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 WorldBuilder
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## Procedurally assembles a minimal Hollywood Boulevard entrance prototype:
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## steps, building facade, restricted door, sidewalk, pavement, and street edge.
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## No art assets required; all geometry is BoxMesh with flat materials.
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var root: Node3D = null
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func _init(root_node: Node3D) -> void:
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root = root_node
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func build() -> void:
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_build_ground()
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_build_building()
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_build_steps()
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_build_sidewalk()
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_build_street()
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_build_guard_spawn()
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func _add_box(parent: Node3D, size: Vector3, pos: Vector3, color: Color, cast_shadow: bool = false) -> MeshInstance3D:
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var mesh := BoxMesh.new()
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mesh.size = size
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var mat := StandardMaterial3D.new()
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mat.albedo_color = color
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mesh.material = mat
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var mi := MeshInstance3D.new()
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mi.mesh = mesh
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mi.position = pos
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mi.cast_shadow = (1 if cast_shadow else 0) as GeometryInstance3D.ShadowCastingSetting
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parent.add_child(mi)
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return mi
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func _build_ground() -> void:
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var ground := StaticBody3D.new()
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ground.name = "Ground"
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_add_box(root, Vector3(160, 0.5, 160), Vector3(0, -0.25, 20), Color(0.22, 0.24, 0.26))
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var col := BoxShape3D.new()
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col.size = Vector3(160, 1, 160)
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var shape_owner := ground.create_shape_owner(ground)
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ground.shape_owner_add_shape(shape_owner, col)
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root.add_child(ground)
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func _build_building() -> void:
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var building := StaticBody3D.new()
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building.name = "Building"
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# Main facade
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_add_box(building, Vector3(40, 18, 4), Vector3(0, 9, -2), Color(0.35, 0.32, 0.30))
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# Entrance recess + door recess frame
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_add_box(building, Vector3(5.4, 6.4, 0.2), Vector3(0, 3.2, -4.0), Color(0.10, 0.10, 0.10))
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# Door
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_add_box(building, Vector3(3.0, 5.2, 0.3), Vector3(0, 2.9, -4.15), Color(0.16, 0.15, 0.13))
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# Door window
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_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))
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# Awning sign bar
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_add_box(building, Vector3(8, 0.5, 0.6), Vector3(0, 7.0, -3.6), Color(0.45, 0.44, 0.44))
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var col := BoxShape3D.new()
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col.size = Vector3(40, 18, 4)
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var so := building.create_shape_owner(building)
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building.shape_owner_add_shape(so, col)
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building.shape_owner_set_transform(so, Transform3D(Basis(), Vector3(0, 9, -2)))
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root.add_child(building)
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func _build_steps() -> void:
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var steps := StaticBody3D.new()
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steps.name = "Steps"
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var step_w := 8.0
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var tread := 0.6
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var height := 0.16
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for i in 4:
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var y: float = i * height
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var z: float = i * tread
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_add_box(steps, Vector3(step_w - i * 0.35, height, tread), Vector3(0, y + height / 2.0, z), Color(0.55, 0.52, 0.5))
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# Landing at the top
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_add_box(steps, Vector3(9, 0.2, 3), Vector3(0, 4 * height + 0.1, -1.5), Color(0.5, 0.47, 0.45))
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var col := BoxShape3D.new()
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col.size = Vector3(step_w, 0.65, tread * 4 + 3)
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var so := steps.create_shape_owner(steps)
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steps.shape_owner_add_shape(so, col)
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steps.shape_owner_set_transform(so, Transform3D(Basis(), Vector3(0, 0.32, 0.8)))
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root.add_child(steps)
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func _build_sidewalk() -> void:
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var sidewalk := StaticBody3D.new()
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sidewalk.name = "Sidewalk"
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_add_box(sidewalk, Vector3(30, 0.18, 8), Vector3(0, 0.09, 8), Color(0.60, 0.58, 0.56))
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var col := BoxShape3D.new()
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col.size = Vector3(30, 0.36, 8)
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var so := sidewalk.create_shape_owner(sidewalk)
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sidewalk.shape_owner_add_shape(so, col)
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sidewalk.shape_owner_set_transform(so, Transform3D(Basis(), Vector3(0, 0, 8)))
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root.add_child(sidewalk)
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func _build_street() -> void:
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var street := StaticBody3D.new()
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street.name = "Street"
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_add_box(street, Vector3(120, 0.1, 26), Vector3(0, 0.05, 22), Color(0.13, 0.13, 0.14))
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# Center dashes
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for i in range(-40, 41, 4):
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_add_box(street, Vector3(0.2, 0.02, 1.2), Vector3(i * 0.0, 0.11, 22), Color(0.85, 0.85, 0.30))
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var col := BoxShape3D.new()
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col.size = Vector3(120, 0.2, 26)
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var so := street.create_shape_owner(street)
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street.shape_owner_add_shape(so, col)
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street.shape_owner_set_transform(so, Transform3D(Basis(), Vector3(0, 0, 22)))
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root.add_child(street)
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func _build_guard_spawn() -> void:
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var marker := Marker3D.new()
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marker.name = "GuardSpawn"
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marker.position = Vector3(0, 1.6, -2.5)
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root.add_child(marker)
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