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
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@@ -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()