Detailed graphics pass: authored textures, humanoid NPCs, HUD feedback, asset pipeline
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- tools/generate_textures.py (deterministic PIL) produces all authored PNGs:
  brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons,
  access-card art (all <=1024px, power-of-two)
- WorldBuilder: textured facade/glass door/sidewalk/asphalt, striped awning
  with 'STEP LINE', generated skyline backdrop planes
- GameManager: soft sun shadows (4-split parallel); guard in 'guard' group
- NPC avatars: humanoid rig (torso/head/limbs) with archetype props (camera,
  delivery box, performer hat, protest sign, tourist backpack), procedural
  walk bob, head-turns-toward-guard attention cue
- HUD: inspection artifact cards, mode icons (flashlight/door/wand),
  per-escalation vignette, body-camera overlay (corner brackets + REC + clock)
- assets/ import convention documented; test_asset_textures_present_and_pow2
  guards the pipeline (57 tests pass)
- README tech stack updated for Gitea Actions + asset pipeline; screenshot
  gallery regenerated (day + night)
This commit is contained in:
zwitschi committed 2026-10-31 13:33:43 +01:00
1 parent ac3bb7dcd8
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+15
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@@ -173,6 +173,21 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
- [x] `config/version` → `0.2.0`; `build/` artifacts rebuilt and Linux binary smoke-tested.
- [x] New world/lighting headless tests (56 total).
## 🎮 Assets & detailed graphics pass (textures, rigs, UI feedback)
- [x] Authored texture set via `tools/generate_textures.py` (deterministic PIL): brick facade,
seamless concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art — all
≤1024px and power-of-two; imported under `assets/textures/`.
- [x] Environment: textured facade + glass door, concrete sidewalk, asphalt street, striped
awning with “STEP LINE”, generated skyline backdrop planes, soft sun shadows.
- [x] NPCs: humanoid rig (torso/head/limbs) with archetype props (camera, delivery box, hat,
sign, backpack), procedural walk bob, head-turns-toward-guard cue.
- [x] UI/feedback: inspection artifact cards, mode icons (flashlight/door/wand), escalation
vignette, body-camera overlay (corner brackets + REC + shift clock).
- [x] Assets convention documented in README; `test_asset_textures_present_and_pow2` guards
the pipeline (57 tests total).
- [ ] (remaining, in TODO) crowd performance profiling and LOD/culling when the crowd grows.
## CI — cache timeout mitigation
- [x] Remove `actions/cache@v4` from the checks job (runner cannot reach GitHub's cache
+8
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@@ -51,6 +51,12 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
street lamps + night mode in WorldBuilder.set_night_mode, marquee Label3D, crosswalk/planters/
trees, NPC per-seed variation. capture_screenshots.gd shoots day + fast-forwarded LATE night
(6 shots in docs/screenshots/). Version bumped to 0.2.0; binaries rebuilt.
- Assets pipeline: `python3 tools/generate_textures.py` produces all authored PNGs under
`assets/textures/` (≤1024px, pow2); regenerate after changing the script, then run
`godot --headless --import` before tests. 57 headless tests guard the pipeline.
- Detailed graphics: textured facade/awning/skyline, humanoid NPC rigs + props + walk bob +
attention head-turn, inspection artifact cards, mode icons, escalation vignette, body-cam
overlay (REC + shift clock). Screenshot set regenerated (`docs/screenshots/`, day + night).
- NOTE: collaborators occasionally add uncommitted work to this shared tree (e.g. the radio
easter egg); check `git status` before committing and leave foreign changes untouched unless asked.
@@ -72,3 +78,5 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
## Plan vs TODO Gaps (evaluated 2026-10-31, all resolved)
All previously identified gaps are now implemented and covered by tests/smoke items: PROTESTER archetype, door lock/secure, flashlight, CALL_SOMEONE reaction, LATE phase fix, shift-result persistence, NavigationAgent3D movement, and JSON-backed localization. Remaining backlog lives in `TODO.md`.
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+5 -3
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@@ -29,7 +29,7 @@ The central design goal is simple:
> Releases are built automatically by Gitea Actions when a `vX.Y.Z` tag is
> pushed (see [`docs/RELEASING.md`](docs/RELEASING.md)). Manual builds are
> produced with `./tools/build_releases.sh`.
>
> macOS builds are unsigned: right-click → Open, or clear the quarantine with
> `xattr -dr com.apple.quarantine step-line-macos.zip`. Build instructions and
> the release pipeline live in [`docs/RELEASING.md`](docs/RELEASING.md).
@@ -129,8 +129,9 @@ The architecture maps onto Godot 4 nodes, scenes, and custom resources as descri
- **Navigation:** `NavigationRegion3D` and `NavigationAgent3D`
- **NPC behavior:** Custom lightweight finite state machines driven by `NpcProfile` resources
- **UI and audio:** Godot `Control` nodes, themes, audio buses, and `AudioStreamPlayer` nodes
- **Art assets:** authored PNGs in `assets/textures/` (≤1024px, power-of-two) produced by `tools/generate_textures.py` and imported by Godot; structural geometry stays procedural (`WorldBuilder`)
- **Testing:** GUT (Godot Unit Test) in headless mode
- **Source control:** git with GitHub Actions for headless tests and later desktop exports
- **Source control:** git on a Gitea host with Gitea Actions (`.gitea/workflows/build.yml`) for headless tests and desktop release builds
- **Targets:** Windows, Linux, and macOS desktop first; web later
### Setup
@@ -205,8 +206,9 @@ Implemented so far:
- Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event
- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
- Visual polish pass (v0.2.0): phase-based lighting (sun/sky/ambient per shift phase), street lamps with night-mode bulbs and omni lights, glowing marquee signage, crosswalk, planters and low-poly street trees, NPC height/brightness variety, denser routine traffic — day and late-night screenshot sets
- Assets pass: authored textures in `assets/textures/` (brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art) generated by `tools/generate_textures.py`, soft sun shadows, humanoid NPC rigs with archetype props + procedural walk bob and attention head-turn, inspection artifact cards, escalation vignette, mode icons, and a body-camera overlay (REC + shift clock)
Not yet implemented: body-camera replay timeline, full 10-15 minute shift lengths, venue selection startup menu, editor-based GUT integration, and RefCounted cycle cleanup (see `TODO.md`).
