Expand Glitch operations hub, cabinet authoring, deployment, and RFID support

Operator hub
- Introduce Escape Gallery branding and Glitch: the Dark Machine room views
- Add cabinet illustrations, Pac-Man marquee/gameplay artwork, and waiting states
- Add device feedback panels with RFID readings, input/output states, and stale status
- Add logged operator hardware interventions with request deduplication

Room and cabinet authoring
- Add a visual custom-PCB connection editor with per-cabinet device inventory
- Support device IDs, bindings, wiring notes, input polarity, and validation
- Add physical-room label/dimension toggles and editable doorway annotations
- Preserve doorway changes through undo, save, and revert
- Expand cabinet profiles, room layout, and Glitch scenario resources

Scenarios and gameplay
- Add per-assignment game configuration and runtime feature validation
- Add timed test wins and Frogger individual-home objectives
- Add the three-cabinet timed/score/Frogger test scenario
- Add Cabinet 1 Pac-Man RFID credits, credit sound, and CREDIT 0/1 display
- Require physical Start after an accepted scan and prevent duplicate credits

Pi hardware and deployment
- Add GPIO feedback sampling and a separate multiplexed RFID helper
- Validate reader pin ownership and input/output conflicts
- Add SSH cabinet startup and Pi desktop-session service support
- Add master packaging, site setup, SSH enrollment, and staged cabinet releases
- Verify deployment manifests and support explicit activation/status/log commands

Documentation and verification
- Consolidate the root README around the current architecture and setup workflow
- Add the complete master/Pi/RFID export and deployment walkthrough
- Document network isolation, credentials, card identification, and rollback
- Add PCB, room-editor, feedback, credit, deployment, and controller tests
- Isolate protocol tests from designer-edited cabinet configurations

Known limitations
- RFID helper compilation and physical Pi commissioning remain unverified
- Fleet provisioning does not yet configure RFID-only installations completely
- Broader Pac-Man tests retain a ghost-capture assertion failure
- Staged exports must be rebuilt and checked before deploying runtime 2.3
This commit is contained in:
Jeff Luke committed 2026-10-17 14:53:54 -07:00
1 parent 705ec31e0b
commit c1b2195834
90 files changed
+4969 -456

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+7 -2
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@@ -1,6 +1,8 @@
@tool
extends ArcadeGame
@export_range(0,99) var boards_to_win: int = 1
## Zero disables the individual-home objective; normal play uses board completion.
@export_range(0,5) var homes_to_win: int = 0
@export_range(1,9) var starting_lives: int = 3
@export_range(15,120) var crossing_time: float = 60.0
@export_range(.5,2) var difficulty: float = 1.0
@@ -139,7 +141,10 @@ func _physics_process(delta: float) -> void:
phase = "play"
if music_enabled and not demo_active: $Audio.music()
"home":
if not homes.has(false):
var target := int(run_config.get("homes_to_win", homes_to_win))
if not demo_active and target > 0 and homes.count(true) >= target:
finish(true)
elif not homes.has(false):
add_score(1000)
phase = "clear"
phase_time = 2.0
@@ -149,7 +154,7 @@ func _physics_process(delta: float) -> void:
"clear":
if demo_active:
end_demo()
elif boards_to_win > 0 and board_number >= boards_to_win:
elif int(run_config.get("boards_to_win", boards_to_win)) > 0 and board_number >= int(run_config.get("boards_to_win", boards_to_win)):
finish(true)
else:
board_number += 1