Detailed graphics pass: authored textures, humanoid NPCs, HUD feedback, asset pipeline
- 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)
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@@ -68,41 +68,136 @@ func setup(profile: NpcProfile, intent: String, seed_value: int, p_spawn: Vector
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add_child(collider)
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var _visual_seed := 0
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var _rig: Node3D = null
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var _head: Node3D = null
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var _bob_phase := 0.0
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var _guard_ref: Node3D = null
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const SKIN_TONE := Color(0.88, 0.72, 0.60)
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const PANTS_COLOR := Color(0.22, 0.22, 0.26)
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func _build_body(npc_type: int) -> void:
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var body := MeshInstance3D.new()
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var capsule := CapsuleMesh.new()
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capsule.radius = 0.35
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capsule.height = 1.6
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body.mesh = capsule
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var mat := StandardMaterial3D.new()
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mat.albedo_color = TYPE_COLORS.get(npc_type, Color(0.7, 0.7, 0.7))
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_rig = Node3D.new()
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_rig.name = "Rig"
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add_child(_rig)
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var base_color: Color = TYPE_COLORS.get(npc_type, Color(0.7, 0.7, 0.7))
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# Per-seed variation: slight height and brightness differences so crowds
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# read as individuals (deterministic LCG, no RNG side effects).
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var frac := float((_visual_seed * 1103515245 + 12345) % 1000) / 1000.0
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var height_scale := 0.9 + 0.2 * frac
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body.scale = Vector3(1.0, height_scale, 1.0)
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body.position.y = (height_scale - 1.0) * 0.8
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mat.albedo_color = mat.albedo_color.lightened(0.15 * frac) if frac < 0.5 else mat.albedo_color.darkened(0.15 * (1.0 - frac))
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body.material_override = mat
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add_child(body)
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var id_tag := MeshInstance3D.new()
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var sphere := SphereMesh.new()
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sphere.radius = 0.12
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sphere.height = 0.24
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var tag_mat := StandardMaterial3D.new()
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tag_mat.albedo_color = Color(1, 1, 1)
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id_tag.mesh = sphere
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id_tag.material_override = tag_mat
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id_tag.position = Vector3(0, 1.05, 0)
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id_tag.scale = Vector3(1, 0.4, 1)
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add_child(id_tag)
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var height_scale := 0.92 + 0.16 * frac
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_rig.scale.y = height_scale
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var shader_delta := 0.12 * frac
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base_color = base_color.lightened(shader_delta) if frac < 0.5 else base_color.darkened(shader_delta)
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var limbs_color := base_color.darkened(0.25)
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# Torso
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_add_capsule(_rig, 0.30, 0.95, Vector3(0, 1.05, 0), base_color)
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# Legs
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_add_capsule(_rig, 0.12, 0.8, Vector3(-0.16, 0.4, 0), PANTS_COLOR)
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_add_capsule(_rig, 0.12, 0.8, Vector3(0.16, 0.4, 0), PANTS_COLOR)
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# Arms
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_add_capsule(_rig, 0.09, 0.7, Vector3(-0.42, 1.28, 0), limbs_color, 8.0)
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_add_capsule(_rig, 0.09, 0.7, Vector3(0.42, 1.28, 0), limbs_color, -8.0)
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# Head
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_head = Node3D.new()
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_head.name = "Head"
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_head.position = Vector3(0, 1.62, 0)
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_add_sphere(_head, 0.17, Vector3.ZERO, SKIN_TONE)
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_rig.add_child(_head)
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_add_props(npc_type)
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func _add_capsule(parent: Node3D, radius: float, height: float, pos: Vector3, color: Color, z_rot: float = 0.0) -> void:
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var mi := MeshInstance3D.new()
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var mesh := CapsuleMesh.new()
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mesh.radius = radius
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mesh.height = height
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mi.mesh = mesh
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mi.position = pos
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mi.rotation_degrees.z = z_rot
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mi.material_override = _material(color)
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parent.add_child(mi)
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func _add_sphere(parent: Node3D, radius: float, pos: Vector3, color: Color) -> void:
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var mi := MeshInstance3D.new()
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var mesh := SphereMesh.new()
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mesh.radius = radius
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mesh.height = radius * 2.0
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mi.mesh = mesh
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mi.position = pos
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mi.material_override = _material(color)
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parent.add_child(mi)
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func _material(color: Color) -> StandardMaterial3D:
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var mat := StandardMaterial3D.new()
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mat.albedo_color = color
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return mat
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## Small per-archetype props so silhouettes differ (camera, box, hat, sign…).
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func _add_props(npc_type: int) -> void:
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var chest_y := 1.25
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match npc_type:
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Rules.NpcType.INFLUENCER:
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_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))
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_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))
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Rules.NpcType.DELIVERY:
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_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))
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Rules.NpcType.PERFORMER:
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var hat := _material(Color(0.85, 0.2, 0.25))
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var cone := MeshInstance3D.new()
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var cm := CylinderMesh.new()
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cm.top_radius = 0.02
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cm.bottom_radius = 0.22
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cm.height = 0.4
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cone.mesh = cm
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cone.material_override = hat
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cone.position = Vector3(0, 0.26, 0)
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_head.add_child(cone)
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Rules.NpcType.PROTESTER:
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_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))
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_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))
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Rules.NpcType.TOURIST:
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_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))
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Rules.NpcType.CONFUSED_VISITOR:
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_add_box_prop(_rig, Vector3(0.3, 0.05, 0.34), Vector3(0, 0.92, 0.06), Color(0.9, 0.88, 0.8))
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func _add_box_prop(parent: Node3D, size: Vector3, pos: Vector3, color: Color) -> void:
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var mi := MeshInstance3D.new()
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var mesh := BoxMesh.new()
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mesh.size = size
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mi.mesh = mesh
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mi.position = pos
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mi.material_override = _material(color)
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parent.add_child(mi)
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func _physics_process(delta: float) -> void:
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if npc == null or npc.fsm == null:
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return
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_advance_fsm(delta)
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_move_toward_target(delta)
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_animate(delta)
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## Procedural walk bob + head-toward-guard cue when the NPC is aware.
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func _animate(delta: float) -> void:
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if _rig == null:
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return
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var speed := Vector2(velocity.x, velocity.z).length()
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if speed > 0.3:
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_bob_phase += delta * (6.0 + speed)
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_rig.position.y = sin(_bob_phase) * 0.035
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_rig.rotation.x = sin(_bob_phase * 0.5) * 0.04
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else:
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_bob_phase = 0.0
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_rig.position.y = lerpf(_rig.position.y, 0.0, 0.2)
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_rig.rotation.x = lerpf(_rig.rotation.x, 0.0, 0.2)
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# Attention cue: head turns toward the guard when awareness was raised.
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if _head != null and npc.guard_noticed:
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if _guard_ref == null or not is_instance_valid(_guard_ref):
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_guard_ref = get_tree().get_first_node_in_group("guard") as Node3D
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if _guard_ref:
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var to_guard := (_guard_ref.global_position - global_position)
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to_guard.y = 0.0
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var world_yaw := atan2(to_guard.x, to_guard.z)
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var fwd := -_rig.global_transform.basis.z
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var parent_yaw := atan2(fwd.x, fwd.z)
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_head.rotation.y = lerp_angle(_head.rotation.y, world_yaw - parent_yaw, 0.1)
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func _advance_fsm(delta: float) -> void:
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# Returning-trespasser: an NPC directed away may circle back to the door.
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