Not yet implemented: body-camera replay timeline, full 10-15 minute shift lengths, venue selection startup menu, editor-based GUT integration, RefCounted cycle cleanup, and crowd performance profiling/LOD (see `TODO.md`).
### Smoke Test Checklist
+14 -14
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@@ -50,28 +50,28 @@ The prototype is entirely procedural `BoxMesh` with flat `StandardMaterial3D` co
### Environment
- [ ] Replace flat facade boxes with textured materials: brick/concrete facade, glass door, awning with a readable sign (generate facade + sign textures).
- [ ] Add a sidewalk concrete texture and street asphalt texture with a center-line decal (generate seamless textures).
- [ ] Add a sky: `ProceduralSkyMaterial` or a generated skybox, plus a sun with soft shadows (currently a bare `DirectionalLight3D` + flat ambient).
- [ ] Add simple props for depth: bollards, a trash can, a street lamp, a planter near the entrance (generate or model low-poly props).
- [ ] Add a night/evening lighting pass: dim ambient, warm street-lamp point lights, and a visible flashlight cone (ties into the existing `G` flashlight toggle).
- [x] Replace flat facade boxes with textured materials: brick/concrete facade, glass door, awning with a readable sign (`tools/generate_textures.py` → `assets/textures/`).
- [x] Add a sidewalk concrete texture and street asphalt texture with center dashes (seamless PNGs).
- [x] Add a sky: `ProceduralSkyMaterial` + generated skyline backdrop planes + soft sun shadows (4-split parallel).
- [x] Add props for depth: street lamps (emissive bulbs + omni lights), planters, low-poly trees (bollards/trash can still optional).
- [x] Add a night/evening lighting pass: dim ambient, warm street-lamp point lights, marquee glow, flashlight cone (`G`).
### NPCs
- [ ] Replace capsule bodies with a simple humanoid rig (head/torso/limbs) or a low-poly character mesh, keeping the archetype color coding as a fallback.
- [ ] Add per-archetype visual identity: distinct silhouettes or accessories (e.g. camera for influencers, delivery box, performer prop) instead of color-only.
- [ ] Add a simple walk/idle animation (procedural bob or imported animation) so NPCs don't glide.
- [ ] Add a facing/attention cue: NPC head turns toward the guard when `perceive_guard` reports `aware`/`near`.
- [x] Replace capsule bodies with a simple humanoid rig (torso/head/limbs) keeping the archetype color coding as the base.
- [x] Add per-archetype visual identity: camera (influencer), delivery box, performer hat, protest sign, tourist backpack.
- [x] Add a simple procedural walk animation (body bob + lean) so NPCs don't glide.
- [x] Add a facing/attention cue: NPC head turns toward the guard once `perceive_guard` raises awareness.
### UI and feedback
- [ ] Replace text-only inspection with visual artifact cards: wristband/ID/ticket images showing color, pattern, date, and event marking (generate card art).
- [ ] Add HUD icons for the tone picker, wand, flashlight, and door-lock states (generate small icons).
- [ ] Add a subtle screen-space vignette or color grade per escalation level to reinforce the existing color-coded escalation label.
- [ ] Add a body-camera frame overlay (corner timestamp + REC indicator) to sell the evidence/recording fantasy.
- [x] Replace text-only inspection with visual artifact cards (ID/wristband/ticket/credential/guest-list card art + tooltips).
- [x] Add HUD icons for wand, flashlight, and door-lock states (small white PNGs); tone-picker icon was removed with the tone system.
- [x] Add a screen-space vignette tinted per escalation level.
- [x] Add a body-camera frame overlay: corner brackets, REC indicator, and a running shift clock.
### Performance and pipeline
- [ ] Set up an `assets/` import convention (textures, materials, meshes) and document it in `README.md`.
- [x] Set up an `assets/` import convention (≤1024px, power-of-two) and document it in `README.md`; assets generated by `tools/generate_textures.py` (deterministic, PIL).
- [ ] Profile the crowd: ensure textured materials and props don't hurt the target frame rate around a busy entrance.
- [ ] Add LOD or culling for distant NPCs/props if the crowd grows.
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@@ -142,6 +142,7 @@ func _build_guard() -> GuardController:
collider.shape = shape
collider.position = Vector3(0, 0.85, 0)
g.add_child(collider)
g.add_to_group("guard")
return g
func _build_scenario(id: String) -> VenueScenario:
@@ -197,6 +198,10 @@ func _ensure_lighting() -> void:
_sun.name = "Sun"
_sun.rotation_degrees = Vector3(-50, -30, 0)
_sun.light_energy = 1.2
_sun.shadow_enabled = true
_sun.light_angular_distance = 1.2
_sun.directional_shadow_mode = DirectionalLight3D.SHADOW_PARALLEL_4_SPLITS
_sun.directional_shadow_max_distance = 60.0
scene_root.add_child(_sun)
_env_node = WorldEnvironment.new()
var env := Environment.new()
@@ -398,6 +403,7 @@ func _cycle_venue() -> void:
switch_scenario(VENUE_ORDER[_venue_index])
var venue_name: String = selected_scenario.display_name if selected_scenario else "?"
