:30-14:00) — scheduled bay checks, container verification,
freight condition reports. Compromise lives here — certain shifts, certain
bays get shorter inspections.
5. Post-shift (14:00-14:30) — files reports, updates maintenance log. Inspection
reports filed here: clean, complete, unremarkable.
6. Off-duty (14:30-16:00) — home, or bar on card game nights (2x per week).
7. Night — home, worrying about the debt, not sleeping well.
information:
knows:
- "location.surveillance_gaps"
- "world.shift_schedule"
access_tier: "public"
contentment:
level: -4
description: >
Very low, trapped. Drin remembers when the job was just maintenance — fixing
things, inspecting things, filing reports that reflected what he actually saw.
The gambling was supposed to be social. Now every inspection is a moral
compromise he cannot talk about. Going through the motions of a life that
stopped working months ago. He has not adjusted; he is just enduring.
personality:
demeanor: "quiet, withdrawn, procedural"
social_style: "avoidant, does not volunteer information, does not seek attention"
stress_response: "silence, shorter responses, fewer interactions — shrinks social footprint"
humor: "absent — humor requires comfort Drin no longer has"
tells:
- trigger: "Harek on-site at the hub or arriving at the bar"
behavior: "Adjusts path to avoid casual contact with Harek."
visible_to: "any"
- trigger: "compromised inspections — certain bays, certain shifts"
behavior: "Clears bays measurably faster than baseline inspection rate."
visible_to: "forward"
- trigger: "shifts that include compromised inspections"
behavior: "Takes more breaks — increased break frequency as stress response."
visible_to: "peripheral"
- trigger: "filing reports he knows are incomplete"
behavior: "Avoids eye contact with the person receiving the paperwork."
visible_to: "forward"
skills:
combat_trained: false
skills:
maintenance: 8
mechanical_diagnostics: 7
dock_inspection: 7
environmental_systems: 6
triangle_membership:
- "worried-knowledge"
- "informant-question"
trust_levels:
surface: >
Professional minimum. Procedural responses about maintenance and inspections.
"Coupling on the Bay 4 loader is wearing. I'll flag it for replacement on the
next maintenance cycle."
real: >
The guilt and the calculation. Which containers to skip, which bays to clear
without looking. "I inspect what's on the schedule. I file what I find. That's
the job."
secret: >
Inspection schedule gaps — which bays, which shifts, which timing windows he
has been slow on. The full scope of his negligence. "My reports are filed.
They're complete. If there's a question about a specific bay, I can pull the
documentation."
dual_lens:
smuggler: >
Drin is a tool — compromised and reliable because of it. The ring does not
interact with Drin directly; they do not need to. Harek's debt does the work.
As long as Drin stays quiet and slow on the right shifts, dock-side processing
runs clean. "Drin's on inspection today. We're good. He doesn't ask questions
and he doesn't open the wrong containers."
detective: >
Drin is a data point — his inspection reports are too clean for the volume of
freight he processes. A maintenance tech pulling double duty should have
equipment failures, missed checks, variance. Drin's are spotless. That
consistency in a high-throughput environment is itself an anomaly. "The
inspector — Drin. Maintenance tech pulling double duty. Reports are spotless.
Nobody's reports are that spotless."
notes: >
SYSTEM + TURNCOAT: institutional rot. The inspection system is broken because the
inspector is broken. Drin embodies the institution (SYSTEM) and has betrayed it
(TURNCOAT), meaning the legitimate oversight mechanism and the criminal
exploitation of it exist in the same person.
Key authoring guidance: Drin is passive, not malicious. His turncoat status came
through debt and avoidance, not ideology. Write him as a man enduring a daily
moral compromise — quiet, methodical, shrinking. The irony is that his methodical
nature makes the compromised inspections more visible by contrast.
Triangle dynamics: In worried-knowledge (Maret-Drin-Voss), Drin is the
compromised inspector. In informant-question (Pell-Renn-Drin), Drin is the
institutional contact who is already compromised — the person Pell might turn
to for protection is already under the ring's indirect control.
@@ -1,149 +0,0 @@
# NPC Profile: Harek Valde
# Source: wiki/characters/harek.md
# Tier 2 | ANCHOR + HANDLER | Station Security officer, bar regular
canonical_id: "npc:harek"
display_name: "Harek Valde"
tier: 2
pattern: "ANCHOR"
motivation: "HANDLER"
description: >
Station Security officer, 44 years old. Predictable schedule, card games at the
bar after shift, enough social capital to be respected without being scrutinized.
Harek holds Drin's gambling debt — a significant sum that creates a power dynamic
the ring has noticed and exploited. Harek hasn't explicitly traded the debt for
inspection negligence, but the debt's existence is a tool others are using. A
security officer who sees more than he admits but has chosen not to look deeper
because investigating would mean confronting what the card game created.
want:
primary: "Happiness"
intensity: 4
description: >
Maintain his comfortable position.
