Wire the crowd variants into per-role pools and verify every seed resolves
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@@ -195,32 +195,28 @@ const GEAR_ATTACH := {
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}
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## Character variants from tools/blender_assets.py. The manifest is the source
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## of truth; this mapping keeps selection deterministic and testable offline.
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const CHARACTER_MODELS := {
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Rules.NpcType.TOURIST: "npc_casual",
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Rules.NpcType.CONFUSED_VISITOR: "npc_casual",
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Rules.NpcType.INTOXICATED: "npc_casual",
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Rules.NpcType.AUTHORIZED_GUEST: "npc_jacket",
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Rules.NpcType.AUTHORIZED_STAFF: "npc_jacket",
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Rules.NpcType.PROTESTER: "npc_jacket",
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Rules.NpcType.INFLUENCER: "npc_coat",
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Rules.NpcType.TRESPASSER: "npc_coat",
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Rules.NpcType.VIOLENT_THREAT: "npc_hoodie",
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Rules.NpcType.MENTAL_CRISIS: "npc_hoodie",
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Rules.NpcType.PERFORMER: "npc_dress",
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Rules.NpcType.DELIVERY: "npc_vest",
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Rules.NpcType.RESPONDER: "npc_firefighter",
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const CHARACTER_POOLS := {
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Rules.NpcType.TOURIST: ["npc_casual", "npc_crowd_a", "npc_crowd_d"],
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Rules.NpcType.CONFUSED_VISITOR: ["npc_casual", "npc_crowd_b"],
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Rules.NpcType.INTOXICATED: ["npc_casual", "npc_crowd_c"],
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Rules.NpcType.AUTHORIZED_GUEST: ["npc_jacket", "npc_casual", "npc_casual"],
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Rules.NpcType.AUTHORIZED_STAFF: ["npc_jacket"],
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Rules.NpcType.PROTESTER: ["npc_jacket"],
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Rules.NpcType.INFLUENCER: ["npc_coat"],
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Rules.NpcType.TRESPASSER: ["npc_hoodie", "npc_coat"],
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Rules.NpcType.VIOLENT_THREAT: ["npc_hoodie", "npc_coat"],
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Rules.NpcType.MENTAL_CRISIS: ["npc_hoodie"],
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Rules.NpcType.PERFORMER: ["npc_dress"],
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Rules.NpcType.DELIVERY: ["npc_vest"],
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Rules.NpcType.RESPONDER: ["npc_firefighter"],
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}
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## Which library character represents this profile. Pure and seed-stable; some
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## roles alternate between two silhouettes so crowds do not clone.
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## Which library character represents this profile. Pure and seed-stable; a role
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## picks from its pool by seed so crowds vary without cloning, and every pool
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## entry resolves to a committed library GLB.
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static func character_model_for(npc_type: int, seed_value: int) -> String:
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match npc_type:
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Rules.NpcType.AUTHORIZED_GUEST:
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return "npc_jacket" if seed_value % 3 == 0 else "npc_casual"
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Rules.NpcType.TRESPASSER, Rules.NpcType.VIOLENT_THREAT:
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return "npc_hoodie" if seed_value % 2 == 0 else "npc_coat"
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_:
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return str(CHARACTER_MODELS.get(npc_type, "npc_casual"))
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var pool: Array = CHARACTER_POOLS.get(npc_type, ["npc_casual"])
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return str(pool[absi(seed_value) % pool.size()])
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const HAIR_STYLES := ["short", "long", "bun", "beard", "bald", "short"]
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const HAND_ITEMS := ["phone", "cup", "clipboard", "umbrella", "camera", "none"]
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