# NPC Implementation Progress

## Completed (Phase 1: Core Infrastructure)

### ✅ Directory Structure
- [x] `assets/vendor/` - Moved ink.js library
- [x] `assets/npc/avatars/` - Placeholder avatars (npc_alice.png, npc_bob.png)
- [x] `assets/npc/sounds/` - Sound directory created
- [x] `js/systems/ink/` - Ink engine module
- [x] `js/minigames/phone-chat/` - Phone chat minigame directory
- [x] `scenarios/ink/` - Source Ink scripts
- [x] `scenarios/compiled/` - Compiled Ink JSON files

### ✅ Core Systems Implemented
- [x] **InkEngine** (`js/systems/ink/ink-engine.js`) - Enhanced
  - Load/parse compiled Ink JSON
  - Navigate to knots
  - Continue dialogue (returns structured result: {text, choices, canContinue})
  - Make choices
  - Get/set variables with value unwrapping
  - Tag parsing support
  - **Status**: Tested and working ✅

- [x] **NPCEventDispatcher** (`js/systems/npc-events.js`) - Complete
  - Event emission and listening
  - Pattern matching (wildcards supported)
  - Cooldown system
  - Event queue processing
  - Priority-based listener sorting
  - Event history tracking
  - Debug mode
  - **Status**: Tested and working ✅

- [x] **NPCManager** (`js/systems/npc-manager.js`) - Enhanced with auto-mapping
  - NPC registration
  - **Event → Knot auto-mapping** ✅
    - Automatic bark triggers on game events
    - Support for once-only events
    - Configurable cooldowns (default 5s)
    - Conditional triggers via functions
    - Pattern matching support (e.g., `item_picked_up:*`)
  - Conversation state management
  - Conversation history tracking
  - Current knot tracking
  - Event listener cleanup
  - **Timed Messages System** ✅
    - Schedule messages to arrive at specific times
    - Automatic bark notifications
    - Integration with conversation history
  - Integration with InkEngine and BarkSystem
  - **Status**: Complete and tested ✅

- [x] **NPCBarkSystem** (`js/systems/npc-barks.js`) - Enhanced
  - Bark notification popups
  - Auto-dismiss (4s default)
  - Click to open phone chat
  - **Inline fallback phone UI** for testing (no Phaser required)
    - Modal overlay with phone-shaped container
    - Message rendering (NPC left-aligned, player right-aligned)
    - Choice buttons with hover states
    - Scrollable conversation history
    - Close button
  - Dynamic import of MinigameFramework when Phaser available
  - HTML sanitization
  - **Status**: Tested and working ✅

### ✅ Example Stories
- [x] **alice-chat.ink** - Complete branching dialogue example
  - Trust level system (0-5+)
  - Conditional choices that appear/disappear
  - State tracking (knows_about_breach, has_keycard)
  - Once-only topics
  - Multiple endings
  - Realistic security consultant persona
  - **Status**: Tested and working ✅

### ✅ Test Harness
- [x] `test-npc-ink.html` - Comprehensive test page
  - ink.js library verification
  - InkEngine story loading/continuation
  - Event system testing
  - Bark display testing
  - Phone chat integration testing
  - **Auto-trigger testing** ✅
  - Visual console output
  - **Status**: Complete and functional

## In Progress (Phase 2: Game Integration)

### 🔄 Testing & Verification
- [x] Create test HTML page ✅
- [x] Verify ink.js loads correctly ✅
- [x] Test InkEngine with story JSON ✅
- [x] Test event emission ✅
- [x] Test bark display ✅
- [x] Test NPC Manager registration ✅
- [x] Test inline phone UI ✅
- [x] Test branching dialogue ✅
- [x] Test auto-trigger workflow ✅
- [x] Test phone-chat minigame ✅
- [x] Test conversation history persistence ✅
- [x] Test state save/restore ✅
- [x] Test timed messages system ✅
- [ ] Test in main game environment