Harek has a good thing: security officer with a predictable schedule, card games
at the bar, social capital. He doesn't want promotions (more responsibility, more
visibility). He doesn't want trouble. Secondary want: keep Drin's debt
leverageable. A dock inspector who owes him favors is useful. Harek hasn't
explicitly traded debt for negligence, but the dynamic exists and the ring
benefits from it.
secret: >
Harek knows (or suspects) that Drin's inspection negligence is being leveraged by
someone else. He sees the dynamic: Drin owes him, Drin looks away during
inspections, the ring benefits. Harek hasn't connected all the dots, but he
understands that his card game created a tool that others are using. Vulnerability:
complicity by inaction — a security officer who notices a dock inspector being
leveraged and doesn't report it is, at minimum, negligent. If investigated,
Harek's position crumbles.
relationships:
- target: "npc:drin"
kind: "friend"
trust: 5
notes: "Card game partner, debtor. Harek likes Drin personally — years of playing cards together. The debt complicates this, but Harek doesn't see himself as a predator."
- target: "npc:lera-sessik"
kind: "colleague"
trust: 5
notes: "Bar owner. Professional familiarity. Harek's card games bring customers; Lera facilitates. Mutually beneficial."
- target: "npc:torek-lintar"
kind: "colleague"
trust: 3
notes: "Card game regular. Harek has noticed Torek's spending but doesn't flag it — Torek's money at the card table is entertainment."
tolerance:
threshold: 7
description: >
Moderate-high. Comfortable and complacent. Tolerates a lot because engagement
is effort. What breaks his tolerance: direct institutional pressure (Commission
or Security command asking about Drin), or violence in the bar (takes safety
seriously even when loose on contraband).
routine:
summary: >
4 routine entries covering full day cycle:
1. Security patrol (06:00-14:00) — hub perimeter and freight bay access points.
2. Shift transition (14:00-14:30).
3. Bar hours (14:30-20:00, The Last Shift) — drinks and card games, 2-3 times
per week.
4. Home (20:00+).
information:
knows:
- "location.surveillance_gaps"
- "world.shift_schedule"
- "world.sova_district_layout"
- "relationship.trust_network"
access_tier: "authority"
contentment:
level: 5
description: >
Moderate-high. The quintessential "comfortable enough not to rock the boat."
Stable job, social standing, entertainment, and just enough willful ignorance
to keep his conscience manageable.
personality:
demeanor: "complacent, sociable, perceptive beneath the surface"
social_style: "card games, bar conversation, community presence — enjoys being known"
stress_response: "deflects, steers conversation, avoids engagement with uncomfortable topics"
humor: "dry, card-table humor — comfortable enough to joke, smart enough to listen"
tells:
- trigger: "Drin is stressed or evasive"
behavior: "Watches Drin more carefully — monitors his investment, attention sharpens at the card table"
visible_to: "peripheral"
- trigger: "someone asks about hub access or patrol gaps"
behavior: "Steers conversation away from security topics — deflection through subject change or vague institutional answers"
visible_to: "forward"
- trigger: "card game in session"
behavior: "Uses card games as social intelligence gathering — invitations are reconnaissance wrapped in entertainment"
visible_to: "peripheral"
skills:
combat_trained: true
skills:
security_patrol: 7
observation: 7
access_control: 6
deescalation: 5
card_games: 6
trust_levels:
surface: >
Off-duty security officer. Card games and drinks. "Hub security's solid. Standard
patrols, standard protocols. Nothing unusual. You want specifics, talk to my
supervisor — I just walk the route."
real: >
Knows patrol routes, Meridian coverage gaps, which areas have blind spots. Knows
Drin's debt and behavioral changes. Knows Torek's spending. Bar social dynamics
insider. Sees more than he admits — his training doesn't turn off even when his
ethics do.
secret: >
Understands that Drin's negligence is being leveraged by someone above. Has chosen
not to investigate because confronting it would mean confronting what his card
game created.
dual_lens:
smuggler: >
Known quantity — off-duty security who doesn't look too hard. The smuggler reads
Harek's card games as harmless social activity and his complacency as a feature.
"Harek's at the bar. Security badge off, drink in hand. As long as he stays that
way, we're fine."
detective: >
Security officer who socializes with the people he should be monitoring. Card
games create financial relationships that could be leverage vectors. His patrol
routes mean he knows hub access patterns. Either an asset (could provide patrol
gap data) or a problem (if actively complicit). "Station Security — Harek. Off-duty
but the training doesn't turn off. He sees the same things I'd see. The question
is what he does with it."
notes: >
ANCHOR + HANDLER: the unconscious lever. "Harek doesn't know his card games built
a weapon." Complacent contentment (ANCHOR) generated a tool of coercion (HANDLER)
without deliberate intent. He didn't set out to compromise Drin — he won card
games, extended credit, and maintained a social dynamic that produced leverage.
The ring noticed and exploited the result. Bridges bar (social presence, card
games) and hub (security authority, patrol knowledge). Not a formal triangle
member but serves as external pressure on Drin in Triangle 2 (worried-knowledge).

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