Add crowd presentation, fix NPC navigation, refresh screenshots
NPC navigation (previously dead in the live game) - Only assign NavigationAgent3D.target_position when it changes: re-assigning every frame invalidated the path, so get_next_path_position() kept returning the current point and avatars never moved. - Follow the first path point that is closer to the destination than the avatars are. Nav points sit on the navmesh plane (y=0) while bodies stand at y~0.5, so the old 3D distance test always looked "already there"; path[0] is also the old start point, so a naive "far enough away" pick steered backwards and oscillated. - Fix fsm.state -> fsm.current_state in the idle-lifetime check. Crowd presentation - Aggressive behavior, visible weapons, and responder arrivals make idle bystanders stop and face the incident for 12 s; someone waiting at the entrance keeps focus. - Panic (mood >= 0.75) walks people away from the door at 2.4 m/s, then they despawn. - Wire reactions to EventBus.crowd_changed: CrowdSystem.apply_event() emits on the bus, not on its own `changed` signal (the first wiring received nothing). - Measured a 16-NPC entrance at ~1.2 ms/frame (824 fps, vsync off), so no LOD/culling. World and HUD - Skyline is now a ring of four alpha-scissored planes at 200 m instead of a single plane; PlaneMesh defaults to horizontal, which is why the backdrop rendered as a band overhead. Larger ground plane, mipmapped texture, scissor threshold 0.5 (0.3 left mip dashes in the sky), lifted albedo so the city is not pure black. - Flashlight aims straight ahead and lights the person/door instead of the ground. - Shorter HUD controls line so it stops overlapping itself. Tests, tooling, docs - Headless suite 98 -> 105 (new test_crowd_presentation.gd, 7 tests). - New smoke_crowd.gd: rubbernecking, panic, and flee-target sanity. - capture_screenshots.gd starts a shift from the venue menu and stages the night set properly; all six README screenshots regenerated. - README, TODO/DONE (crowd section moved), MEMORY updated. Version 0.2.4.
This commit is contained in:
1 parent
f5ad1642b5
commit
71b0b53705
21 files changed
+512
-60
No files matched your search
@@ -461,3 +461,15 @@ Completed 2026-10-31 (working tree). Headless **98/98**; `src/test/smoke_plan_ve
|
||||
- [x] Blocking stations the guard between the person and the door (PLAN Level 3). Today it only
|
||||
sends `apply_player_action(BLOCKING)`.
|
||||
- [x] "Request reason for entry" as a Level 3 ask, with a short NPC reply from `dialogue_lines`.
|
||||
|
||||
## Crowd presentation
|
||||
|
||||
Completed 2026-10-31 (working tree). Headless **105/105**; `src/test/smoke_crowd.gd` verifies rubbernecking and panic clearing. A 16-NPC entrance measured ~1.2 ms/frame (824 fps, vsync off), so no LOD/culling was added at the current cap.
|
||||
|
||||
|
||||
`CrowdSystem` is a mood/attention float. PLAN wants people watching, gathering, and panicking.
|
||||
|
||||
- [x] On `aggressive_behavior` / `emergency_responder`, nearby idle NPCs stop and face the
|
||||
incident (rubberneck). On `crowd_panic`, they move away from the door.
|
||||
- [x] Profile a busy entrance with textured materials and props; add LOD or culling for distant
|
||||
NPCs if frame time drops.
|
||||
Reference in new issue
Block a user