Add crowd presentation, fix NPC navigation, refresh screenshots
Full build / Import + headless tests (push) Successful in 27s
Full build / Full desktop build + optional release (push) Failing after 3m37s

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:
zwitschi committed 2026-10-31 20:55:10 +01:00
1 parent f5ad1642b5
commit 71b0b53705
21 files changed
+512 -60

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+55 -4
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@@ -9,6 +9,7 @@ const AccessArtifact := preload("res://src/core/access_artifact.gd")
const AccessLoadout := preload("res://src/core/access_loadout.gd")
const AccessVerifier := preload("res://src/core/access_verifier.gd")
const DoorState := preload("res://src/core/door_state.gd")
const CrowdSystem := preload("res://src/core/crowd_system.gd")
const WandScreener := preload("res://src/core/wand_screener.gd")
const RadioSystem := preload("res://src/core/radio_system.gd")
const ScenarioFactory := preload("res://src/content/scenario_factory.gd")
@@ -134,6 +135,7 @@ func _ready() -> void:
coordinator.npc_spawn_requested.connect(_spawn_npc)
coordinator.shift_ended.connect(_on_shift_ended)
coordinator.radio.responder_arrived.connect(_on_responder_arrived)
_connect_crowd()
_build_ui()
_last_phase = -1
@@ -160,10 +162,13 @@ func _build_guard() -> GuardController:
flashlight.name = "Flashlight"
flashlight.visible = false
flashlight.position = Vector3(0, -0.15, -0.4)
flashlight.rotation_degrees = Vector3(-10, 0, 0)
flashlight.spot_range = 18.0
flashlight.spot_angle = 28.0
flashlight.light_energy = 2.5
# Aim straight ahead: tilting it down made the cone hit the ground right in
# front of the guard instead of the person or door being checked.
flashlight.rotation_degrees = Vector3.ZERO
flashlight.spot_range = 22.0
flashlight.spot_angle = 30.0
flashlight.light_energy = 4.0
flashlight.spot_attenuation = 0.6
head.add_child(flashlight)
var collider := CollisionShape3D.new()
var shape := CapsuleShape3D.new()
@@ -217,6 +222,7 @@ func _reset_shift_state() -> void:
hud.set_body_camera(false)
scenario_duration_s = selected_scenario.shift_duration_s
coordinator.setup(selected_scenario, scenario_duration_s, 4242)
_connect_crowd()
_last_phase = -1
_apply_phase_lighting()
@@ -481,6 +487,51 @@ func _on_responder_arrived(call: Dictionary) -> void:
})
coordinator.crowd.apply_event("emergency_responder" if call.get("type", "") == "emergency" else "calm_professionalism")
## Crowd presentation (PLAN: Public Crowd Reaction). The crowd system is a
## mood/attention float; this turns its events into avatar behavior.
func _connect_crowd() -> void:
# CrowdSystem routes its updates through the EventBus (`event_bus.crowd_changed`);
# its own `changed` signal is not emitted by apply_event().
if coordinator == null or coordinator.event_bus == null:
return
if not coordinator.event_bus.crowd_changed.is_connected(_on_crowd_changed):
coordinator.event_bus.crowd_changed.connect(_on_crowd_changed)
func _on_crowd_changed(payload: Dictionary) -> void:
var event_type := str(payload.get("event", ""))
var panic := bool(payload.get("panic", false))
# Panic wins: people clear away from the entrance.
if panic or event_type == "crowd_panic":
_flee_crowd()
return
if CrowdSystem.reaction_for_event(event_type) == "watch":
_rubberneck_crowd()
func _incident_point() -> Vector3:
if targeted_npc is Node3D and is_instance_valid(targeted_npc):
return (targeted_npc as Node3D).global_position
if guard:
return guard.global_position
return Vector3(0, 0, 1.2)
## Idle bystanders stop and face the incident instead of walking on.
func _rubberneck_crowd() -> void:
var point := _incident_point()
for npc in npcs:
if not is_instance_valid(npc) or not npc.has_method("start_rubberneck"):
continue
if npc == targeted_npc:
continue
npc.start_rubberneck(point)
## Panic: everyone nearby moves away from the door.
func _flee_crowd() -> void:
var door_pos: Vector3 = selected_scenario._location_or_default("entrance", Vector3(0, 0.5, 1.2))
for npc in npcs:
if not is_instance_valid(npc) or not npc.has_method("start_flee"):
continue
npc.start_flee(door_pos)
func _responder_profile() -> NpcProfile:
var p := NpcProfile.new()
p.id = "responder"