## ✅ COMPLETED (Phase 2: Phone Chat Minigame)

### ✅ Phone Chat Modules
- [x] **PhoneChatHistory** (`js/minigames/phone-chat/phone-chat-history.js`) - ~270 lines
  - History management and formatting
  - Message tracking and unread counts
  - Export/import functionality
  - **Status**: Complete ✅

- [x] **PhoneChatConversation** (`js/minigames/phone-chat/phone-chat-conversation.js`) - ~370 lines
  - Ink story integration
  - Story loading and navigation
  - Choice handling
  - State management (save/restore)
  - Fixed state serialization issues (removed problematic npc_name variable)
  - **Status**: Complete ✅

- [x] **PhoneChatUI** (`js/minigames/phone-chat/phone-chat-ui.js`) - ~730 lines
  - Contact list view with unread badges
  - Conversation view with message bubbles
  - Choice button rendering
  - Typing indicator animation
  - Auto-scrolling
  - **Avatar display in conversation header** ✅
  - Styled scrollbars (8px, black with green border)
  - **Voice message support (Web Speech API)** ✅
    - Clickable play/stop button
    - Visual feedback (play ↔ stop icon)
    - Pixel-art rendering for icons
    - Audio waveform visualization
    - Transcript display
  - **Status**: Complete ✅

- [x] **PhoneChatMinigame** (`js/minigames/phone-chat/phone-chat-minigame.js`) - ~515 lines
  - Main controller extending MinigameScene
  - Orchestrates UI, conversation, history
  - Event handling and keyboard shortcuts
  - **Intro message preloading** ✅
  - **State persistence across conversations** ✅
  - **Prevents intro replay on reopen** ✅
  - **Status**: Complete ✅

- [x] **CSS Styling** (`css/phone-chat-minigame.css`) - ~540 lines
  - Phone UI with pixel-art aesthetic (matches phone-messages)
  - Green LCD screen (#5fcf69), gray shell (#a0a0ad)
  - Message bubbles (NPC left, player right)
  - Choice buttons
  - Styled scrollbars (visible on all platforms)
  - Avatar styles (32x32px, pixelated rendering)
  - Animations (typing, message slide-in)
  - **Voice message styles** ✅
    - Audio controls with play/stop button
    - Waveform sprite display (32px height)
    - Transcript display with borders
    - Pixel-art rendering for all icons
    - Hover effects
  - **Status**: Complete ✅

- [x] **Registration** - Registered with MinigameFramework as 'phone-chat'
  - **Status**: Complete ✅

### 📋 Phone Access
- [x] **Runtime Message Converter** (`js/utils/phone-message-converter.js`) ✅
  - Converts simple text/voice phone messages to Ink JSON at runtime
  - Zero changes needed to existing scenario files
  - Automatic virtual NPC creation and registration
  - Backward compatible with existing phone-messages system
  - **Auto-adds "voice:" prefix for voice messages** ✅
  - See `RUNTIME_CONVERSION_SUMMARY.md` for details
- [x] **Voice Message Support** ✅
  - "voice:" prefix detection in Ink text
  - Web Speech API integration (browser TTS)
  - Clickable audio controls (play/stop)
  - Voice selection (prefers Google/Microsoft voices)
  - Configurable speech settings (rate, pitch, volume)
  - Pixel-art UI rendering
  - See `VOICE_MESSAGES.md` and `VOICE_PLAYBACK_FEATURE.md` for details
- [x] Phone type detection and routing (interactions.js) ✅
  - Auto-conversion implemented
  - Uses phone-chat exclusively
- [ ] Phone button in UI (bottom-right corner)
  - Shows total unread count from all sources
  - Opens phone-unified with player's phone
- [ ] Inventory phone item
  - Add phone to startItemsInInventory
  - Handle phone item clicks in inventory.js
- [x] **Old Phone Minigame Removal** ✅
  - [x] All features migrated to phone-chat ✅
    - Voice message playback (Web Speech API)
    - Simple text messages
    - Interactive conversations (enhanced with Ink)
  - [x] Removed `js/minigames/phone/phone-messages-minigame.js` ✅
  - [x] Updated interactions.js to use phone-chat exclusively ✅
  - [x] Removed phone-messages registration from MinigameFramework ✅
  - [x] Archived `css/phone.css` → `css/phone.css.old` ✅
- [ ] Scenario JSON updates (optional - runtime conversion handles this)
  - Add phoneId to phone objects (for grouping)
  - Define which NPCs are available on which phones
  - Optionally add phone to player's starting inventory
- [x] **Documentation**: 
  - ✅ `RUNTIME_CONVERSION_SUMMARY.md` - Complete runtime conversion guide
  - ✅ `PHONE_MIGRATION_GUIDE.md` - Manual migration options
  - ✅ `PHONE_INTEGRATION_PLAN.md` - Unified phone strategy
  - ✅ `VOICE_MESSAGES.md` - Voice message feature guide
  - ✅ `VOICE_PLAYBACK_FEATURE.md` - Web Speech API implementation
  - ✅ `MIXED_PHONE_CONTENT.md` - Mixed message patterns
  - ✅ `PHONE_CLEANUP_SUMMARY.md` - Old minigame removal documentation
  - ✅ `MIXED_PHONE_CONTENT.md` - Simple + interactive messages guide

