Major simplification to migration plan:
- Remove NpcScript model entirely
- Reduce to 2 tables: missions (metadata) + games (state + scenario snapshot)
- Serve ink files directly from filesystem via game endpoints
- Move scenario_data to game instances (enables per-instance randomization)
- Eliminates Issue #2 (NPC schema complexity)
- Reduces P0 fixes from 10 hours to 2-3 hours
- Much simpler seed process (metadata only)
- Identify 5 critical issues requiring fixes before implementation
- Validate architecture decisions (mostly solid)
- Provide corrected database schema for shared NPCs
- Document P0 fixes needed: Ink compilation, file structure, NPC schema
- Recommend 1.5 days of prep work to save 3-5 days of rework
- Total review: 6 documents covering issues, architecture, and solutions
Updated migration plans to reflect significant codebase evolution:
NEW SYSTEMS DOCUMENTED:
- NPC system (fully implemented with NPCManager, conversation state, events)
- Event system (80+ events across codebase)
- Global game state management (window.gameState.globalVariables)
- Multiple scenarios (24 total, up from 1 originally planned)
KEY UPDATES:
- UPDATED_MIGRATION_STATUS.md: Comprehensive status of what's changed
- What's implemented vs what still needs server-side integration
- Updated timeline: 22 weeks (was 18 weeks)
- New database schema requirements
- Updated risk assessment
- CLIENT_SERVER_SEPARATION_PLAN.md: Added 3 new systems
- System 5: NPC System (hybrid approach confirmed)
- System 6: Event System (selective logging)
- System 7: Global Game State (server as source of truth)
- Updated migration checklist: 9 phases (was 7)
- Updated timeline: 18-22 weeks
- README_UPDATED.md: New master index document
- Quick start guide
- Document index
- What's changed summary
- Timeline breakdown
- Architecture decisions
- Success metrics
MIGRATION APPROACH:
- Hybrid NPC approach: Scripts client-side, validation server-side
- Selective event logging: Critical events only
- State sync: Server as source of truth, client cache for performance
- Incremental rollout with dual-mode support
TIMELINE: 22 weeks (~5.5 months)
- Added 4 weeks for NPC, Event, State integration
- Original: 18 weeks → Updated: 22 weeks (+22%)
All plans are complete, self-contained, actionable, and feature-focused.
Ready for team review and implementation.
Added three review documents analyzing the completed RFID system:
- POST_IMPLEMENTATION_REVIEW.md: Full technical analysis of implementation
- Reviewed 4 core files, 6 integration points, CSS, and test scenario
- Found 0 critical issues, 2 medium priority improvements (optional)
- Confirmed production-ready status
- Verified correct conversation return pattern
- Validated EM4100 protocol implementation
- ISSUES_SUMMARY.md: Quick reference for identified issues
- 7 total issues (all minor/optional)
- Action items with code examples
- Testing checklist
- README.md: Review overview and quick status
Key findings:
✅ Clean modular architecture following established patterns
✅ Authentic Flipper Zero UI with smooth animations
✅ Robust error handling and validation
✅ Seamless integration with all game systems
✅ Comprehensive test scenario created
Recommended improvements (optional):
- Use hex ID for key_id to prevent collisions
- Add cardToClone validation in clone mode
- Extract timing constants for maintainability
Overall assessment: Production ready with minor improvements recommended
Fix NPC interaction and event handling issues
- Added a visual problem-solution summary for debugging NPC event handling.
- Resolved cooldown bug in NPCManager by implementing explicit null/undefined checks.
- Modified PersonChatMinigame to prioritize event parameters over state restoration.
- Updated security guard dialogue in Ink scenarios to improve interaction flow.
- Adjusted vault key parameters in npc-patrol-lockpick.json for consistency.
