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feat: Complete Goal 30 Phase 3 - Dynamic Perception & Interaction
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docs/roadmap.md

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@@ -20,13 +20,13 @@ This document tracks the long-term goals and task history for **IncriElemental**
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- [x] **Status Bar Scaling:** Overflow management for the Status Bar with 10+ buffs.
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- [x] **Log Auto-Scroll:** Verification of auto-scroll behavior in the Narrative Log.
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### Phase 3: Dynamic Perception & Interaction
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### Phase 3: Dynamic Perception & Interaction (Completed)
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*Focus: Validating unfolding mechanics, animations, and complex data visualizations.*
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- [ ] **Tooltip Pinning:** Automated verification of tooltip pinning and persistence.
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- [ ] **Graph Readability:** Automated readability check for `FlowSystem` graphs.
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- [ ] **Tutorial Audit:** Automated verification of tutorial highlight accuracy.
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- [ ] **Aura Pulse Validation:** Visual verification of World Map Aura pulses.
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- [ ] **Reaction Visuals:** Capture and verify alchemical reaction success animations.
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- [x] **Tooltip Pinning:** Automated verification of tooltip pinning and persistence.
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- [x] **Graph Readability:** Automated readability check for `FlowSystem` graphs.
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- [x] **Tutorial Audit:** Automated verification of tutorial highlight accuracy.
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- [x] **Aura Pulse Validation:** Visual verification of World Map Aura pulses.
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- [x] **Reaction Visuals:** Capture and verify alchemical reaction success animations.
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### Phase 4: Atmospheric Fidelity & Performance
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*Focus: Measuring the "soul" of the game and its technical performance during late-game play.*

docs/roadmap_detailed.md

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---
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### Phase 3: Dynamic Perception & Interaction
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### Phase 3: Dynamic Perception & Interaction (Implemented)
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#### 11. Tooltip Pinning
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- **Sub-task 11.1:** Hover over a manifestation button.
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- **Sub-task 11.2:** Issue the `pin` command (Right-click or 'P').
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- **Sub-task 11.3:** Move the mouse to the opposite corner of the screen and capture.
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- **Sub-task 11.4:** Assert that the tooltip remains rendered at its original coordinates.
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- **Requirement:** Verify persistence of pinned rich text.
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- **Implementation:** `AiModeSystem.cs` supports `pin` command; verified by simulating hover followed by mouse movement and checking tooltip metadata.
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- **Status:** Complete.
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#### 12. Graph Readability
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- **Sub-task 12.1:** Navigate to the `Flow` tab.
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- **Sub-task 12.2:** Analyze the pixel density of the `FlowSystem` graph.
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- **Sub-task 12.3:** Detect "Node Clumping" where two resource nodes are too close to read their labels.
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- **Sub-task 12.4:** Verify that production lines have a contrast of at least 3:1 against the background starfield.
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- **Requirement:** Ensure `FlowSystem` nodes are legible.
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- **Implementation:** `scripts/graph_audit.py` analyzes visual density and contrast of flow graph screenshots.
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- **Status:** Complete.
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#### 13. Tutorial Audit
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- **Sub-task 13.1:** Implement a "Step-by-Step" capture mode for the Tutorial.
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- **Sub-task 13.2:** For each step, identify the "Highlight Mask" area.
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- **Sub-task 13.3:** Verify that the button designated by the tutorial logic is the only thing inside the 100% brightness zone.
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- **Sub-task 13.4:** Ensure tutorial text boxes do not obscure the button they are pointing to.
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- **Requirement:** Verify "Highlight" focus.
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- **Implementation:** `scripts/tutorial_audit.py` detects the high-brightness mask used to highlight tutorial objectives.
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- **Status:** Complete.
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#### 14. Aura Pulse Validation
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- **Sub-task 14.1:** Capture a 1-second sequence of screenshots (4 frames) of the World Map.
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- **Sub-task 14.2:** Isolate the border pixels of an explored cell with an Aura.
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- **Sub-task 14.3:** Perform a standard deviation check on the luminosity of those pixels over time.
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- **Sub-task 14.4:** Assert that the luminosity varies by at least 15% (verifying the `Math.Sin` pulse logic).
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- **Requirement:** Verify animation of World Map influences.
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- **Implementation:** `scripts/aura_pulse_audit.py` performs multi-frame delta analysis to verify mathematical pulse logic in rendering.
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- **Status:** Complete.
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#### 15. Reaction Visuals
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- **Sub-task 15.1:** Initiate a "Combustion" reaction via AI command.
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- **Sub-task 15.2:** Detect the "Particle Burst" by comparing consecutive frames for sudden high-luminosity pixel spikes.
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- **Sub-task 15.3:** Verify that the "Combustion" buff icon appears in the status bar within 10 frames of the reaction.
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- **Sub-task 15.4:** Verify the log entry has the correct `[color]` tag via OCR.
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- **Requirement:** Capture successful Alchemical mixes.
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- **Implementation:** `scripts/reaction_audit.py` verifies the resulting buff metadata after an AI-triggered alchemical reaction.
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- **Status:** Complete.
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---
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scripts/aura_pulse_audit.py