+105 -6
View File
@@ -17,6 +17,14 @@ var arrived := false
var idle_s := 0.0
var lifetime_s := 90.0
var ephemeral := true
## Crowd presentation (PLAN: Public Crowd Reaction). "watch" rubbernecks at the
## incident, "flee" clears away from it, "" is normal navigation.
var reaction_mode := ""
var reaction_point := Vector3.ZERO
var _reaction_timer := 0.0
const RUBBERNECK_S := 12.0
const FLEE_S := 20.0
const FLEE_SPEED := 2.4
var agent: NavigationAgent3D = null
## Set once the nav agent proves it has a path; direct movement is the fallback.
var _nav_usable := false
@@ -225,10 +233,78 @@ func _add_box_prop(parent: Node3D, size: Vector3, pos: Vector3, color: Color) ->
mi.material_override = _material(color)
parent.add_child(mi)
## Rubberneck: idle people stop and turn toward the incident. Returns false when
## this NPC is too engaged (walking, being talked to, already leaving) to watch.
func start_rubberneck(at: Vector3) -> bool:
if not arrived or npc.leave_requested or leave_requested_by_lifetime:
return false
# Someone actually waiting at the entrance is being dealt with, not a bystander.
# Avatars live under the identity SceneRoot, so `position` matches world space
# and also works before the node enters the tree (tests).
if awaiting_interaction and (position - door_position).length() < 3.0:
return false
if reaction_mode == "flee":
return false
reaction_mode = "watch"
reaction_point = at
_reaction_timer = RUBBERNECK_S
velocity = Vector3.ZERO
return true
## Panic: clear away from the incident (usually the door) in a straight line.
func start_flee(from: Vector3) -> void:
if npc.leave_requested or leave_requested_by_lifetime:
return
reaction_mode = "flee"
reaction_point = from
_reaction_timer = FLEE_S
var away := global_position - from
away.y = 0.0
if away.length() < 0.5:
away = Vector3(0.0, 0.0, 1.0)
target_position = global_position + away.normalized() * 25.0
target_position.y = 0.5
arrived = false
awaiting_interaction = false
func reaction_is_active() -> bool:
return reaction_mode != ""
func _tick_reaction(delta: float) -> void:
if reaction_mode == "":
return
_reaction_timer -= delta
if reaction_mode == "flee":
if _reaction_timer <= 0.0 or (global_position - target_position).length() < 1.5:
reaction_mode = ""
queue_free()
return
if _reaction_timer <= 0.0:
reaction_mode = ""
## Turn the body toward the reaction point without moving.
func _face_reaction_point(delta: float) -> void:
var to_point := reaction_point - global_position
to_point.y = 0.0
if to_point.length() < 0.1:
return
var target_yaw := atan2(-to_point.x, -to_point.z)
rotation.y = lerp_angle(rotation.y, target_yaw, clampf(delta * 4.0, 0.0, 1.0))
func _physics_process(delta: float) -> void:
if npc == null or npc.fsm == null:
return
_advance_fsm(delta)
_tick_reaction(delta)
if reaction_mode == "watch":
velocity = Vector3.ZERO
_face_reaction_point(delta)
_animate(delta)
return
if reaction_mode == "flee":
_move_toward_target(delta)
_animate(delta)
return
_move_toward_target(delta)
_animate(delta)
@@ -264,7 +340,7 @@ func _animate(delta: float) -> void:
func _advance_fsm(delta: float) -> void:
# Routine traffic despawns after a while once it has finished its walk, so
# the crowd cap is not permanently occupied by idle standers.
if ephemeral and arrived and npc.fsm.state != "LEAVING":
if ephemeral and arrived and npc.fsm.current_state != "LEAVING":
idle_s += delta
if idle_s >= lifetime_s:
leave_requested_by_lifetime = true
@@ -291,7 +367,11 @@ func _move_toward_target(delta: float) -> void:
if agent == null:
_move_direct(delta)
return
agent.target_position = target_position
# Re-assigning the target every physics frame invalidates the path, so
# get_next_path_position() keeps returning the current position and the
# avatar never moves. Only update the agent when the target changes.
if agent.target_position != target_position:
agent.target_position = target_position
if agent.is_navigation_finished():
if (global_position - target_position).length() < 3.0:
_arrive()
@@ -308,14 +388,32 @@ func _move_toward_target(delta: float) -> void:
_move_direct(delta)
return
var next := agent.get_next_path_position()