## TODO (Phase 3: Additional Events)

### 📋 Event Emissions
- [ ] Door events (door_unlocked, door_locked, door_attempt_failed)
- [ ] Minigame events (minigame_completed, minigame_started, minigame_failed)
- [ ] Interaction events (object_interacted, fingerprint_collected, bluetooth_device_found)

## TODO (Phase 5: Polish & Testing)

### 📋 Enhancements
- [x] Sound effects (message_received.mp3) ✅ COMPLETE
- [ ] Better NPC avatars
- [ ] Error handling improvements
- [ ] Performance optimization

## File Statistics

| File | Lines | Status |
|------|-------|--------|
| ink-engine.js | 360 | ✅ Complete |
| npc-events.js | 230 | ✅ Complete |
| npc-manager.js | 355 | ✅ Complete |
| npc-barks.js | 355 | ✅ Complete (+75 sounds/avatars) |
| npc-barks.css | 70 | ✅ Complete (+18 avatars) |
| test.ink | 40 | ✅ Complete |
| alice-chat.ink | 180 | ✅ Complete |
| helper-npc.ink | 185 | ✅ Complete (with events) |
| game.js | 800 | ✅ Enhanced (+3 audio) |
| ceo_exfil.json | 450 | ✅ Enhanced (avatars) |
| npc_helper.png | 32x32 | ✅ Created |
| npc_adversary.png | 32x32 | ✅ Created |
| npc_neutral.png | 32x32 | ✅ Created |
| generic-npc.ink | 36 | ✅ Complete |
| phone-chat-history.js | 270 | ✅ Complete |
| phone-chat-conversation.js | 370 | ✅ Complete |
| phone-chat-ui.js | 730 | ✅ Complete |
| phone-chat-minigame.js | 739 | ✅ Complete |
| phone-chat-minigame.css | 540 | ✅ Complete |
| phone-message-converter.js | 150 | ✅ Complete |
| inventory.js | 629 | ✅ Enhanced (badge system) |
| inventory.css | 147 | ✅ Enhanced (badge styling) |
| test-npc-ink.html | ~400 | ✅ Complete |
| test-phone-chat-minigame.html | ~557 | ✅ Complete |

**Total implemented: ~6,065 lines across 18 files**

## Next Steps

### Phase 3: Testing & Integration
1. ✅ Test phone-chat minigame with test harness
2. ✅ Verify Alice's complex branching dialogue
3. ✅ Verify Bob's generic NPC story
4. ✅ Test conversation history persistence
5. ✅ Test multiple NPCs on same phone
6. ✅ Test event → bark → phone flow
7. ✅ Test timed messages system
8. ✅ Fix state serialization issues
9. ⏳ Test in main game environment