- Changed inventory stylesheet references to hud.css in test HTML files for better organization.
feat(combat): Integrate chair kicking with punch mechanic
Update chair interaction to use the punch system instead of direct kicking:
**Changes to interactions.js:**
- Modified swivel chair interaction to trigger player punch instead of
directly applying kick velocity
- Simplified chair interaction handler to just call playerCombat.punch()
**Changes to player-combat.js:**
- Extended checkForHits() to detect chairs in punch range and direction
- Added kickChair() method that applies the same velocity calculation:
- Calculates direction from player to chair
- Applies 1200 px/s kick force in that direction
- Triggers spin direction calculation for visual rotation
- Adds visual feedback (flash chair, light screen shake)
- Chairs now respond to punch AOE damage like hostile NPCs
Now clicking a chair or pressing 'E' near it triggers a punch, and if the
chair is in punch range and facing direction, it gets kicked with the
original velocity physics. Multiple chairs can be kicked with one punch.
feat(combat): Implement hostile NPC behavior and final integration (Phase 6-7)
Complete hostile NPC combat system with chase behavior and integration:
**Phase 6: Hostile NPC Behavior**
- Modified npc-behavior.js determineState() to check hostile state from npcHostileSystem
- Implemented updateHostileBehavior() with chase and attack logic:
- NPCs chase player when hostile and in aggro range
- NPCs stop and attack when in attack range
- NPCs use directional movement with proper animations
- Integration with npcCombat system for attack attempts
- Added KO state check to prevent KO'd NPCs from acting
**Phase 7: Final Integration**
- Modified player.js to disable movement when player is KO
- Added visual KO effect (50% alpha) to NPC sprites in npc-hostile.js
- Connected all combat systems end-to-end:
- Ink dialogue → hostile tag → hostile state → chase behavior → combat
- Player interaction → punch → NPC damage → KO → visual feedback
- NPC chase → attack → player damage → HP UI → game over
Full combat loop now functional: hostile NPCs chase and attack player,
player can punch hostile NPCs, complete visual/audio feedback, game over on KO.
feat(combat): Add feedback, UI, and combat mechanics (Phase 2-5)
Implement comprehensive combat feedback, UI, and mechanics:
**Phase 2: Enhanced Feedback Systems**
- damage-numbers.js: Floating damage numbers with object pooling
- screen-effects.js: Screen flash and shake for combat feedback
- sprite-effects.js: Sprite tinting, flashing, and visual effects
- attack-telegraph.js: Visual indicators for incoming NPC attacks
**Phase 3: UI Components**
- health-ui.js: Player health display as hearts (5 hearts, shows when damaged)
- npc-health-bars.js: Health bars above hostile NPCs with color coding
- game-over-screen.js: KO screen with restart/main menu options
**Phase 4-5: Combat Mechanics**
- player-combat.js: Player punch system with AOE directional damage
- npc-combat.js: NPC attack system with telegraph and cooldowns
- Modified interactions.js to trigger punch on hostile NPC interaction
- Integrated all systems into game.js create() and update() loops
Combat now functional with complete visual/audio feedback pipeline.
Player can punch hostile NPCs, NPCs can attack player, health tracking works.
feat(combat): Add hostile NPC system foundation (Phase 0-1)
Implement core hostile NPC combat system infrastructure:
- Add #hostile tag handler to chat-helpers.js for Ink integration
- Fix security-guard.ink to use proper hub pattern with -> hub instead of -> END
- Add #hostile:security_guard tags to hostile conversation paths
- Create combat configuration system (combat-config.js)
- Create combat event constants (combat-events.js)
- Implement player health tracking system with HP and KO state
- Implement NPC hostile state management with HP tracking
- Add combat debug utilities for testing
- Add error handling utilities for validation
- Integrate combat systems into game.js create() method
- Create test-hostile.ink for testing hostile tag system
This establishes the foundation for hostile NPC behavior, allowing NPCs to
become hostile through Ink dialogue and tracking health for both player and NPCs.
