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