### Phase 4: Game Integration
1. **Emit game events from core systems** ✅ COMPLETE (2024-10-31)
   - [x] Doors system: `door_unlocked`, `door_unlock_attempt`
   - [x] Items system: `item_picked_up:*` (already implemented)
   - [x] Unlock system: `item_unlocked`, `door_unlocked`, `door_unlock_attempt`
   - [x] Minigames: `minigame_completed`, `minigame_failed`
   - [x] Interactions: `object_interacted`
   - [x] Fixed event dispatcher variable naming (window.eventDispatcher)

2. **Implement NPC → Game State Bridge** ✅ COMPLETE (2024-10-31)
   - [x] Created `js/systems/npc-game-bridge.js` (~420 lines)
   - [x] Implemented 7 methods: `unlockDoor()`, `giveItem()`, `setObjective()`, `revealSecret()`, `addNote()`, `triggerEvent()`, `discoverRoom()`
   - [x] Added action logging system (last 100 actions)
   - [x] Exported global convenience functions
   - [x] Added tag parsing in phone-chat minigame (~120 lines)
   - [x] Created `processGameActionTags()` method with notifications
   - [x] Fixed item display names (spread operator ordering)
   - [x] Created comprehensive documentation: `NPC_GAME_BRIDGE_IMPLEMENTATION.md`

3. **Add NPC configs to scenario JSON** ✅ COMPLETE (2024-10-31)
   - [x] Created `scenarios/ink/helper-npc.ink` example (~145 lines with events)
   - [x] Added helper_npc to `ceo_exfil.json` npcs array
   - [x] Updated phone npcIds to include helper_npc
   - [x] Added 7 event mappings for automatic reactions
   - [x] Configured cooldowns and once-only triggers
   - [x] Added maxTriggers support for limiting bark frequency

4. **Implement Event-Driven NPC Reactions** ✅ COMPLETE (2024-10-31)
   - [x] Added 8 event-triggered bark knots to helper-npc.ink
   - [x] Configured event mappings with patterns, conditions, cooldowns
   - [x] Added event emissions to 4 core game systems
   - [x] Fixed event mapping array format handling
   - [x] Added condition string evaluation support
   - [x] Implemented bark-to-conversation flow (barks redirect to main menu)
   - [x] Added isBark flag to distinguish barks from conversations
   - [x] Fixed conversation history to ignore bark-only messages
   - [x] Created comprehensive documentation: `PHASE_4_EVENT_IMPLEMENTATION.md`
   - [x] Created bark improvements documentation: `BARK_IMPROVEMENTS_SUMMARY.md`

5. **Test in-game NPC interactions** ✅ COMPLETE (2024-10-31)
   - [x] Helper NPC available in CEO Exfiltration scenario
   - [x] Test event-triggered barks ✅ Working!
   - [x] Test NPC unlocking doors via conversation ✅ Working!
   - [x] Test NPC giving items via conversation ✅ Working!
   - [x] Test clicking barks to reply ✅ Working!
   - [x] Test conditional responses based on trust level ✅ Working!
   - [x] Verify cooldowns work correctly ✅ Working!
   - [x] Verify bark frequency limits (maxTriggers) ✅ Implemented!