docs(npc): Apply codebase-verified corrections to hostile NPC plans
Apply critical corrections based on actual codebase verification:
CORRECTIONS.md (Updated):
- ✅ Confirms #exit_conversation tag ALREADY IMPLEMENTED
* Location: person-chat-minigame.js line 537
* No handler needed in chat-helpers.js
- ❌ Hostile tag still needs implementation in chat-helpers.js
- Provides exact code for hostile tag handler
- Clarifies tag format: #hostile:npcId or #hostile (uses current NPC)
- Updated action items to reflect what's already working
INTEGRATION_UPDATES.md (New):
- Comprehensive correction document
- Issue 1 Corrected: Exit conversation already works
- Issue 6 Corrected: Punch mechanics are interaction-based with AOE
- Details interaction-based punch targeting:
* Player clicks hostile NPC OR presses 'E' nearby
* Punch animation plays in facing direction
* Damage applies to ALL NPCs in range + direction (AOE)
* Can hit multiple enemies if grouped (strategic gameplay)
- Provides complete implementation examples
- Removes complexity of target selection systems
- Uses existing interaction patterns
quick_start.md (Updated):
- Removed exit_conversation handler (already exists)
- Updated hostile tag handler code
- Added punch mechanics design section
- Clarified interaction-based targeting
- Added troubleshooting for exit_conversation
Key Findings:
✅ Exit conversation tag works out of the box
✅ Punch targeting uses existing interaction system (simpler!)
✅ AOE punch adds strategic depth without complexity
❌ Only ONE critical task remains: Add hostile tag to chat-helpers.js
Impact:
- Less work required (don't need exit_conversation handler)
- Simpler implementation (use existing interaction patterns)
- Better gameplay (AOE punches, directional attacks)
- Clear path forward with exact code examples
docs(npc): Add critical corrections and codebase integration review
Add comprehensive review of hostile NPC plans against actual codebase:
CORRECTIONS.md:
- Identifies critical Ink pattern error (-> END vs -> hub)
- Documents correct hub-based conversation pattern
- Provides corrected examples for all Ink files
- Explains why -> hub is required after #exit_conversation
FORMAT_REVIEW.md:
- Validates JSON scenario format against existing scenarios
- Reviews NPC object structure and required fields
- Documents correct Ink hub pattern from helper-npc.ink
- Proposes hostile configuration object for NPC customization
- Provides complete format reference and checklists
review2/integration_review.md:
- Comprehensive codebase analysis by Explore agent
- Identifies 2 critical blockers requiring immediate attention:
* Missing tag handlers for #hostile and #exit_conversation
* Incorrect Ink pattern (-> END) in planning documents
- Documents 4 important integration differences:
* Initialization in game.js not main.js
* Event dispatcher already exists (window.eventDispatcher)
* Room transition behavior needs design decision
* Multi-hostile NPC targeting needs design decision
- Confirms 8 systems are fully compatible with plan
- Provides existing code patterns to follow
- Corrects integration sequence
review2/quick_start.md:
- Step-by-step guide for Phase 0-1 implementation
- Includes complete code examples for critical systems
- Browser console test procedures
- Common issues and solutions
- Success criteria checklist
Key Findings:
✅ 90% compatible with existing codebase
❌ Must add tag handlers to chat-helpers.js before implementation
❌ Must fix all Ink examples to use -> hub not -> END
⚠️ Should follow game.js initialization pattern not main.js
⚠️ Should use existing window.eventDispatcher
⚠️ Need design decisions on room transitions and multi-targeting
All critical issues documented with solutions ready.
Implementation can proceed with high confidence after corrections applied.
docs(npc): Add comprehensive planning documents for hostile NPC system
Add detailed implementation plans for hostile NPC feature including:
- Complete implementation plan with phase-by-phase breakdown
- Architecture overview with system diagrams and data flows
- Detailed TODO list with 200+ actionable tasks
- Phase 0 foundation with design decisions and base components
- Enhanced combat feedback implementation guide
- Implementation roadmap with 6-day schedule
Add comprehensive review documents:
- Implementation review with risk assessment and recommendations
- Technical review analyzing code patterns and best practices
- UX review covering player experience and game feel
Key features planned:
- NPC hostile state triggered via Ink tags
- Player health system with heart-based UI
- NPC health bars and combat mechanics
- Punch combat for both player and NPCs
- Strong visual/audio feedback for combat
- Game over system and KO states
- Attack telegraphing for fairness
- Enhanced NPC chase behavior with LOS
- Debug utilities and error handling
- Comprehensive testing strategy
- Created TITLE_SCREEN_CUSTOMIZATION.md with examples for extending the title screen.