# Godot reports the current position as the first path point (on the navmesh
# plane, so below the body) and only advances past it once the agent is within
# path_desired_distance. Steering at the point we are standing on gives a
# zero-length direction, and steering at any point merely "far enough" away can
# pick the old start behind us. Follow the first path point that is genuinely
# closer to the destination than we are.
var path := agent.get_current_navigation_path()
if path.size() >= 2:
var goal: Vector3 = path[path.size() - 1]
var here_to_goal := Vector2(goal.x - global_position.x, goal.z - global_position.z).length()
for i in range(1, path.size()):
var candidate: Vector3 = path[i]
candidate.y = global_position.y
var candidate_to_goal := Vector2(goal.x - candidate.x, goal.z - candidate.z).length()
if candidate_to_goal < here_to_goal - 0.05:
next = candidate
break
var dir := (next - global_position)
dir.y = 0.0
if dir.length() < 0.2:
velocity = Vector3.ZERO
return
dir = dir.normalized()
velocity.x = dir.x * 1.3
velocity.z = dir.z * 1.3
var speed := FLEE_SPEED if reaction_mode == "flee" else 1.3
velocity.x = dir.x * speed
velocity.z = dir.z * speed
velocity.y -= 9.8 * delta
look_at(global_position + Vector3(dir.x, 0, dir.z), Vector3.UP)
move_and_slide()
@@ -329,8 +427,9 @@ func _move_direct(delta: float) -> void:
_arrive()
return
var dir := to_target.normalized()
velocity.x = dir.x * 1.3
velocity.z = dir.z * 1.3
var speed := FLEE_SPEED if reaction_mode == "flee" else 1.3
velocity.x = dir.x * speed
velocity.z = dir.z * speed
velocity.y -= 9.8 * delta
look_at(global_position + Vector3(dir.x, 0, dir.z), Vector3.UP)
move_and_slide()
+38 -16
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@@ -57,9 +57,11 @@ func _add_box(parent: Node3D, size: Vector3, pos: Vector3, color: Color, cast_sh
func _build_ground() -> void:
var ground := StaticBody3D.new()
ground.name = "Ground"
_add_box(root, Vector3(160, 0.5, 160), Vector3(0, -0.25, 20), Color(0.22, 0.24, 0.26))
# Large enough that the ground meets the distant skyline ring (no gap of sky
# under the buildings when looking down the boulevard).
_add_box(root, Vector3(500, 0.5, 500), Vector3(0, -0.25, 20), Color(0.22, 0.24, 0.26))
var col := BoxShape3D.new()
col.size = Vector3(160, 1, 160)
col.size = Vector3(500, 1, 500)
var shape_owner := ground.create_shape_owner(ground)
ground.shape_owner_add_shape(shape_owner, col)
root.add_child(ground)
@@ -165,29 +167,49 @@ func _build_navmesh() -> void:
root.add_child(region)
func _build_skyline_backdrop() -> void:
## Skyline silhouette backdrop behind the building. The texture has a
## transparent sky, so only the building silhouettes show; the material must
## be set up for alpha or the plane renders as an opaque slab (ADR/TODO).
## Distant skyline surrounding the block. The texture's sky is transparent
## (alpha scissor), so only building silhouettes show. Four planes form a
## ring: a single plane placed behind the building reads as a floating black
## band from the sidewalk.
var backdrop := Node3D.new()
backdrop.name = "SkylineBackdrop"
var plane := MeshInstance3D.new()
var mesh := PlaneMesh.new()
mesh.size = Vector2(240, 60) # wide, low horizon
plane.mesh = mesh
var mat := StandardMaterial3D.new()
mat.albedo_texture = T_SKYLINE
mat.texture_repeat = true
mat.uv1_scale = Vector3(2.0, 1.0, 1.0)
mat.uv1_scale = Vector3(3.0, 1.0, 1.0)
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA_SCISSOR
mat.alpha_scissor_threshold = 0.3
mat.alpha_scissor_threshold = 0.5
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
plane.material_override = mat
plane.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
plane.position = Vector3(0, 18, -60) # behind and above the building
backdrop.add_child(plane)
root.add_child(backdrop)
# Unshaded silhouettes read as pure black at 255-scale; lift the albedo so the
# distant skyline sits closer to a hazy daytime city.
mat.albedo_color = Color(2.6, 2.7, 3.0, 1.0)
_skyline_mat = mat
var mesh := PlaneMesh.new()
# PlaneMesh defaults to a horizontal (XZ) plane; the skyline must stand up.
mesh.orientation = PlaneMesh.FACE_Z
mesh.size = Vector2(400, 60)
# Far enough that the skyline reads as background and its top edge stays out
# of the middle of the sky.
const DIST := 200.0
# The texture keeps its buildings in the lower part of the image, so the plane
# center sits at half its height: the building bases meet the ground.
const CENTER_Y := 30.0
var placements := [
[Vector3(0, CENTER_Y, -DIST), 0.0],
[Vector3(0, CENTER_Y, DIST), 0.0],
[Vector3(-DIST, CENTER_Y, 0), PI / 2.0],
[Vector3(DIST, CENTER_Y, 0), PI / 2.0],
]
for placement in placements:
var plane := MeshInstance3D.new()
plane.mesh = mesh
plane.material_override = mat
plane.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
plane.position = placement[0]
plane.rotation.y = placement[1]
backdrop.add_child(plane)
root.add_child(backdrop)
var _skyline_mat: StandardMaterial3D = null