6. **Polish UI/UX** 🔄 IN PROGRESS
   - [x] Room navigation events (Priority 2) ✅ COMPLETE (2024-10-31)
     - [x] Added `room_entered`, `room_entered:${roomId}`, `room_discovered`, `room_exited` events
     - [x] Created Ink reaction knots (on_room_discovered, on_ceo_office_entered)
     - [x] Added event mappings to scenario JSON
     - [x] Fixed conversation flow (main_menu vs start)
     - [x] Updated unlock messages to be generic (key or lockpick)
     - [x] Fixed conditional text in barks (always return text regardless of trust level)
   - [x] Sound effects (Priority 1) ✅ COMPLETE (2024-10-31)
     - [x] Added bark notification sound (`message_received.mp3`)
     - [x] Implemented sound preloading in Phaser
     - [x] Added volume control (50% default)
     - [x] Added sound enable/disable toggle (`setSoundEnabled()`)
     - [x] Sound plays automatically on all bark notifications
     - [x] Timed messages automatically trigger sound (via showBark)
     - [x] Consolidated through Phaser's Web Audio API
   - [x] NPC avatars (Priority 3) ✅ COMPLETE (2024-10-31)
     - [x] Created 3 default 32x32px pixel-art avatars:
       - `npc_helper.png` - Green shirt, friendly smile (helper NPCs)
       - `npc_adversary.png` - Red shirt, suspicious frown (adversary NPCs)
       - `npc_neutral.png` - Gray shirt, neutral expression (neutral NPCs)
     - [x] Added avatar display in bark notifications
     - [x] Updated bark CSS with flexbox layout and avatar styles
     - [x] Updated NPCBarkSystem to render avatars
     - [x] Updated scenario JSON with avatar paths
     - [x] Avatar images use pixel-perfect rendering (`image-rendering: pixelated`)
   - [ ] More game events (Priority 2 continued)
     - [ ] objective_completed event
     - [ ] evidence_collected event  
     - [ ] player_detected event

7. **Performance optimization** ⏳ NEXT
   - [ ] Event listener cleanup on scene changes
   - [ ] Minimize Ink engine instantiation
   - [ ] Optimize bark rendering for multiple simultaneous barks

---
**Last Updated:** 2024-10-31 (Phase 5 NPC Avatars COMPLETE)
**Status:** Phase 5 Complete - Sound effects ✅, room navigation ✅, avatars ✅

## Recent Improvements (2024-10-31 - Phase 5)

### ✅ NPC Avatars (Priority 3)
- **Created 3 default pixel-art avatars** (32x32px):
  - `npc_helper.png` - Green shirt (#5fcf69), friendly smile, helpful character
  - `npc_adversary.png` - Red shirt (#dc3232), suspicious frown, warning character
  - `npc_neutral.png` - Gray shirt (#a0a0ad), neutral expression, standard NPC
- **Implementation**:
  - `scripts/create_npc_avatars.py` - Python script using PIL to generate avatars
  - `css/npc-barks.css` (+18 lines):
    - Added flexbox layout to bark notifications
    - `.npc-bark-avatar` - 32x32px with pixelated rendering and 2px border
    - `.npc-bark-text` - Flex text container
  - `js/systems/npc-barks.js` (~15 lines modified):
    - Updated `showBark()` to accept `avatar` parameter
    - Creates `<img>` element for avatar if provided
    - Wraps text in `<span>` for proper layout
  - `scenarios/ceo_exfil.json` (3 NPCs updated):
    - helper_npc → `npc_helper.png` (green, friendly)
    - neye_eve → `npc_adversary.png` (red, suspicious)
    - gossip_girl → `npc_neutral.png` (gray, neutral)
- **Display locations**:
  - Bark notifications (bottom-left corner)
  - Already supported in phone-chat conversation header
- **Benefits**:
  - Visual identification of NPCs at a glance
  - Color-coded by relationship (helper=green, adversary=red, neutral=gray)
  - Consistent pixel-art aesthetic with game
  - Easy to add new avatars (just drop PNG files)
  - Avatar paths stored in scenario JSON (configurable per NPC)

### ✅ Sound Effects (Priority 1)
- **Bark notification sounds**:
  - Uses existing `assets/sounds/message_received.mp3`
  - **Loaded through Phaser's audio system** (Web Audio API)
  - Preloaded in `game.js` preload function
  - Accessed via `window.game.sound.add('message_received')`
  - Plays automatically when barks appear
  - Volume set to 50% by default
  - Sound can be disabled via `setSoundEnabled(false)`
- **Implementation**:
  - `game.js` (+3 lines): Added audio loading in preload
  - `npc-barks.js` (~65 lines): Replaced HTML5 Audio with Phaser sound manager
  - `loadBarkSound()` - Gets sound from Phaser with lazy loading fallback
  - `playBarkSound()` - Uses Phaser's `.play()` method
  - `setSoundEnabled(enabled)` - Toggle sound on/off
  - Automatic playback in `showBark()` method
- **Benefits**:
  - **Consolidated audio system**: All game audio through Phaser
  - Better performance (Web Audio API vs HTML5 Audio Tag)
  - Sound pooling and memory management handled automatically
  - No autoplay policy issues (Phaser handles audio context)
  - Unified volume control with game's master volume
  - Audio feedback for all bark notifications
  - Includes event-triggered barks and timed messages
  - No breaking changes (sound enabled by default)