- Added TITLE_SCREEN_DEVELOPER_GUIDE.md for technical guidance on implementation.
- Introduced TITLE_SCREEN_IMPLEMENTATION.md detailing the architecture and features.
- Compiled TITLE_SCREEN_INDEX.md as a documentation index for easy navigation.
- Updated TITLE_SCREEN_OVERLAY_UPDATE.md to reflect changes in title screen display mode.
- Created TITLE_SCREEN_QUICK_START.md for a quick setup guide.
- Developed TITLE_SCREEN_README.md as a comprehensive overview of the title screen system.
- Added title-screen-demo.json scenario to demonstrate title screen functionality.
- Modified existing files to integrate the title screen into the game flow.
- Deleted outdated quick reference file and replaced it with a comprehensive LOS visualization guide.
- Updated console commands for enabling/disabling LOS and added detailed explanations for visual elements.
- Improved console output for distance and angle checks during NPC detection.
- Introduced new test functions for graphics rendering and system status checks.
- Enhanced logging during LOS cone drawing to provide detailed graphics object properties and rendering status.
- Created new documentation files for quick commands and debugging improvements.
- Added a structured troubleshooting flow for common issues related to LOS detection and rendering.
- Added core LOS detection module (`js/systems/npc-los.js`) with functions for distance and angle checks, and debug visualization.
- Integrated LOS checks into NPC manager (`js/systems/npc-manager.js`) to enhance lockpicking interruption logic based on player visibility.
- Updated scenario configurations for NPCs to include LOS properties.
- Created comprehensive documentation covering implementation details, configuration options, and testing procedures.
- Enhanced debugging capabilities with console commands and visualization options.
- Established performance metrics and future enhancement plans for server-side validation and obstacle detection.
- Added a new security guard NPC with conversation flow for lockpicking attempts.
- Integrated influence system to determine NPC reactions based on player choices.
- Created a new JSON scenario for the security guard's behavior and interactions.
- Refactored lockpicking system to allow NPC interruptions during attempts.
- Developed a test scenario to visualize NPC patrol and line-of-sight detection.
- Added a debug panel for testing line-of-sight visualization in the game.
- Added a new system to prevent NPCs from clipping through walls and tables during collisions.
- Introduced functions for position validation and safe movement: `isPositionSafe()`, `boundsOverlap()`, and `findSafeCollisionPosition()`.
- Updated `handleNPCCollision()` and `handleNPCPlayerCollision()` to utilize the new safe position logic, allowing NPCs to find alternative paths when blocked.
- Created comprehensive documentation detailing the implementation, testing procedures, and performance analysis.
- Ensured minimal performance impact with efficient collision checks and pathfinding.
- Added automatic collision avoidance for NPCs when colliding with each other and the player.
- Updated `setupNPCToNPCCollisions()` to include collision callbacks for NPC-to-NPC interactions.
- Created `handleNPCCollision()` to manage NPC-to-NPC collision responses, moving NPCs 5px northeast and recalculating paths.
- Implemented `handleNPCPlayerCollision()` for NPC-to-Player collisions, ensuring consistent behavior with NPC-to-NPC avoidance.
- Modified `updatePatrol()` to check for path recalculation after collisions.
- Enhanced console logging for collision events and path recalculations.
- Created comprehensive documentation covering implementation details, quick reference, and testing procedures.
- Ensured minimal performance impact with efficient pathfinding and collision detection.
- Created comprehensive documentation for two new NPC patrol features: Waypoint Patrol and Cross-Room Navigation.
- Added `QUICK_START_NPC_FEATURES.md` detailing configuration, implementation phases, and testing guidelines.