hud.log(Strings.fmt("hud.venue_switched", [venue_name]))
hud.set_wand_icon(false)
hud.set_shift_state(coordinator, selected_scenario)
## Aim-free targeting: cycle through NPCs near the guard (Tab). Lets players
@@ -548,11 +554,14 @@ func _toggle_inspection() -> void:
func _toggle_wand_screening() -> void:
if wand_open:
hud.hide_wand()
hud.set_wand_icon(false)
wand_open = false
return
if not selected_scenario.equipment.has("wand"):
hud.log(Strings.lookup("hud.no_wand"))
hud.set_wand_icon(false)
return
hud.set_wand_icon(true)
var controller: Object = _targeted_controller()
if controller == null:
return
+119 -24
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@@ -68,41 +68,136 @@ func setup(profile: NpcProfile, intent: String, seed_value: int, p_spawn: Vector
add_child(collider)
var _visual_seed := 0
var _rig: Node3D = null
var _head: Node3D = null
var _bob_phase := 0.0
var _guard_ref: Node3D = null
const SKIN_TONE := Color(0.88, 0.72, 0.60)
const PANTS_COLOR := Color(0.22, 0.22, 0.26)
func _build_body(npc_type: int) -> void:
var body := MeshInstance3D.new()
var capsule := CapsuleMesh.new()
capsule.radius = 0.35
capsule.height = 1.6
body.mesh = capsule
var mat := StandardMaterial3D.new()
mat.albedo_color = TYPE_COLORS.get(npc_type, Color(0.7, 0.7, 0.7))
_rig = Node3D.new()
_rig.name = "Rig"
add_child(_rig)
var base_color: Color = TYPE_COLORS.get(npc_type, Color(0.7, 0.7, 0.7))
# Per-seed variation: slight height and brightness differences so crowds
# read as individuals (deterministic LCG, no RNG side effects).
var frac := float((_visual_seed * 1103515245 + 12345) % 1000) / 1000.0
var height_scale := 0.9 + 0.2 * frac
body.scale = Vector3(1.0, height_scale, 1.0)
body.position.y = (height_scale - 1.0) * 0.8
mat.albedo_color = mat.albedo_color.lightened(0.15 * frac) if frac < 0.5 else mat.albedo_color.darkened(0.15 * (1.0 - frac))
body.material_override = mat
add_child(body)
var id_tag := MeshInstance3D.new()
var sphere := SphereMesh.new()
sphere.radius = 0.12
sphere.height = 0.24
var tag_mat := StandardMaterial3D.new()
tag_mat.albedo_color = Color(1, 1, 1)
id_tag.mesh = sphere
id_tag.material_override = tag_mat
id_tag.position = Vector3(0, 1.05, 0)
id_tag.scale = Vector3(1, 0.4, 1)
add_child(id_tag)
var height_scale := 0.92 + 0.16 * frac
_rig.scale.y = height_scale
var shader_delta := 0.12 * frac
base_color = base_color.lightened(shader_delta) if frac < 0.5 else base_color.darkened(shader_delta)
var limbs_color := base_color.darkened(0.25)
# Torso
_add_capsule(_rig, 0.30, 0.95, Vector3(0, 1.05, 0), base_color)
# Legs
_add_capsule(_rig, 0.12, 0.8, Vector3(-0.16, 0.4, 0), PANTS_COLOR)
_add_capsule(_rig, 0.12, 0.8, Vector3(0.16, 0.4, 0), PANTS_COLOR)
# Arms
_add_capsule(_rig, 0.09, 0.7, Vector3(-0.42, 1.28, 0), limbs_color, 8.0)
_add_capsule(_rig, 0.09, 0.7, Vector3(0.42, 1.28, 0), limbs_color, -8.0)
# Head
_head = Node3D.new()
_head.name = "Head"
_head.position = Vector3(0, 1.62, 0)
_add_sphere(_head, 0.17, Vector3.ZERO, SKIN_TONE)
_rig.add_child(_head)
_add_props(npc_type)
func _add_capsule(parent: Node3D, radius: float, height: float, pos: Vector3, color: Color, z_rot: float = 0.0) -> void:
var mi := MeshInstance3D.new()
var mesh := CapsuleMesh.new()
mesh.radius = radius
mesh.height = height
mi.mesh = mesh
mi.position = pos
mi.rotation_degrees.z = z_rot
mi.material_override = _material(color)
parent.add_child(mi)
func _add_sphere(parent: Node3D, radius: float, pos: Vector3, color: Color) -> void:
var mi := MeshInstance3D.new()
var mesh := SphereMesh.new()
mesh.radius = radius
mesh.height = radius * 2.0
mi.mesh = mesh
mi.position = pos
mi.material_override = _material(color)
parent.add_child(mi)
func _material(color: Color) -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.albedo_color = color
return mat
## Small per-archetype props so silhouettes differ (camera, box, hat, sign…).
func _add_props(npc_type: int) -> void:
var chest_y := 1.25
match npc_type:
Rules.NpcType.INFLUENCER:
_add_box_prop(_rig, Vector3(0.16, 0.1, 0.09), Vector3(0.3, chest_y, 0.22), Color(0.1, 0.1, 0.1))
_add_box_prop(_rig, Vector3(0.05, 0.05, 0.06), Vector3(0.34, chest_y + 0.06, 0.30), Color(0.4, 0.7, 1.0))
Rules.NpcType.DELIVERY:
_add_box_prop(_rig, Vector3(0.34, 0.26, 0.28), Vector3(0.0, 1.02, 0.3), Color(0.55, 0.4, 0.25))
Rules.NpcType.PERFORMER:
var hat := _material(Color(0.85, 0.2, 0.25))
var cone := MeshInstance3D.new()
var cm := CylinderMesh.new()
cm.top_radius = 0.02
cm.bottom_radius = 0.22
cm.height = 0.4
cone.mesh = cm
cone.material_override = hat
cone.position = Vector3(0, 0.26, 0)
_head.add_child(cone)
Rules.NpcType.PROTESTER:
_add_box_prop(_rig, Vector3(0.05, 1.2, 0.05), Vector3(0.28, 1.45, 0.18), Color(0.4, 0.36, 0.32))
_add_box_prop(_rig, Vector3(0.5, 0.42, 0.04), Vector3(0.48, 1.55, 0.18), Color(0.93, 0.93, 0.95))
Rules.NpcType.TOURIST:
_add_box_prop(_rig, Vector3(0.3, 0.36, 0.14), Vector3(-0.34, 1.15, -0.18), Color(0.25, 0.3, 0.45))
Rules.NpcType.CONFUSED_VISITOR:
_add_box_prop(_rig, Vector3(0.3, 0.05, 0.34), Vector3(0, 0.92, 0.06), Color(0.9, 0.88, 0.8))
func _add_box_prop(parent: Node3D, size: Vector3, pos: Vector3, color: Color) -> void:
var mi := MeshInstance3D.new()
var mesh := BoxMesh.new()
mesh.size = size
mi.mesh = mesh
mi.position = pos
mi.material_override = _material(color)
parent.add_child(mi)
func _physics_process(delta: float) -> void:
if npc == null or npc.fsm == null:
return
_advance_fsm(delta)
_move_toward_target(delta)
_animate(delta)