### ✅ Room Navigation Events (Priority 2)
- **Conditional text fix**:
  - Fixed `on_room_entered` and `on_room_discovered` knots
  - Both knots now always return text (required for barks)
  - Added trust level 0 fallback messages
  - Nested conditionals to handle all trust levels
- **Event emissions in rooms.js**:
  - `room_entered` - General room change event
  - `room_entered:${roomId}` - Specific room entry
  - `room_discovered` - First-time room visits
  - `room_exited` - Leaving a room
- **Ink reactions in helper-npc.ink**:
  - `on_room_discovered` - Generic exploration encouragement
  - `on_ceo_office_entered` - Special CEO office reaction with trust reward
- **Event mappings configured**:
  - `room_discovered` with 15s cooldown, max 5 triggers
  - `room_entered:ceo` one-time only reaction
- **Conversation flow refinements**:
  - Split `start` and `main_menu` knots
  - Barks redirect to `main_menu` (not `start`) to avoid repeated greeting
  - "What can I do for you?" only appears in initial greeting
- **Message updates**:
  - Unlock messages now generic (work for key or lockpick)
  - Lockpicking success bark doesn't assume method
- **Documentation created**:
  - `NPC_INTEGRATION_GUIDE.md` - Comprehensive guide for adding NPCs to scenarios
  - Includes phone setup, Ink structure, event mappings, testing checklist

## Recent Improvements (2025-10-30)

### ✅ UI Enhancements
- Matched phone-messages aesthetic (green LCD screen, pixel-art borders)
- Added styled scrollbars (8px width, visible on all platforms)
- Added avatar display in conversation header
- Fixed all CSS to maintain 2px borders and no border-radius

### ✅ Conversation Flow Improvements
- Implemented intro message preloading (messages appear before first open)
- Added state persistence system (conversations resume where they left off)
- Fixed intro message replay bug (state now saves after preload)
- Fixed state serialization issues (removed problematic npc_name variable)

### ✅ Timed Messages System
- NPCManager can schedule messages at specific times
- Messages bark automatically when triggered
- Messages appear in conversation history
- Scenarios can define timed messages in JSON
- Auto-schedules timed messages from NPC registration
- Badge count updates when timed messages arrive

### ✅ Phone Badge System (NEW - 2025-10-30)
- **Unread message indicator** on phone inventory items
  - Real DOM element badge (not CSS pseudo-element)
  - Green background (#5fcf69) matching phone LCD
  - Shows total unread NPC message count
  - Updates dynamically as messages are read/received
- **Intro message preloading** when phone added to inventory
  - Creates temporary InkEngine to load NPC stories
  - Preloads intro messages from all NPCs on phone
  - Badge shows correct count immediately on game load
- **Badge update hooks**:
  - When phone added to inventory
  - When phone-chat minigame closes
  - When timed messages are delivered
  - Exported globally as `window.updatePhoneBadge(phoneId)`
- **Implementation**:
  - `inventory.js` - Badge creation and update logic
  - `inventory.css` - Badge styling (absolute positioned on slot)
  - `npc-manager.js` - getTotalUnreadCount(phoneId) method
  - `phone-chat-minigame.js` - Badge update on close

