Capture the wand panel, escalation HUD and body-camera timeline
Full build / Full desktop build + optional release (push) Successful in 3m56s
Full build / Import + headless tests (push) Successful in 35s

The three newest catalogue screens had AI mockups but no staged capture, so
compare and judge skipped them. capture_screenshots.gd now continues past the
night set:

- switches to The Joke Shop at 620 s (EVENING still has routine spawns), frames a
  guest, and retries the wand until it alerts; if nobody carries an alerting item
  it stages the documented keys false-alarm case.
- applies a formal warning (arms the body camera) then blocking, jumps to 760 s
  for night lighting, and captures the HUD at L3.
- closes the open incident and opens the body-camera timeline, which now shows
  the warning / body-camera / blocking rows.

Wired the refs for wand_screening, escalation_hud and body_camera_timeline, and
regenerated the escalation mockup as a third-person over-the-shoulder night shot
so the reference matches the game camera. Added Hud.clear_log() to drop
target-cycling noise from staged shots. README gallery lists the three captures.

Verification: headless 182/182, Python tooling 53/53, compare 9 good / 0 bad,
judge: wand match 0.90, timeline match 1.00, escalation review, 0 diff.
Version 0.3.3.
This commit is contained in:
zwitschi committed 2026-11-01 00:29:58 +01:00
1 parent a5e7b3c013
commit 3025ba1cef
17 files changed
+145 -18

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@@ -13,6 +13,7 @@ var state := 0
var state_frames := 0
var targeted := false
var camera_staged := false
var wand_attempts := 0
func _initialize() -> void:
root.size = Vector2i(1280, 720)
@@ -89,7 +90,7 @@ func _advance() -> void:
if gm != null:
gm.radio_panel.hide()
gm.hud.set_action_hint("")
gm.coordinator.elapsed_s = 750.0
gm.coordinator.elapsed_s = 620.0
state = 5
state_frames = 0
5:
@@ -110,9 +111,101 @@ func _advance() -> void:
gm.call("_toggle_flashlight")
if state_frames >= 30:
_shoot("06-night-flashlight.png")
# Move to The Joke Shop for the wand/shift-review set, and keep
# the late-night phase so the UI sits on the night scene.
if gm != null:
gm.call("_toggle_flashlight")
gm.switch_scenario("joke_shop")
gm.coordinator.elapsed_s = 620.0
state = 7
state_frames = 0
7:
# Wand screening: wait for guests and keep re-targeting until one
# accepts the screen (some authored Joke Shop guests refuse it).
if state_frames > 40 and state_frames % 20 == 0 and gm != null and gm.npcs.size() > 0:
# Prefer a guest whose items make the wand alert, so the panel
# shows the interesting case instead of "Alert: none".
if gm.wand_open:
if _wand_alerts():
state = 8
state_frames = 0
elif wand_attempts >= 6:
# Nobody nearby carried an alerting item: stage the documented
# false-alarm case (keys) on this guest and re-open the panel.
var guest: Object = gm.call("_targeted_controller")
if guest != null and guest.profile != null:
var false_alarm: Array[String] = ["keys"]
guest.profile.carried_items = false_alarm
gm.call("_toggle_wand_screening")
gm.call("_toggle_wand_screening")
state = 8
state_frames = 0
else:
gm.call("_toggle_wand_screening")
wand_attempts += 1
else:
gm.call("_cycle_nearby_target")
_face_target()
gm.call("_toggle_wand_screening")
wand_attempts += 1
elif state_frames > 600 and gm != null:
# Fallback: real controller, panel shown directly.
var controller: Object = gm.call("_targeted_controller")
if controller != null and controller.profile != null:
gm.hud.show_wand(controller, gm.wand_screener.screen(controller.profile.carried_items))
state = 8
state_frames = 0
8:
if state_frames == 1 and gm != null:
gm.hud.clear_log()
_stage_closeup()
if state_frames >= 45:
_shoot("07-wand-screening.png")
if gm != null:
if gm.wand_open:
gm.call("_toggle_wand_screening")
# Real escalation path: formal warning arms the body camera
# (a timeline row), then blocking raises the meter to L3.
gm.call("_apply_interaction", 2, "formal warning")
gm.call("_apply_interaction", 3, "blocking")
state = 9
state_frames = 0
9:
if state_frames == 1 and gm != null:
# Jump into the late phase now that guests exist: LATE has no
# routine spawn pool, so this happens after staging the target.
gm.coordinator.elapsed_s = 760.0
_stage_closeup()
if state_frames >= 45:
_shoot("08-escalation-hud.png")
if gm != null and gm.coordinator != null:
# Close the open incident so the recorder's review includes it
# (to_dict only lists closed incidents).
gm.coordinator.recorder.close_all_open("unresolved")
gm.call("_open_timeline", {"incidents": gm.coordinator.recorder.to_dict()})
state = 10
state_frames = 0
10:
if state_frames >= 30:
_shoot("09-body-camera-timeline.png")
quit(0)
## Put the guard a couple of steps in front of the target so a staged UI capture
## frames the person the panel is about.
func _wand_alerts() -> bool:
if gm == null or gm.hud == null or gm.hud.wand_text == null:
return false
return gm.hud.wand_text.text.contains("Alert: YES")
func _stage_closeup() -> void:
var target: Node3D = gm.targeted_npc
if target == null or not is_instance_valid(target):
return
gm.guard.global_position = target.global_position + Vector3(0, -0.4, 2.2)
gm.guard.global_position.y = 0.1
_face_target()
gm.guard.head.rotation.x = deg_to_rad(1.0)
func _face_target() -> void:
var target: Node3D = gm.targeted_npc
if target == null: