Map 1: rebuild Hollywood as the El Capitan landmark
Full build / Import + headless tests (push) Successful in 37s
Full build / Full desktop build + optional release (push) Skipped

Replace the generic boulevard facade with a stylized 6840 Hollywood Blvd block: six Ionic columns, eight stone steps, Masonic frieze/medallions, event banners, side doors, El Capitan Theatre and retail neighbours, Ovation Hollywood arcade, Walk of Fame and four-lane street markings.

Add the Day and Night Hollywood venue-menu rows. Night uses a phase-time offset so a full-length shift stays in LATE while the clock starts at zero; late routine traffic keeps the street populated and the offset round-trips through checkpoint restore.

Retune local-light falloff to linear attenuation, add a cool north sky fill, and use the smooth limestone facade texture. Refresh the staged gallery and map references; add geometry-budget, menu, night-offset and late-traffic tests.
This commit is contained in:
zwitschi committed 2026-11-02 12:34:48 +01:00
1 parent 3f335481d6
commit 74dc1fdc1d
50 files changed
+1176 -100

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+7 -8
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@@ -208,15 +208,14 @@ func test_world_loads_the_blender_library_props() -> bool:
var a := TestUtils.check(builder.fallback_props.is_empty(),
"no primitive prop fallback (fallbacks: %s)" % str(builder.fallback_props))
var b := TestUtils.check(builder.library_props.has("street_lamp")
and builder.library_props.has("street_tree")
and builder.library_props.has("bollard")
and builder.library_props.has("palm_tree")
and builder.library_props.has("sedan"),
and builder.library_props.has("palm_tree"),
"replacement and new props come from the library (%d)" % builder.library_props.size())
var c := TestUtils.check(root.get_node_or_null("Building/LibraryDoubleDoor") != null
and root.get_node_or_null("LibraryMarquee") != null
and root.get_node_or_null("ParkedSedan") != null,
"library door, marquee and sedan are placed")
var c := TestUtils.check(root.get_node_or_null("NeighbourBlocks/ElCapitanTheatre") != null
and root.get_node_or_null("OvationHollywood/OvationSign") != null
and root.get_node_or_null("WalkOfFame") != null
and root.get_node_or_null("Building/FriezeInscription") != null,
"the landmark neighbours, opposite block, Walk of Fame and frieze are placed")
var d := TestUtils.check(not builder._lamp_bulb_mats.is_empty()
and not builder._marquee_emissive.is_empty(),
"library lamps/marquee expose emissive materials")
@@ -248,7 +247,7 @@ func test_world_facade_windows_light_at_night() -> bool:
var root := Node3D.new()
var builder := WorldBuilder.new(root)
builder.build()
var a := TestUtils.check(builder._window_mats.size() >= 8, "window panes built")
var a := TestUtils.check(builder._window_mats.size() >= 3, "door transom panes built")
builder.set_night_mode(true)
var lit: bool = builder._window_mats[0].emission_energy_multiplier > 0.0
builder.set_night_mode(false)
+20
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@@ -9,6 +9,7 @@ const Strings := preload("res://src/core/strings.gd")
const AccessLoadout := preload("res://src/core/access_loadout.gd")
const AccessVerifier := preload("res://src/core/access_verifier.gd")
const NpcProfile := preload("res://src/core/npc_profile.gd")
const ShiftCoordinator := preload("res://src/core/shift_coordinator.gd")
func _events(scenario_id: String) -> Array:
var scenario: Resource
@@ -123,6 +124,25 @@ func test_every_authored_hint_resolves() -> bool:
missing.append(key)
return TestUtils.check(missing.is_empty(), "all authored hints have strings (missing: %s)" % str(missing))
func test_hollywood_night_has_routine_traffic() -> bool:
var scenario := Factory.hollywood_building()
var late_routine := 0
for event in scenario.event_pool:
if int(event.get("phase", -1)) == Rules.Phase.LATE \
and str(event.get("kind", "routine")) == "routine":
late_routine += 1
var a := TestUtils.check(late_routine >= 3,
"the night shift has a late routine crowd (got %d)" % late_routine)
var coordinator: ShiftCoordinator = ShiftCoordinator.new()
coordinator.setup(scenario, 900.0, 7)
coordinator.phase_offset_s = 700.0
coordinator.start()
var b := TestUtils.check_eq(coordinator.current_phase, Rules.Phase.LATE,
"the night offset starts in LATE")
var c := TestUtils.check(is_equal_approx(coordinator.schedule_time_s(), 700.0),