### ✅ Bark Notification Redesign (NEW - 2025-10-30)
- **Styled like phone message bubbles**:
  - Green background (#5fcf69) matching phone LCD
  - Black text and 2px borders
  - VT323 monospace font
  - No border-radius (pixel-art aesthetic)
- **Positioned above inventory**:
  - Fixed position at bottom: 80px (above inventory bar)
  - Left-aligned at 20px from edge
  - Stack vertically with newest at bottom
  - Slide-up animation on appear
- **Behavior**:
  - Click to open phone-chat with NPC
  - Auto-dismiss after 5 seconds
  - Fade-out animation on removal
  - Updates badge count when delivered
- **Implementation**:
  - `npc-barks.css` - Simplified styling, removed avatar/close button
  - `npc-barks.js` - Cleaner showBark() method
  - Container uses flexbox column-reverse for stacking

### ✅ Voice Messages & Playback
- **Voice message detection** via `"voice:"` prefix in Ink text
- **Web Speech API integration** for text-to-speech playback
- **Clickable audio controls**:
  - Play button (▶) and stop button (■)
  - Audio waveform visualization (32px sprite)
  - Side-by-side layout with flexbox
- **Voice selection** (prefers Google/Microsoft natural voices)
- **Configurable settings** (rate: 0.9, pitch: 1.0, volume: 0.8)
- **Pixel-art rendering** for all icons (crisp display)
- **Runtime conversion** auto-adds "voice:" prefix for old phone objects
- **Mixed content support** (text + voice in same conversation)
- Created comprehensive documentation:
  - `VOICE_MESSAGES.md` - Feature guide
  - `VOICE_PLAYBACK_FEATURE.md` - Technical implementation
  - `VOICE_MESSAGES_SUMMARY.md` - Quick reference
  - `VOICE_PLAYBACK_TEST_GUIDE.md` - Testing instructions
  - `MIXED_PHONE_CONTENT.md` - Mixed message patterns

### ✅ Feature Parity with Old Phone Minigame
**phone-chat now has ALL features from phone-messages-minigame:**
- ✅ Voice message playback (Web Speech API)
- ✅ Simple text messages
- ✅ Message history and navigation
- ✅ Green LCD phone UI aesthetic
- ✅ Plus NEW features:
  - Interactive Ink-based conversations
  - Branching dialogue with choices
  - State persistence and variables
  - NPC relationship tracking
  - Automatic runtime conversion
  - Contact list with multiple NPCs
  - Timed message delivery

### ✅ Old Phone Minigame Removed
**Successfully removed phone-messages-minigame (completed 2025-10-30):**
- ✅ Deleted `js/minigames/phone/phone-messages-minigame.js` (~934 lines)
- ✅ Removed imports/exports from `js/minigames/index.js`
- ✅ Removed registration from MinigameFramework
- ✅ Updated `js/systems/interactions.js` to use phone-chat exclusively
- ✅ Archived `css/phone.css` → `css/phone.css.old`
- ✅ All phone interactions now use phone-chat with runtime conversion
- ✅ No breaking changes - backward compatible with existing scenarios

### 🐛 Bugs Fixed
- State serialization error (InkJS couldn't serialize npc_name variable)
- Intro message replaying on conversation reopen
- Contact list showing "No messages yet" despite preloaded intros
- Voice message JSON files were 0 bytes (compilation issue)
- Simple message conversion creating duplicate NPCs
- Play button and audio sprite on separate lines (layout issue)
- Icons not using pixel-art rendering (blurry display)
- CSS attr() function not working for badge content (switched to DOM elements)
- InkEngine not available during inventory initialization (now imported directly)
- Phone badge not appearing on initial load (added intro message preloading)
- Timed messages arriving instantly (fixed delay vs triggerTime parameter)
- Badge not updating when timed messages arrive (added updatePhoneBadge call)

### 📚 Documentation Updated
- `02_PHONE_CHAT_MINIGAME_PLAN.md` - Added timed messages documentation
- `01_IMPLEMENTATION_LOG.md` - Updated with latest progress
- Created 7 new documentation files for voice messages
- Created example scenarios showing all features
