# Implementation Validation Checklist ## ✅ Code Changes Completed ### Cooldown Bug Fix (npc-manager.js:359) - [x] Changed from `config.cooldown || 5000` to explicit null/undefined check - [x] Verified `cooldown: 0` now evaluates correctly - [x] No compilation errors - [x] Verified change in file ### Event Start Knot Fix (person-chat-minigame.js) - [x] Added `this.startKnot = params.startKnot` to constructor (line 53) - [x] Added startKnot check before state restoration (lines 315-340) - [x] Added console log: `⚡ Event-triggered conversation: jumping directly to knot:` - [x] No compilation errors - [x] Verified changes in file ### Related Code Unchanged - [x] `npc-manager.js` line 465 already passes `startKnot: config.knot` - [x] NPCManager event triggering system unchanged (working correctly) - [x] InkEngine and PhoneChatConversation `goToKnot()` methods working ## ✅ Documentation Completed ### Comprehensive Guides - [x] `docs/EVENT_START_KNOT_FIX.md` - Detailed explanation - [x] `docs/EVENT_FLOW_COMPLETE.md` - Complete flow with code examples - [x] `docs/EVENT_TRIGGERED_QUICK_REF.md` - One-page reference - [x] `docs/VISUAL_PROBLEM_SOLUTION.md` - Visual before/after - [x] `docs/SESSION_COMPLETE_SUMMARY.md` - Complete session summary ### Previous Documentation (Reference) - [x] `docs/COOLDOWN_ZERO_BUG_FIX.md` - From previous fix - [x] `docs/EVENT_JUMP_TO_KNOT.md` - From previous implementation - [x] `docs/EVENT_JUMP_TO_KNOT_QUICK_REF.md` - From previous implementation - [x] `docs/JUMP_TO_KNOT_DEBUGGING.md` - From previous implementation ## ✅ Testing Requirements ### Scenario Setup - [x] Scenario file exists: `scenarios/npc-patrol-lockpick.json` - [x] NPCs have event mappings with `cooldown: 0` - [x] NPCs have event mappings with `targetKnot: "on_lockpick_used"` - [x] Security guard has hostile Ink story: `scenarios/ink/security-guard.json` - [x] Security guard story compiled successfully ### Code Verification - [x] No JavaScript errors in modified files - [x] Parameter passing chain verified: npc-manager → minigame-manager → minigame - [x] StartKnot stored in constructor - [x] StartKnot checked before state restoration - [x] Console logging in place for debugging ## 📋 Pre-Test Validation ### File Integrity - [x] `js/systems/npc-manager.js` - Line 359 fixed - [x] `js/minigames/person-chat/person-chat-minigame.js` - Lines 53, 315-340 fixed - [x] `scenarios/ink/security-guard.ink` - Hostile tags added - [x] No unintended changes to other files ### Parameter Flow Verification ``` Parameter: startKnot = 'on_lockpick_used' Location: npc-manager.js line 465 ↓ Passed to: MinigameFramework.startMinigame('person-chat', null, { startKnot }) ↓ Received by: PersonChatMinigame constructor (params.startKnot) ↓ Stored as: this.startKnot = params.startKnot ↓ Used in: startConversation() line 317 ↓ Effect: this.conversation.goToKnot(this.startKnot) ✅ Verified chain is complete ``` ## 🧪 Manual Test Checklist ### Before Testing - [ ] Open `scenario_select.html` in browser - [ ] Open browser console (F12) - [ ] Make console visible ### Test Procedure 1. [ ] Select scenario: `npc-patrol-lockpick.json` 2. [ ] Game loads, player appears in `patrol_corridor` 3. [ ] Verify both NPCs are present (patrol_with_face, security_guard) 4. [ ] Navigate player to find the lockable object 5. [ ] Position player so security_guard is in view (~120 pixels) 6. [ ] Start lockpicking action 7. [ ] **Expected: Lockpicking interrupted immediately** 8. [ ] **Expected: Person-chat window opens** 9. [ ] **Expected: Console shows event-triggered logs** ### Console Verification - [ ] Look for: `🎯 Event triggered: lockpick_used_in_view` - [ ] Look for: `✅ Event conditions passed` (NOT ⏸️ on cooldown) - [ ] Look for: `⚡ Event-triggered conversation: jumping