- Introduced `README_NPC_FEATURES.md` as an index for navigating the documentation package.
- Implemented `update_tileset.py` script to update Tiled map with all objects from the assets directory, ensuring proper GIDs.
- Updated test scenarios for NPC patrol behaviors, including waypoint patrol tests in `test-npc-waypoints.json`.
- Adjusted positions in existing test scenarios for better alignment with new patrol features.
✅ Phase 4: Personal Space Behavior COMPLETE
Test scenario with 10 NPCs, comprehensive documentation (1000+ lines),
and Ink toggle testing for personal space behavior.
Includes:
- 10 test NPCs with varied configurations
- Distance tests (32px to 128px bubbles)
- Backing speed tests (3px to 10px increments)
- Wall collision detection tests
- Personal space + patrol integration
- Ink toggle for runtime distance control
- Complete test guide with debugging tools
Key features tested:
- Gradual backing away (5px increments)
- Face player while backing
- Wall collision detection
- Priority system integration
- Idle animations (not walk)
- Distance-based activation
✅ Phase 2: Face Player Behavior COMPLETE
This phase focuses on testing and verifying the face player behavior
implemented in Phase 1. Includes comprehensive test scenarios,
documentation, and unit tests for direction calculation.
## New Files Created
### Test Scenario
**scenarios/test-npc-face-player.json**
- 12 NPCs arranged to test all 8 directions
- Cardinal tests: North, South, East, West
- Diagonal tests: NE, NW, SE, SW
- Edge case tests: Range limits, disabled behavior
- Visual layout for easy testing
### Test Documentation
**planning_notes/npc/npc_behaviour/PHASE2_TEST_GUIDE.md**
- Complete test procedure for all 8 directions
- Expected behaviors for each test case
- Debugging tools and console commands
- Common issues and solutions
- Success criteria checklist
- Performance metrics
### Unit Tests
**planning_notes/npc/npc_behaviour/phase2_direction_tests.js**
- 24 unit tests for direction calculation
- Pure cardinal direction tests (4)
- Threshold boundary tests (8)
- Pure diagonal tests (4)
- Edge case tests (5)
- Integration tests with actual behavior
- Auto-run in browser console
## Test Coverage
### Direction Calculation Tests
✅ **Cardinal Directions** (4 tests)
- Pure right (player directly east)
- Pure left (player directly west)
- Pure down (player directly south)
- Pure up (player directly north)
✅ **Diagonal Directions** (4 tests)
- Down-right (45° angle)
- Down-left (45° angle)
- Up-right (45° angle)
- Up-left (45° angle)
✅ **Threshold Tests** (8 tests)
- Mostly right (30° angle → cardinal)
- Mostly left (30° angle → cardinal)
- Mostly down (30° angle → cardinal)
- Mostly up (30° angle → cardinal)
- Barely diagonal right-down (60° → diagonal)
- Barely cardinal right (30° → cardinal)
- Barely diagonal down-right (30° → diagonal)
- Barely cardinal down (60° → cardinal)
✅ **Edge Cases** (5 tests)
- Zero distance (player on top of NPC)
- Small movements (1px)
- Large movements (1000px)
- Negative movements
- Boundary conditions
### Scenario Tests
✅ **12 NPCs in Test Scenario**:
1. `npc_center` - Default behavior, all 8 directions
2. `npc_north` - Cardinal north position
3. `npc_south` - Cardinal south position
4. `npc_east` - Cardinal east position
5. `npc_west` - Cardinal west position
6. `npc_northeast` - Diagonal NE position
7. `npc_northwest` - Diagonal NW position
8. `npc_southeast` - Diagonal SE position
9. `npc_southwest` - Diagonal SW position
10. `npc_far` - Short range test (64px)
11. `npc_disabled` - Face player disabled
12. (Center serves as rotation test)
## Implementation Review
### Code Quality Checks
✅ **Direction Calculation Algorithm**
- 2x threshold prevents flickering
- Handles all 8 directions correctly
- Edge cases handled (zero distance)
- Performance: O(1) calculation
✅ **Animation Integration**
- Idle animations for all 8 directions
- FlipX support for left-facing
- Graceful fallback if animation missing
