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Implemented patrolling security guard in hallway_north with multiple player interaction options including combat/fighting mechanics. New Features: 1. Interactive Security Guard NPC - Patrols hallway_north corridor (4-waypoint route) - Line-of-sight detection (150px range, 120° angle) - Lockpicking detection (event-triggered confrontation) - Visual LOS cone for player awareness 2. Combat/Fighting Options Player can choose to physically confront the guard: - Knockout punch (quick but risky) - Wrestling/grappling (moderate difficulty) - Improvised weapon (fire extinguisher) - Back down from fight (de-escalation) Success depends on influence stat: - High influence: Guard knocked out, ~2 min window - Low influence: Failed attack, mission compromised 3. Alternative Approaches - Social engineering (claim authorization, emergency) - Persuasion (explain situation, build rapport) - De-escalation (apologize, back down) - Avoidance (wait for patrol to pass) 4. Consequences System - #hostile tag: Guard calls backup - #take_damage: Failed combat consequences - #mission_failed: Attacking security = mission end - Guard knockout: Time-limited stealth window Files Added: - m02_npc_security_guard.ink (500+ lines) - m02_npc_security_guard.json (compiled) Files Modified: - scenario.json.erb: - Added interactive guard NPC to hallway_north - Patrol behavior with 4 waypoints - LOS and lockpicking event detection - Global variables: guard_knocked_out, attacked_guard Validation: ✓ PASSED - Schema compliant - JSON valid - Ink script compiles successfully Design Notes: - Based on npc-patrol-lockpick test scenario - Integrated with M2's hospital crisis context - Multiple paths support different playstyles - Combat is high-risk/high-reward option - Aligns with SAFETYNET Field Rule 7: improvise as needed