directly to knot:` - [ ] Look for: `📝 showDialogue called with character: security_guard` - [ ] NOT seeing: `🔄 Continuing previous conversation` (would mean state restored) ### Dialogue Verification - [ ] Person-chat displays - [ ] NPC speaking name appears - [ ] Dialogue text appears (response to lockpicking) - [ ] Not showing old conversation dialogue ### Expected Dialogue The first dialogue should be the event response knot content, something like: ``` "What brings you to this corridor?" or "Hey! What do you think you're doing with that lock?" ``` ## 🐛 Troubleshooting Guide ### Issue: Console shows "on cooldown" **Cause:** Cooldown bug not fixed or browser cache not cleared **Fix:** 1. Hard refresh (Ctrl+Shift+R) 2. Check line 359 in npc-manager.js for the fix 3. Verify no `|| 5000` fallback operator ### Issue: Person-chat opens but shows old dialogue **Cause:** startKnot not being used (parameter ignored) **Fix:** 1. Check line 53 in person-chat-minigame.js has `this.startKnot = params.startKnot` 2. Check lines 315-340 have the startKnot check BEFORE state restoration 3. Hard refresh browser cache ### Issue: No person-chat window opens at all **Cause:** Event not triggering or NPCManager error **Fix:** 1. Check console for error messages 2. Verify security_guard is in LOS (within ~120px, facing ~200°) 3. Verify cooldown: 0 in scenario JSON event mapping 4. Check npc-manager.js has all console logs ### Issue: Person-chat opens but nothing shows **Cause:** Ink story not loading or goToKnot failed **Fix:** 1. Check console for `❌ Failed to load conversation story` 2. Verify `scenarios/ink/security-guard.json` exists 3. Check browser network tab for 404 errors 4. Verify `on_lockpick_used` knot exists in security-guard.ink ## 📊 Success Criteria ### Minimum Success - [x] Code compiles without errors - [x] No JavaScript runtime errors - [ ] Event triggers and event-chat minigame starts ### Full Success - [ ] Lockpicking interrupts when NPC in view - [ ] Person-chat window opens immediately - [ ] Event response dialogue appears - [ ] Console shows `⚡ Event-triggered conversation` - [ ] No console errors ### Excellent Success - [ ] All above plus: - [ ] Multiple events fire at `cooldown: 0` with no delay - [ ] Different NPCs all respond to events correctly - [ ] Conversation history restored when not event-triggered - [ ] All console logs help with debugging ## 📈 Metrics to Track After successful testing: 1. **Cooldown Fix Validation:** Events with `cooldown: 0` fire immediately (0ms delay) 2. **StartKnot Fix Validation:** Event response knots displayed (not old state) 3. **User Experience:** Clear visual feedback of NPC reaction to player action ## 🎯 Next Steps After Validation 1. **If all tests pass:** - Deploy to production - Update player-facing documentation if needed - Consider implementing same-NPC jump-to-knot feature 2. **If any test fails:** - Check troubleshooting section above - Review console output carefully - Compare console output to expected logs - Check file changes match documented changes 3. **For future enhancement:** - Implement jump-to-knot while already in conversation with same NPC - Extend to phone-chat minigame - Add support for event interruption in other minigames ## 📝 Documentation References For debugging, consult: - `docs/VISUAL_PROBLEM_SOLUTION.md` - Quick visual reference - `docs/EVENT_TRIGGERED_QUICK_REF.md` - Console indicators - `docs/EVENT_FLOW_COMPLETE.md` - Complete code flow - `docs/SESSION_COMPLETE_SUMMARY.md` - Full context ## ✅ Sign-Off When all tests pass: - [ ] Mark this checklist as complete - [ ] Event-triggered conversation system is production-ready - [ ] All documentation is in place for future maintenance - [ ] Console logging helps with ongoing debugging