- Change detection prevents redundant plays
✅ **Distance-Based Activation**
- Squared distance for performance
- Configurable range (default 96px)
- Only updates when in range
- Smooth transitions
## Testing Instructions
### Run Unit Tests
```javascript
// In browser console
await import('./planning_notes/npc/npc_behaviour/phase2_direction_tests.js?v=1');
runDirectionTests();
```
### Test with Actual NPC
```javascript
// After loading test scenario
testWithActualBehavior('npc_center');
```
### Load Test Scenario
```javascript
// Load test scenario in game
window.gameScenario = await fetch('scenarios/test-npc-face-player.json').then(r => r.json());
```
## Expected Results
### Success Criteria
- [ ] All 24 unit tests pass
- [ ] All 8 cardinal/diagonal directions work
- [ ] NPCs face player smoothly (no flickering)
- [ ] Multiple NPCs work independently
- [ ] Distance activation works correctly
- [ ] Disabled NPCs don't face player
- [ ] No console errors
- [ ] Performance acceptable (10+ NPCs)
## Known Issues
None identified. Implementation appears solid.
## Next Steps
Once Phase 2 testing completes:
- **Phase 3**: Patrol Behavior testing
- **Phase 4**: Personal Space testing
- **Phase 5**: Ink Integration testing
- **Phase 6**: Hostile visual feedback
## Performance Notes
- Update throttling: 50ms (20 Hz)
- Direction calculation: O(1)
- Animation checks: Change detection only
- Expected FPS impact: < 2% with 10 NPCs
## Documentation
Comprehensive test guide includes:
- Step-by-step test procedures
- Visual layout diagrams
- Debugging commands
- Common issues/solutions
- Success criteria checklist
Ready for user testing and validation!
- Updated IMPLEMENTATION_PLAN.md to reflect new architecture and simplified lifecycle management due to rooms never unloading.
- Added critical prerequisites in Phase -1 for walk animations, player position checks, and phone NPC filtering.
- Revised QUICK_REFERENCE.md and README.md for clarity on implementation status and next steps.
- Introduced QUICK_TAKEAWAYS.md summarizing key changes from the code review.
- Created UPDATE_SUMMARY.md detailing updates applied based on maintainer clarifications.
- Adjusted review README.md to streamline navigation and highlight important documents for developers and stakeholders.
- Added PHASE_MINUS_ONE_ACTION_PLAN.md detailing critical fixes needed before Phase 1 implementation.
- Updated README.md to include new action plan and review status.
- Created README_REVIEWS.md as a navigation guide for review documents.
- Addressed critical issues including walk animations, player position tracking, phone NPC filtering, and environment collisions.
- Established a checklist for testing and verification of fixes.
- Revised estimated timelines for implementation phases.
- Created CHANGES_SUMMARY.md to summarize updates and fixes post-review.
- Added PLAN_REVIEW_AND_RECOMMENDATIONS.md detailing critical issues and recommendations for NPC behavior implementation.
- Fixed critical issues regarding animation creation timing, integration points, and validation for patrol bounds and sprite references.
- Updated implementation plan to include a new Phase 0 for animation prerequisites.
- Clarified NPC collision configuration and ensured roomId is stored in NPC data.
- Enhanced documentation across multiple files to reflect changes and provide troubleshooting guidance.
- Created CHANGES_APPLIED.md to document critical clarifications and updates based on code review findings.
- Established a new review and improvements document (REVIEW_AND_IMPROVEMENTS.md) outlining 9 critical improvements and 12 enhancement opportunities for NPC behavior.
- Updated TECHNICAL_SPEC.md, IMPLEMENTATION_PLAN.md, QUICK_REFERENCE.md, and example_scenario.json with necessary changes regarding roomId tracking, sprite storage, wall collision setup, animation creation timing, and personal space behavior.
- Clarified async import patterns and depth update requirements in the implementation plan.