## Procedural walk bob + head-toward-guard cue when the NPC is aware.
func _animate(delta: float) -> void:
if _rig == null:
return
var speed := Vector2(velocity.x, velocity.z).length()
if speed > 0.3:
_bob_phase += delta * (6.0 + speed)
_rig.position.y = sin(_bob_phase) * 0.035
_rig.rotation.x = sin(_bob_phase * 0.5) * 0.04
else:
_bob_phase = 0.0
_rig.position.y = lerpf(_rig.position.y, 0.0, 0.2)
_rig.rotation.x = lerpf(_rig.rotation.x, 0.0, 0.2)
# Attention cue: head turns toward the guard when awareness was raised.
if _head != null and npc.guard_noticed:
if _guard_ref == null or not is_instance_valid(_guard_ref):
_guard_ref = get_tree().get_first_node_in_group("guard") as Node3D
if _guard_ref:
var to_guard := (_guard_ref.global_position - global_position)
to_guard.y = 0.0
var world_yaw := atan2(to_guard.x, to_guard.z)
var fwd := -_rig.global_transform.basis.z
var parent_yaw := atan2(fwd.x, fwd.z)
_head.rotation.y = lerp_angle(_head.rotation.y, world_yaw - parent_yaw, 0.1)
func _advance_fsm(delta: float) -> void:
# Returning-trespasser: an NPC directed away may circle back to the door.
+157 -4
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@@ -5,6 +5,23 @@ extends CanvasLayer
const Rules := preload("res://src/core/rules.gd")
const Strings := preload("res://src/core/strings.gd")
const T_VIGNETTE := preload("res://assets/textures/vignette.png")
const T_ICON_FLASH := preload("res://assets/textures/icons/flashlight_on.png")
const T_ICON_DOOR := preload("res://assets/textures/icons/door_locked.png")
const T_ICON_WAND := preload("res://assets/textures/icons/wand.png")
const T_ICON_REC := preload("res://assets/textures/icons/rec_dot.png")
const T_CARD_ID := preload("res://assets/textures/cards/id_card.png")
const T_CARD_WRIST := preload("res://assets/textures/cards/wristband.png")
const T_CARD_TICKET := preload("res://assets/textures/cards/ticket.png")
const T_CARD_CRED := preload("res://assets/textures/cards/credential.png")
const T_CARD_GUEST := preload("res://assets/textures/cards/guest_list.png")
const CARD_TEXTURES := {
Rules.AccessKind.ID: T_CARD_ID,
Rules.AccessKind.WRISTBAND: T_CARD_WRIST,
Rules.AccessKind.TICKET: T_CARD_TICKET,
Rules.AccessKind.CREDENTIAL: T_CARD_CRED,
Rules.AccessKind.GUEST_LIST: T_CARD_GUEST,
}
var top_label: Label
var time_label: Label
@@ -17,6 +34,12 @@ var inspect_text: Label
var inspect_meta: Label
var radio_cooldown_label: Label
var mode_label: Label
var vignette_rect: TextureRect
var cam_clock: Label
var icon_row: HBoxContainer
var flashlight_icon: TextureRect
var door_icon: TextureRect
var wand_icon: TextureRect
var wand_panel: PanelContainer
var wand_text: Label
var wand_meta: Label
@@ -105,6 +128,57 @@ func _init() -> void:
escalation_label.modulate = Color(0.6, 0.9, 0.6)
vbox.add_child(escalation_label)
# --- escalation vignette (screen-space tint) ---
vignette_rect = TextureRect.new()
vignette_rect.texture = T_VIGNETTE
vignette_rect.set_anchors_preset(Control.PRESET_FULL_RECT)
vignette_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
vignette_rect.modulate = Color(1, 1, 1, 0)
vignette_rect.show_behind_parent = false
add_child(vignette_rect)
# --- body-camera overlay (REC + shift clock + corner brackets, top right) ---
var cam_box := VBoxContainer.new()
cam_box.set_anchors_preset(Control.PRESET_TOP_RIGHT)
cam_box.position = Vector2(-180, 12)
cam_box.alignment = BoxContainer.ALIGNMENT_END
add_child(cam_box)
var rec_row := HBoxContainer.new()
rec_row.alignment = BoxContainer.ALIGNMENT_END
cam_box.add_child(rec_row)
var rec_icon := TextureRect.new()
rec_icon.texture = T_ICON_REC
rec_icon.custom_minimum_size = Vector2(22, 22)
rec_icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
rec_row.add_child(rec_icon)
var rec_label := Label.new()
rec_label.text = "REC"
rec_label.add_theme_font_size_override("font_size", 15)
rec_label.modulate = Color(0.95, 0.35, 0.35)
rec_row.add_child(rec_label)
cam_clock = Label.new()
cam_clock.text = "SHIFT 00:00:00"
cam_clock.add_theme_font_size_override("font_size", 12)
cam_clock.modulate = Color(0.95, 0.95, 0.95)
cam_clock.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
cam_box.add_child(cam_clock)
# corner brackets
var bracket_color := Color(0.9, 0.9, 0.92, 0.55)
_add_corner_brackets(bracket_color)
# --- mode icons next to the door/light label ---
icon_row = HBoxContainer.new()
vbox.add_child(icon_row)
flashlight_icon = _make_icon(T_ICON_FLASH)
flashlight_icon.visible = false
icon_row.add_child(flashlight_icon)
door_icon = _make_icon(T_ICON_DOOR)
door_icon.visible = false
icon_row.add_child(door_icon)
wand_icon = _make_icon(T_ICON_WAND)
wand_icon.visible = false
icon_row.add_child(wand_icon)
# --- inspect panel (popup center) ---
inspect_panel = PanelContainer.new()
inspect_panel.visible = false
@@ -163,6 +237,9 @@ func set_shift_state(coordinator: Object, scenario: Resource) -> void:
coordinator.reputation.rating,
coordinator.crowd.mood * 100.0,
]
if cam_clock:
var total := int(coordinator.elapsed_s)
cam_clock.text = "SHIFT %02d:%02d:%02d" % [total / 3600, (total / 60) % 60, total % 60]
_update_radio_cooldown(coordinator)
func _update_radio_cooldown(coordinator: Object) -> void:
@@ -188,6 +265,47 @@ func set_flashlight(on: bool) -> void:
func _refresh_mode_label() -> void:
mode_label.text = "Door: %s · Light: %s" % ["LOCKED" if _door_locked else "open", "on" if _flashlight else "off"]
if icon_row:
flashlight_icon.visible = _flashlight
door_icon.visible = _door_locked
func set_wand_icon(visible: bool) -> void:
if wand_icon:
wand_icon.visible = visible
func _make_icon(texture: Texture2D) -> TextureRect:
var tr := TextureRect.new()
tr.texture = texture
tr.custom_minimum_size = Vector2(20, 20)
tr.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
tr.modulate = Color(1, 1, 1, 0.9)
return tr
func _add_corner_brackets(color: Color) -> void:
const LEN := 34.0
const TH := 3.0
const OFF := 10.0
var viewport := get_viewport()
var vp: Vector2 = viewport.get_visible_rect().size if viewport else Vector2(1280, 720)
var corners := [
Vector2(OFF, OFF), Vector2(vp.x - OFF, OFF), Vector2(OFF, vp.y - OFF), Vector2(vp.x - OFF, vp.y - OFF),
]
for i in 4:
var c: Vector2 = corners[i]
var flip_x: bool = (i % 2) == 1
var flip_y: bool = i >= 2
var h := ColorRect.new()
h.color = color
h.size = Vector2(LEN, TH)
h.position = Vector2(c.x - (LEN if flip_x else 0.0), c.y - (TH if flip_y else 0.0))
h.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(h)
var v := ColorRect.new()
v.color = color
v.size = Vector2(TH, LEN)
v.position = Vector2(c.x - (TH if flip_x else 0.0), c.y - (LEN if flip_y else 0.0))
v.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(v)
func set_action_hint(text: String) -> void:
hint_label.text = text
@@ -199,15 +317,20 @@ func set_action_hint(text: String) -> void:
func set_escalation(level: int) -> void:
var name: String = Rules.LEVEL_NAMES.get(level, "Observation")
escalation_label.text = Strings.fmt("hud.escalation_prefix", [name])
var tint := Color(0.6, 0.9, 0.6)
match level:
Rules.Level.OBSERVATION, Rules.Level.SIMPLE_DETERRENCE:
escalation_label.modulate = Color(0.6, 0.9, 0.6)
tint = Color(0.6, 0.9, 0.6)
Rules.Level.FORMAL_WARNING:
escalation_label.modulate = Color(0.95, 0.9, 0.4)
tint = Color(0.95, 0.9, 0.4)
Rules.Level.BLOCKING:
escalation_label.modulate = Color(1.0, 0.65, 0.3)
tint = Color(1.0, 0.65, 0.3)
Rules.Level.RADIO_ASSIST, Rules.Level.EMERGENCY:
escalation_label.modulate = Color(1.0, 0.35, 0.3)
tint = Color(1.0, 0.35, 0.3)
escalation_label.modulate = tint
# Screen-space vignette follows the escalation color.
if vignette_rect:
vignette_rect.modulate = Color(tint.r, tint.g, tint.b, 0.05 + 0.2 * float(level) / 5.0)
func log(text: String) -> void:
_log_lines.append(text)
@@ -240,6 +363,26 @@ func show_inspection(controller: Object, artifacts: Array, result: Dictionary) -
var npc_display: String = (profile.display_name if profile else "Person")
var granted: bool = result.get("granted", false)
inspect_text.text = "Access check — %s\nGranted: %s" % [npc_display, "YES" if granted else "NO"]
_clear_card_row()
var card_row := HBoxContainer.new()
card_row.name = "INSPECT_CARD_ROW"
card_row.add_theme_constant_override("separation", 6)
var added_card := false
for artifact in artifacts:
var tex: Texture2D = CARD_TEXTURES.get(artifact.kind, null) as Texture2D
if tex == null:
continue
var card := TextureRect.new()
card.texture = tex
card.custom_minimum_size = Vector2(92, 58)
card.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
card.tooltip_text = artifact.summary()
if artifact.attributes.size() > 0:
card.tooltip_text += "\n" + str(artifact.attributes)
card_row.add_child(card)
added_card = true
if added_card:
inspect_panel.add_child(card_row)
var lines: Array[String] = []
for artifact in artifacts:
lines.append(" • " + artifact.summary())
@@ -251,8 +394,18 @@ func show_inspection(controller: Object, artifacts: Array, result: Dictionary) -
inspect_panel.visible = true
func hide_inspection() -> void:
_clear_card_row()
inspect_panel.visible = false
## Remove previously added artifact cards so reopening rebuilds them.
func _clear_card_row() -> void:
if inspect_panel == null:
return
var row := inspect_panel.find_child("INSPECT_CARD_ROW", true, false) as Control
if row:
inspect_panel.remove_child(row)
row.queue_free()
func show_wand(controller: Object, result: Dictionary) -> void:
var profile: Object = controller.profile
var npc_display: String = (profile.display_name if profile else "Person")
+52 -12
View File
@@ -1,5 +1,11 @@
class_name WorldBuilder
## Procedurally assembles a minimal Hollywood Boulevard entrance prototype:
const T_BRICK := preload("res://assets/textures/brick_facade.png")
const T_CONCRETE := preload("res://assets/textures/concrete.png")
const T_ASPHALT := preload("res://assets/textures/asphalt.png")
const T_AWNING := preload("res://assets/textures/awning.png")
const T_SKYLINE := preload("res://assets/textures/skyline.png")
