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
@@ -31,6 +31,10 @@ func _process(_delta: float) -> bool:
|
||||
quit(1)
|
||||
return true
|
||||
if gm != null and not camera_staged:
|
||||
# The game boots into the venue menu now; start the Hollywood shift first.
|
||||
var menu = gm.get("start_menu")
|
||||
if menu != null and menu.visible:
|
||||
gm.call("_on_venue_selected", "hollywood_building")
|
||||
gm.guard.global_position = Vector3(0, 0.1, 10.5)
|
||||
gm.guard.rotation.y = 0.0
|
||||
gm.guard.head.rotation.x = deg_to_rad(2.0)
|
||||
@@ -52,7 +56,8 @@ func _advance() -> void:
|
||||
state = 1
|
||||
state_frames = 0
|
||||
1:
|
||||
# Wait for a nearby NPC so the interaction HUD has a target.
|
||||
# Wait for a nearby NPC so the interaction HUD has a target. NPCs now
|
||||
# walk in from the street, so this can take a few simulated seconds.
|
||||
if gm != null and gm.npcs.size() > 0:
|
||||
gm.call("_cycle_nearby_target")
|
||||
_face_target()
|
||||
@@ -83,24 +88,27 @@ func _advance() -> void:
|
||||
# Close the radio form, then jump the shift to the LATE phase.
|
||||
if gm != null:
|
||||
gm.radio_panel.hide()
|
||||
gm.guard.rotation.y = 0.0
|
||||
gm.guard.head.rotation.x = deg_to_rad(2.0)
|
||||
gm.hud.set_action_hint("")
|
||||
gm.coordinator.elapsed_s = 750.0
|
||||
state = 5
|
||||
state_frames = 0
|
||||
5:
|
||||
# Let the phase transition (and street lamps / marquee) settle, then
|
||||
# take the night avenue shot.
|
||||
# Stage the avenue view down the boulevard (not into the wall) and let
|
||||
# the night lighting and street lamps settle.
|
||||
if state_frames == 1 and gm != null:
|
||||
gm.guard.rotation.y = deg_to_rad(-70)
|
||||
gm.guard.head.rotation.x = deg_to_rad(3.0)
|
||||
if state_frames >= 90:
|
||||
gm.guard.rotation.y = 0.0
|
||||
gm.guard.head.rotation.x = deg_to_rad(2.0)
|
||||
_shoot("05-late-night-avenue.png")
|
||||
if gm != null:
|
||||
gm.call("_toggle_flashlight")
|
||||
state = 6
|
||||
state_frames = 0
|
||||
6:
|
||||
if state_frames >= 40:
|
||||
# Face the entrance again and switch the flashlight on for the night set.
|
||||
if state_frames == 1 and gm != null:
|
||||
gm.guard.rotation.y = 0.0
|
||||
gm.guard.head.rotation.x = deg_to_rad(4.0)
|
||||
gm.call("_toggle_flashlight")
|
||||
if state_frames >= 30:
|
||||
_shoot("06-night-flashlight.png")
|
||||
state = 7
|
||||
quit(0)
|
||||
|
||||
Reference in new issue
Block a user