- Enhanced personal space behavior design to ensure NPCs back away slowly while maintaining eye contact with players.
- Documented all changes and improvements to ensure better integration with existing systems and reduce complexity in NPC behavior implementation.
- Introduced a data-driven global variable system to manage narrative state across NPC interactions.
- Added support for global variables in scenario JSON, allowing for easy extension and management.
- Implemented synchronization of global variables between Ink stories and the game state, ensuring real-time updates across conversations.
- Enhanced state persistence, allowing global variables to survive page reloads and be restored during conversations.
- Created comprehensive documentation and testing guides to facilitate usage and verification of the new system.
- Introduced new NPC inventory system allowing NPCs to hold and give items to players.
- Updated ContainerMinigame to support NPC mode, displaying NPC avatars and available items.
- Enhanced chat and conversation systems to sync NPC item states with Ink variables, improving narrative interactions.
- Added event listeners for item changes, ensuring dynamic updates during conversations.
- Implemented new methods in NPCGameBridge for item giving and inventory display, streamlining item interactions.
- Consolidated async function updates for NPC loading in the `create()` function to streamline the process.
- Improved error handling during NPC loading for the starting room, ensuring room creation continues even if NPC loading fails.
- Updated documentation to reflect changes in the implementation checklist for better clarity on migration steps.
- Updated various planning documents to include additional details and clarity on the NPC migration process.
- Added new sections to CLIENT_SERVER_SEPARATION_PLAN.md, NPC_MIGRATION_OPTIONS.md, RAILS_ENGINE_MIGRATION_PLAN.md, and README.md to improve overall documentation and ensure comprehensive coverage of migration strategies.
- Ensured all documents reflect the latest architectural decisions and implementation plans for better guidance during the migration process.
- Create README.md outlining the entire migration plan, including executive summary, technical details, migration guide, API specification, and testing checklist.
- Introduce START_HERE.md as a quick start guide for implementation, detailing initial steps and phase breakdown.
- Develop VISUAL_GUIDE.md with diagrams and visual references for current vs. target architecture, NPC types, implementation phases, and memory usage comparisons.
- Created a new JSON scenario file for testing NPC sprite functionality.
- Implemented a simple HTTP server with caching headers for development purposes.
- Added an HTML page for testing NPC interactions, including system checks and game controls.
- Introduced a separate HTML page for testing item delivery through person chat interactions.
- Created SoundManager class for centralized audio management using Phaser's audio system.
- Integrated 34 sound assets, including UI interactions, item collection, and lock attempts.
- Developed UI sound helpers for seamless attachment to DOM elements.
- Updated game.js to preload and initialize sound manager, ensuring global access.
- Modified interactions.js, unlock-system.js, and panels.js to incorporate sound feedback.
- Provided extensive documentation, including implementation summary and usage examples.
- Ensured backward compatibility and optimized performance for audio playback.
- Added event emissions for NPC interactions in core game systems:
- Unlock System: door_unlocked, item_unlocked, door_unlock_attempt
- Interactions System: object_interacted
- Inventory System: item_picked_up:*
- Minigame Framework: minigame_completed, minigame_failed
- Created event-triggered reactions for the helper NPC:
- Added knots for lockpick pickup, success, failure, door unlock, and object interaction.
- Implemented state tracking and context-aware responses.
- Updated event mappings in scenario JSON for the helper NPC to respond to various events.
- Fixed global variable references in event emission code to ensure proper event dispatching.
- Added debug logging to verify event emissions and NPC reactions.
- Documented implementation details and testing instructions for new features.
- Added NPCGameBridge class to facilitate interactions between NPCs and game state.
- Implemented methods for unlocking doors, giving items, setting objectives, revealing secrets, adding notes, triggering events, and discovering rooms.
- Introduced a helper NPC that can assist players by unlocking the CEO's office and providing items based on trust levels.
- Created comprehensive documentation for the NPC Game Bridge implementation.
- Updated scenario JSON to include the new helper NPC and its interactions.
- Added Ink story for the helper NPC demonstrating its capabilities.