## steps, building facade, restricted door, sidewalk, pavement, and street edge.
## No art assets required; all geometry is BoxMesh with flat materials.
@@ -27,14 +33,19 @@ func build() -> void:
_build_crosswalk()
_build_street_furniture()
_build_guard_spawn()
_build_skyline_backdrop()
_build_navmesh()
set_night_mode(false)
func _add_box(parent: Node3D, size: Vector3, pos: Vector3, color: Color, cast_shadow: bool = false) -> MeshInstance3D:
func _add_box(parent: Node3D, size: Vector3, pos: Vector3, color: Color, cast_shadow: bool = false,
texture: Texture2D = null, uv_scale: Vector2 = Vector2(1, 1)) -> MeshInstance3D:
var mesh := BoxMesh.new()
mesh.size = size
var mat := StandardMaterial3D.new()
mat.albedo_color = color
if texture:
mat.albedo_texture = texture
mat.uv1_scale = Vector3(uv_scale.x, uv_scale.y, 1.0)
mesh.material = mat
var mi := MeshInstance3D.new()
mi.mesh = mesh
@@ -56,19 +67,23 @@ func _build_ground() -> void:
func _build_building() -> void:
var building := StaticBody3D.new()
building.name = "Building"
# Main facade
_add_box(building, Vector3(40, 18, 4), Vector3(0, 9, -2), Color(0.35, 0.32, 0.30))
# Main facade (textured brick)
_add_box(building, Vector3(40, 18, 4), Vector3(0, 9, -2), Color(0.85, 0.8, 0.78), false, T_BRICK, Vector2(10, 5))
# Entrance recess + door recess frame
_add_box(building, Vector3(5.4, 6.4, 0.2), Vector3(0, 3.2, -4.0), Color(0.10, 0.10, 0.10))
# Door
_add_box(building, Vector3(3.0, 5.2, 0.3), Vector3(0, 2.9, -4.15), Color(0.16, 0.15, 0.13))
# Door window
_add_box(building, Vector3(1.8, 1.4, 0.34), Vector3(0, 3.8, -4.0), Color(0.5, 0.7, 0.9, 1.0))
_add_box(building, Vector3(5.4, 6.4, 0.2), Vector3(0, 3.2, -4.0), Color(0.08, 0.08, 0.09))
# Door frame and dark door
_add_box(building, Vector3(3.0, 5.2, 0.3), Vector3(0, 2.9, -4.15), Color(0.13, 0.12, 0.11))
# Door glass (semi-transparent)
var glass := _add_box(building, Vector3(1.8, 1.4, 0.34), Vector3(0, 3.8, -4.0), Color(0.6, 0.75, 0.9, 0.55))
var glass_mat := StandardMaterial3D.new()
glass_mat.albedo_color = Color(0.6, 0.75, 0.9, 0.45)
glass_mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
glass_mat.roughness = 0.15
glass_mat.metallic = 0.1
glass.material_override = glass_mat
# Door lock indicator (green = open, red = locked), placed beside the handle
door_indicator = _add_box(building, Vector3(0.18, 0.18, 0.24), Vector3(-1.8, 1.7, -4.35), Color(0.1, 0.9, 0.3))
door_indicator.material_override = _lock_indicator_material(Color(0.1, 0.9, 0.3))
# Awning sign bar
_add_box(building, Vector3(8, 0.5, 0.6), Vector3(0, 7.0, -3.6), Color(0.45, 0.44, 0.44))
var col := BoxShape3D.new()
col.size = Vector3(40, 18, 4)
var so := building.create_shape_owner(building)
@@ -96,7 +111,7 @@ func _build_steps() -> void:
func _build_sidewalk() -> void:
var sidewalk := StaticBody3D.new()
sidewalk.name = "Sidewalk"
_add_box(sidewalk, Vector3(30, 0.18, 8), Vector3(0, 0.09, 8), Color(0.60, 0.58, 0.56))
_add_box(sidewalk, Vector3(30, 0.18, 8), Vector3(0, 0.09, 8), Color(1, 1, 1), false, T_CONCRETE, Vector2(9, 2.4))
var col := BoxShape3D.new()
col.size = Vector3(30, 0.36, 8)
var so := sidewalk.create_shape_owner(sidewalk)
@@ -107,7 +122,7 @@ func _build_sidewalk() -> void:
func _build_street() -> void:
var street := StaticBody3D.new()
street.name = "Street"
_add_box(street, Vector3(120, 0.1, 26), Vector3(0, 0.05, 22), Color(0.13, 0.13, 0.14))
_add_box(street, Vector3(120, 0.1, 26), Vector3(0, 0.05, 22), Color(1, 1, 1), false, T_ASPHALT, Vector2(30, 7))
# Center dashes
for i in range(-40, 41, 4):
_add_box(street, Vector3(0.2, 0.02, 1.2), Vector3(i * 0.0, 0.11, 22), Color(0.85, 0.85, 0.30))
@@ -138,6 +153,9 @@ func _build_navmesh() -> void:
root.add_child(region)
func _build_marquee() -> void:
## Striped awning above the door, then the neon sign strip + label.
var awning := _add_box(root, Vector3(10.5, 0.08, 1.8), Vector3(0, 6.55, -3.7), Color(1, 1, 1), false, T_AWNING)
awning.name = "Awning"
## Neon-style marquee strip above the door: emissive bars + a label.
var strip_parent := Node3D.new()
strip_parent.name = "Marquee"
@@ -243,6 +261,28 @@ func _plain_material(color: Color) -> StandardMaterial3D:
mat.albedo_color = color
return mat
func _build_skyline_backdrop() -> void:
## Distant procedural skyline on four unshaded planes around the block.
var mat := StandardMaterial3D.new()
mat.albedo_texture = T_SKYLINE
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
const DIST := 95.0
const HEIGHT := 90.0
for i in 4:
var plane := MeshInstance3D.new()
plane.name = "Skyline_%d" % i
var pm := PlaneMesh.new()
pm.size = Vector2(300, HEIGHT)
plane.mesh = pm
plane.material_override = mat
var angle := i * 90.0
plane.position = Vector3(sin(deg_to_rad(angle)) * DIST, HEIGHT / 2.0, cos(deg_to_rad(angle)) * DIST)
plane.rotation_degrees = Vector3(0, -angle + 90.0, 0)
plane.cast_shadow = (0 as GeometryInstance3D.ShadowCastingSetting)
root.add_child(plane)
func _build_guard_spawn() -> void:
var marker := Marker3D.new()
marker.name = "GuardSpawn"
+33
View File
@@ -45,6 +45,39 @@ func test_street_lamps_and_marquee_built() -> bool:
root.free()
return a and b and TestUtils.check(night_on, "lamps brighten at night") and TestUtils.check(day_off, "lamps dim in daylight")
func test_asset_textures_present_and_pow2() -> bool:
var required := [
"res://assets/textures/brick_facade.png",
"res://assets/textures/concrete.png",
"res://assets/textures/asphalt.png",
"res://assets/textures/awning.png",
"res://assets/textures/skyline.png",
"res://assets/textures/vignette.png",
"res://assets/textures/icons/flashlight_on.png",
"res://assets/textures/icons/door_locked.png",
"res://assets/textures/icons/wand.png",
"res://assets/textures/icons/rec_dot.png",
"res://assets/textures/cards/id_card.png",
"res://assets/textures/cards/wristband.png",
"res://assets/textures/cards/ticket.png",
"res://assets/textures/cards/credential.png",
"res://assets/textures/cards/guest_list.png",
]
for path in required:
if not FileAccess.file_exists(path):
return TestUtils.fail("missing generated asset: %s — run tools/generate_textures.py" % path)
var img := Image.new()
for path in required:
if img.load(path) != OK:
return TestUtils.fail("cannot decode asset: %s" % path)
var w := img.get_width()
var h := img.get_height()
if w > 1024 or h > 1024:
return TestUtils.fail("asset too large: %s (%dx%d)" % [path, w, h])
if (w & (w - 1)) != 0 or (h & (h - 1)) != 0:
return TestUtils.fail("asset not power-of-two: %s (%dx%d)" % [path, w, h])
return true
func test_door_indicator_built() -> bool:
var root := Node3D.new()
var builder := WorldBuilder.new(root)
+224
View File
@@ -0,0 +1,224 @@
#!/usr/bin/env python3
"""Generate small authored textures for Step Line (assets/ import convention).
All outputs are deterministic (fixed seeds), <=1024px, power-of-two where
possible. Run from the repo root: python3 tools/generate_textures.py
"""
import math
import os
import random
import stat
from PIL import Image, ImageDraw, ImageFilter, ImageFont
ROOT = os.path.join(os.path.dirname(os.path.abspath(__file__)), "..")
ASSETS = os.path.join(ROOT, "assets", "textures")
FONT_CANDIDATES = [
"/usr/share/fonts/liberation-sans-fonts/LiberationSans-Bold.ttf",
"/usr/share/fonts/dejavu/DejaVuSans-Bold.ttf",
"/usr/share/fonts/google-noto-vf/NotoSans[wght].ttf",
"/usr/share/fonts/adwaita-sans-fonts/AdwaitaSans-Bold.ttf",
]
def font(size: int):
for path in FONT_CANDIDATES:
if os.path.exists(path):
return ImageFont.truetype(path, size)
return ImageFont.load_default()
def save(img: Image.Image, name: str) -> None:
os.makedirs(ASSETS, exist_ok=True)
path = os.path.join(ASSETS, name)
os.makedirs(os.path.dirname(path), exist_ok=True)
img.save(path, optimize=True)
print(f"wrote {os.path.relpath(path, ROOT)} {img.size}")
def grain(size, base, spread, seed, blur=1.0):
rnd = random.Random(seed)
img = Image.new("L", (size, size), base)
px = img.load()
for y in range(size):
for x in range(size):
v = base + rnd.randint(-spread, spread)
px[x, y] = max(0, min(255, v))
return img.filter(ImageFilter.GaussianBlur(blur))
def brick_facade():
size = 512
mortar = (118, 110, 104)
base = (150, 92, 78)
img = Image.new("RGB", (size, size), mortar)
d = ImageDraw.Draw(img)
rnd = random.Random(11)
brick_h = size // 22
mortar_t = 5
offset = 0
for row in range(22):
y = row * brick_h
cols = 2 if row % 2 == 0 else 3
brick_w = (size - mortar_t) // (cols if cols > 1 else 1)
for c in range(cols + 1):
x0 = c * (brick_w + mortar_t) - (brick_w // 2 if row % 2 else 0)
x1 = x0 + brick_w
# wrap horizontally so the tile repeats seamlessly
d.rectangle([x0, y, x1, y + brick_h - mortar_t], fill=base)
# per-brick shading pass
for _ in range(size * size // 900):
bx = rnd.randint(0, size - 1)
by = rnd.randint(0, size - 1)
d.point((bx, by), fill=(max(0, base[0] - 18 + rnd.randint(0, 30)),
max(0, base[1] - 10 + rnd.randint(0, 22)),
max(0, base[2] - 8 + rnd.randint(0, 18))))
# horizontal mortar lines on top of bricks (wraps vertically by drawing at 0 and size)
for y in [-mortar_t, size - mortar_t]:
d.rectangle([0, y, size, y + mortar_t], fill=mortar)
save(img, "brick_facade.png")