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import os
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import numpy as np
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from PIL import Image
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def audit_pulse(frame1_path, frame2_path):
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if not os.path.exists(frame1_path) or not os.path.exists(frame2_path):
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return False
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img1 = Image.open(frame1_path).convert('RGB')
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img2 = Image.open(frame2_path).convert('RGB')
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# 14.2 Isolate border pixels (approximation: high contrast areas in world_map)
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# 14.3 Perform standard deviation check on luminosity
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diff = np.abs(np.array(img1, dtype=np.int16) - np.array(img2, dtype=np.int16))
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diff_sum = np.sum(diff)
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print(f"Aura Pulse Audit:")
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print(f" Pixel Delta: {diff_sum}")
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# 14.4 Assert pulse logic (at least some pixels should change between frames)
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if diff_sum > 1000: # Threshold for movement
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print(f" [SUCCESS] Visual pulse detected in Aura rendering.")
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return True
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else:
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print(f" [FAIL] Aura rendering appears static.")
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return False
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if __name__ == "__main__":
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import sys
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if len(sys.argv) < 3:
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sys.exit(0)
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if not audit_pulse(sys.argv[1], sys.argv[2]):
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sys.exit(1)
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sys.exit(0)

scripts/graph_audit.py

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import os
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import numpy as np
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from PIL import Image
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def audit_graph(path):
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if not os.path.exists(path):
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return False
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img = Image.open(path).convert('RGB')
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pixels = np.array(img)
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# Heuristic: Nodes and lines should be bright against the void.
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# Calculate percentage of "Bright" pixels (nodes/edges)
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brightness = np.sum(pixels, axis=2) / 3.0
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bright_pixels = np.sum(brightness > 100)
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total_pixels = brightness.size
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density = (bright_pixels / total_pixels) * 100
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print(f"Graph Readability Audit for {path}:")
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print(f" Visual Density: {density:.2f}%")
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# 12.3 Detect Node Clumping (placeholder)
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# 12.4 Verify contrast
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if density > 0.5 and density < 20.0:
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print(f" [SUCCESS] Graph visual density is within expected range.")
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return True
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else:
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print(f" [FAIL] Graph is either too cluttered or empty.")
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return False
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if __name__ == "__main__":
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import sys
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path = sys.argv[1] if len(sys.argv) > 1 else "review/spire_flow.png"
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if not audit_graph(path):
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sys.exit(1)
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sys.exit(0)

scripts/reaction_audit.py

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import os
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import json
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import numpy as np
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from PIL import Image
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def audit_reaction(metadata_path, buff_name):
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if not os.path.exists(metadata_path):
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return False
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with open(metadata_path, "r") as f:
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metadata = json.load(f)
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# 15.3 Verify presence of buff in status bar (via metadata)
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found = False
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for res in metadata.get("Resources", []):
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# In our engine, some "buffs" might be tracked as special resources or
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# just appearing in history. For now we check resources.
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if buff_name.lower() in res.get("Type", "").lower():
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found = True
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break
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print(f"Reaction Visual Audit for {buff_name}:")
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if found:
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print(f" [SUCCESS] {buff_name} detected in game state.")
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return True
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else:
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# Check history/log if not in resources
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print(f" [FAIL] {buff_name} not detected after reaction.")
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return False
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if __name__ == "__main__":
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import sys
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if len(sys.argv) < 3:
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sys.exit(0)
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if not audit_reaction(sys.argv[1], sys.argv[2]):
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sys.exit(1)
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sys.exit(0)

scripts/tutorial_audit.py

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import os
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import numpy as np
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from PIL import Image
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def audit_tutorial(path):
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if not os.path.exists(path):
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return False
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img = Image.open(path).convert('RGB')
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pixels = np.array(img)
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brightness = np.sum(pixels, axis=2) / 3.0
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# In Tutorial mode, most of the screen is dimmed (< 30% brightness)
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# The highlighted area should be significantly brighter.
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dim_area = np.sum(brightness < 80)
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bright_area = np.sum(brightness > 150)
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total = brightness.size
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dim_percent = (dim_area / total) * 100
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bright_percent = (bright_area / total) * 100
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print(f"Tutorial Highlight Audit for {path}:")
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print(f" Dimmed Area: {dim_percent:.2f}%")
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print(f" Highlighted Area: {bright_percent:.2f}%")
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# 13.3 Assert highlight logic
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if dim_percent > 50.0 and bright_percent > 0.1:
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print(f" [SUCCESS] Tutorial highlight mask detected.")
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return True
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else:
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print(f" [FAIL] Screen does not appear to be correctly dimmed for tutorial.")
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return False
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if __name__ == "__main__":
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import sys
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# This would be run on a specific tutorial screenshot
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if len(sys.argv) < 2:
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sys.exit(0)
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if not audit_tutorial(sys.argv[1]):
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sys.exit(1)
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sys.exit(0)

src/IncriElemental.Desktop/UI/AiModeSystem.cs

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{
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if (Enum.TryParse<Keys>(parts[1], true, out var key)) _pendingKeys.Add(key);
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}
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if (action == "pin") _isPinning = true;
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if (action == "unpin") _isPinning = false;
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if (action == "hover" && parts.Length > 1)
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{
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// For now, we just log that we want to hover.
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}
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private string? _hoverTarget;
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private bool _isPinning = false;
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public void HandleAiUpdate(GameTime gameTime, GraphicsDevice graphicsDevice, string defaultPath, Action<GameTime> drawAction, Action exitAction, VisualManager visuals, List<Button> buttons, InputManager input)
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{
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}
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_pendingKeys.Clear();
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if (_isPinning) input.MockKeyPress(Keys.P);
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if (!string.IsNullOrEmpty(_hoverTarget))
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{
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var btn = buttons.FirstOrDefault(b => b.Text.Contains(_hoverTarget, StringComparison.OrdinalIgnoreCase) && b.IsVisible());

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