Implement prototype: venue-driven simulation core, scenarios, tests, and playable entrance scene
CI / headless-tests (push) Canceled after 49s
CI / headless-tests (push) Canceled after 49s
- Godot 4.3 project scaffold with first-person guard, procedural world, interaction HUD, access inspection, radio forms, debug overlay, shift review - Simulation core: ShiftCoordinator, VenueScenario, EventScheduler, NPCController/FSM, AccessVerifier, EscalationManager, RadioSystem, IncidentRecorder, ReputationEvaluator, CrowdSystem, EventBus - Three authored scenarios (Hollywood Blvd building, The Joke Shop, TV studio) - Custom headless test runner (25 tests) replacing editor-dependent GUT, plus GitHub Actions CI - Documentation workflow live: README, PLAN (tech stack), TODO/DONE, MEMORY
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class_name NpcAvatar
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extends CharacterBody3D
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## Visual + navigation wrapper around a logic NPCController (ADR-0001).
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## Gives the controller a body, color-coded by archetype, and simple movement.
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const NPCController := preload("res://src/core/npc_controller.gd")
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const Rules := preload("res://src/core/rules.gd")
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var npc: NPCController = null
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var spawn_position: Vector3 = Vector3.ZERO
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var target_position: Vector3 = Vector3.ZERO
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var awaiting_interaction := false
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var arrived := false
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const TYPE_COLORS := {
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Rules.NpcType.TOURIST: Color(0.90, 0.75, 0.55),
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Rules.NpcType.PERFORMER: Color(0.80, 0.55, 0.90),
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Rules.NpcType.INFLUENCER: Color(0.95, 0.55, 0.55),
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Rules.NpcType.CONFUSED_VISITOR: Color(0.95, 0.85, 0.50),
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Rules.NpcType.INTOXICATED: Color(0.60, 0.75, 0.50),
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Rules.NpcType.TRESPASSER: Color(0.55, 0.55, 0.75),
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Rules.NpcType.VIOLENT_THREAT: Color(0.85, 0.25, 0.25),
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Rules.NpcType.MENTAL_CRISIS: Color(0.85, 0.65, 0.45),
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Rules.NpcType.AUTHORIZED_STAFF: Color(0.45, 0.70, 0.90),
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Rules.NpcType.AUTHORIZED_GUEST: Color(0.60, 0.85, 0.65),
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Rules.NpcType.DELIVERY: Color(0.80, 0.70, 0.40),
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Rules.NpcType.RESPONDER: Color(0.25, 0.30, 0.85),
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}
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func _init() -> void:
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npc = NPCController.new()
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func get_npc_controller() -> NPCController:
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return npc
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func setup(profile: NpcProfile, intent: String, seed_value: int, p_spawn: Vector3, p_target: Vector3) -> void:
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npc.setup("npc_%d" % seed_value, profile, intent, seed_value)
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spawn_position = p_spawn
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target_position = p_target
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position = p_spawn
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npc.fsm.state_changed.connect(_on_state_changed)
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_build_body(profile.npc_type)
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# Normalize intent targets: approach the entrance, stop near the door.
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var collider := CollisionShape3D.new()
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var shape := CapsuleShape3D.new()
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shape.radius = 0.35
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shape.height = 1.6
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collider.shape = shape
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collider.position = Vector3(0, 0.8, 0)
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add_child(collider)
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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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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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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()
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_move_toward_target(delta)
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func _advance_fsm() -> void:
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if npc.leave_requested:
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var away := global_position + (global_position - spawn_position).normalized() * 40.0
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away.y = 0.5
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target_position = away
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return
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if arrived and not awaiting_interaction:
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awaiting_interaction = true
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func _move_toward_target(delta: float) -> void:
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var to_target := target_position - global_position
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to_target.y = 0.0
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var dist := to_target.length()
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if dist < 0.7:
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_arrive()
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return
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var dir := to_target.normalized()
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velocity.x = dir.x * 1.3
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velocity.z = dir.z * 1.3
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velocity.y -= 9.8 * delta
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look_at(global_position + Vector3(dir.x, 0, dir.z), Vector3.UP)
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move_and_slide()
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func _arrive() -> void:
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arrived = true
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velocity = Vector3.ZERO
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if npc.intent == "enter" or npc.intent == "trespass" or npc.intent == "deliver" or npc.intent == "arrive":
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target_position = Vector3(0, 0.5, 1.2)
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if (global_position - Vector3(0, 0.5, 1.2)).length() < 0.8:
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awaiting_interaction = true
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func _on_state_changed(_node: Object, _from: String, to_state: String) -> void:
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match to_state:
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"LEAVING":
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npc.leave_requested = true
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"THREATENING", "FORCING_ENTRY":
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# Advance toward the door posture; keep it simple for the prototype.
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pass
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