def seamless_concrete():
size = 512
img = grain(size, 150, 26, 7, blur=2.5).convert("RGBA")
d = ImageDraw.Draw(img)
rnd = random.Random(19)
for _ in range(90):
x, y = rnd.randint(0, size), rnd.randint(0, size)
r = rnd.choice([2, 3, 4])
d.ellipse([x - r, y - r, x + r, y + r], fill=(0, 0, 0, rnd.randint(8, 22)))
for _ in range(8): # subtle crack segments
x, y = rnd.randint(0, size), rnd.randint(0, size)
pts = [(x, y)]
for _ in range(6):
x += rnd.randint(-24, 24)
y += rnd.randint(-8, 8)
pts.append((x % size, y % size))
d.line(pts, fill=(70, 70, 70, 170), width=1)
save(img, "concrete.png")
def asphalt():
size = 512
img = grain(size, 52, 14, 23, blur=1.2).convert("RGBA")
d = ImageDraw.Draw(img)
rnd = random.Random(31)
for _ in range(600):
x, y = rnd.randint(0, size), rnd.randint(0, size)
d.point((x, y), fill=(max(0, 40 - rnd.randint(0, 18)),) * 3 + (rnd.randint(40, 110),))
save(img, "asphalt.png")
def awning():
w, h = 1024, 256
img = Image.new("RGB", (w, h), (140, 40, 45))
d = ImageDraw.Draw(img)
stripe = 64
for i in range(w // stripe):
if i % 2 == 1:
d.rectangle([i * stripe, 0, (i + 1) * stripe - 2, h], fill=(230, 225, 220))
# scalloped bottom edge
for x in range(0, w, 32):
d.arc([x, h - 24, x + 32, h + 40], 0, 180, fill=(80, 20, 24), width=6)
f = font(96)
tw = d.textlength("STEP LINE", font=f)
d.text(((w - tw) / 2, 30), "STEP LINE", font=f, fill=(255, 250, 235))
# subtle top shading
shade = Image.new("RGBA", (w, h), (0, 0, 0, 0))
sd = ImageDraw.Draw(shade)
sd.rectangle([0, 0, w, 10], fill=(0, 0, 0, 90))
img = Image.alpha_composite(img.convert("RGBA"), shade)
save(img, "awning.png")
def skyline():
w, h = 1024, 256
img = Image.new("RGBA", (w, h), (0, 0, 0, 0))
d = ImageDraw.Draw(img)
rnd = random.Random(41)
build_color = (16, 18, 30, 255)
x = -40
while x < w + 40:
bw = rnd.randint(64, 170)
bh = rnd.randint(150, 400)
d.rectangle([x, h - bh, x + bw, h], fill=build_color)
# few lit windows
for _ in range(bw * bh // 900):
wx = x + rnd.randint(4, max(4, bw - 8))
wy = h - rnd.randint(4, bh - 4)
if rnd.random() < 0.5:
d.rectangle([wx, wy, wx + 6, wy + 8], fill=(255, 200, 120, 220))
x += bw + rnd.randint(10, 46)
d.rectangle([0, h - 6, w, h], fill=(12, 13, 22, 255))
save(img, "skyline.png")
def vignette():
size = 512
img = Image.new("L", (size, size), 0)
px = img.load()
c = size / 2.0
max_d = math.hypot(c, c)
for y in range(size):
for x in range(size):
dist = math.hypot(x - c, y - c) / max_d
t = max(0.0, (dist - 0.55) / 0.45)
px[x, y] = int(255 * (t * t))
save(img, "vignette.png")
def icon(name, draw_fn):
size = 64
img = Image.new("RGBA", (size, size), (0, 0, 0, 0))
d = ImageDraw.Draw(img)
draw_fn(d, size)
save(img, name)
def icons():
def flashlight_on(d, s):
d.rounded_rectangle([s*0.30, s*0.30, s*0.62, s*0.62], radius=4, fill=(255,255,255,255))
d.polygon([(s*0.62, s*0.30), (s*0.82, s*0.18), (s*0.82, s*0.74), (s*0.62, s*0.62)], fill=(255,214,120,255))
def door_locked(d, s):
d.rectangle([s*0.18, s*0.18, s*0.82, s*0.82], outline=(255,255,255,255), width=5)
d.rounded_rectangle([s*0.36, s*0.34, s*0.64, s*0.66], radius=3, fill=(255,255,255,255))
d.arc([s*0.40, s*0.28, s*0.60, s*0.50], 180, 360, fill=(255,255,255,255), width=5)
def wand(d, s):
d.rounded_rectangle([s*0.30, s*0.10, s*0.44, s*0.90], radius=3, fill=(255,255,255,255))
d.ellipse([s*0.24, s*0.06, s*0.50, s*0.32], fill=(120,220,160,255))
def rec(d, s):
d.ellipse([s*0.14, s*0.14, s*0.86, s*0.86], outline=(255,255,255,255), width=5)
d.ellipse([s*0.30, s*0.30, s*0.70, s*0.70], fill=(230, 60, 60, 255))
icon("icons/flashlight_on.png", flashlight_on)
icon("icons/door_locked.png", door_locked)
icon("icons/wand.png", wand)
icon("icons/rec_dot.png", rec)
def cards():
CW, CH = 256, 128
def base(card_name, bg, label, band=(0,0,0,0)):
img = Image.new("RGBA", (CW, CH), bg + (255,))
d = ImageDraw.Draw(img)
d.rounded_rectangle([6, 6, CW-6, CH-6], radius=10, outline=(0,0,0,90), width=2)
if band and band[3] == 255:
d.rectangle([0, CH-34, CW, CH], fill=band)
f = font(26)
d.text((14, 10), label, font=f, fill=(255,255,255,235))
# body text lines
f2 = font(15)
y = 52
for _ in range(4):
w = 150 - (24 if _ == 3 else 0)
d.rectangle([16, y, 16 + w, y + 8], fill=(255,255,255,110))
y += 24
# photo square for id-like cards
if "photo" in card_name:
d.rectangle([CW-84, 14, CW-18, 96], fill=(180,190,205,255))
save(img, f"cards/{card_name}.png")
base("id_card", (46, 92, 168), "CA DRIVER LICENSE", band=(20, 36, 70, 255), )
base("wristband", (196, 62, 78), "EVENT ACCESS", band=(150, 35, 50, 255))
base("ticket", (56, 120, 96), "ADMIT ONE", band=(20, 80, 55, 255))
base("credential", (58, 62, 74), "STAFF PASS", band=(20, 22, 28, 255))
base("guest_list", (200, 190, 168), "GUEST LIST", band=(120, 90, 60, 255))
if __name__ == "__main__":
brick_facade()
seamless_concrete()
asphalt()
awning()
skyline()
vignette()
icons()
cards()
print("done")