"the scheduler sees the late time window while the clock starts at zero")
return a and b and c
func test_new_events_have_unique_ids() -> bool:
# Event ids only need to be unique within a venue.
var problems: Array[String] = []
+8 -7
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@@ -15,20 +15,21 @@ func test_start_menu_lists_all_venues() -> bool:
var ids: Array[String] = []
for venue in StartMenu.VENUES:
ids.append(str(venue["id"]))
var a := TestUtils.check_eq(ids.size(), 3, "three venues offered")
var b := TestUtils.check(ids.has("hollywood_building"), "Hollywood Blvd present")
var c := TestUtils.check(ids.has("joke_shop"), "Joke Shop present")
var d := TestUtils.check(ids.has("tv_studio"), "TV Studio present")
var a := TestUtils.check_eq(ids.size(), 4, "four venue rows offered")
var b := TestUtils.check(ids.has("hollywood_building"), "Hollywood day present")
var c := TestUtils.check(ids.has("hollywood_building_night"), "Hollywood night present")
var d := TestUtils.check(ids.has("joke_shop"), "Joke Shop present")
var e := TestUtils.check(ids.has("tv_studio"), "TV Studio present")
menu.free()
return a and b and c and d
return a and b and c and d and e
func test_start_menu_emits_selected_venue() -> bool:
var menu: Node = StartMenu.new()
menu._build()
var got := {"id": ""}
menu.venue_selected.connect(func(id): got["id"] = id)
menu._on_venue_pressed(1)
var a := TestUtils.check_eq(got["id"], "joke_shop", "clicking venue 2 selects the Joke Shop")
menu._on_venue_pressed(2)
var a := TestUtils.check_eq(got["id"], "joke_shop", "clicking the Joke Shop row selects it")
var b := TestUtils.check(not menu.visible, "menu closes after a venue is picked")
menu.free()
return a and b
+5 -1
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@@ -11,6 +11,7 @@ func test_coordinator_snapshot_round_trip() -> bool:
var scenario := ScenarioFactory.hollywood_building()
var first := ShiftCoordinator.new()
first.setup(scenario, 900.0, 42)
first.phase_offset_s = 700.0
first.start()
first.elapsed_s = 123.0
first.recorder.start_incident("guest", "focus")
@@ -24,13 +25,16 @@ func test_coordinator_snapshot_round_trip() -> bool:
second.setup(scenario, 900.0, 42)
second.restore(payload)
var a := TestUtils.check(is_equal_approx(second.elapsed_s, 123.0), "elapsed time restores")
var g := TestUtils.check(is_equal_approx(second.phase_offset_s, 700.0), "phase offset restores")
var h := TestUtils.check_eq(second.current_phase, Rules.Phase.LATE,
"night offset starts in the late phase")
var b := TestUtils.check_eq(second.recorder.to_dict()["open_count"], 0, "incident state restores")
var c := TestUtils.check_eq(second.recorder.to_dict()["incidents"].size(), 1,
"closed incidents restore")
var d := TestUtils.check(is_equal_approx(second.reputation.rating, 75.0), "reputation restores")
var e := TestUtils.check(is_equal_approx(second.crowd.mood, 0.4), "crowd mood restores")
var f := TestUtils.check(is_equal_approx(second.radio.battery, 70.0), "radio battery restores")
return a and b and c and d and e and f
return a and b and c and d and e and f and g and h
func test_open_incident_snapshot_restores_evidence() -> bool:
var recorder := IncidentRecorder.new()
+46
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@@ -52,6 +52,52 @@ func test_venue_geometry_specs_are_distinct_and_defaulted() -> bool:
root.free()
return a and b and c and d and e and f and g
func test_hollywood_uses_the_real_landmark_layout() -> bool:
var root := Node3D.new()
var builder := WorldBuilder.new(root)
builder.build()
var columns := root.find_child("IonicColonnade", true, false)
var steps := root.find_child("Steps", true, false)
var a := TestUtils.check(columns != null and columns.get_child_count() >= 12,
"six Ionic columns with bases and capitals are built")
var b := TestUtils.check(steps != null and steps.get_child_count() >= 8,
"eight stone steps are built")
var frieze := root.find_child("FriezeInscription", true, false) as Label3D
var c := TestUtils.check(frieze != null and frieze.text.contains("FREEMASONRY")
and frieze.text.contains("HEARTS OF MEN"), "the Masonic parapet motto is present")
var banners := root.find_child("EventBanners", true, false)
var d := TestUtils.check(banners != null and banners.get_child_count() >= 9,
"three red event banners with their trim are present")
var e := TestUtils.check(root.find_child("WalkOfFame", true, false) != null,
"the Hollywood Walk of Fame strip is built")
var f := TestUtils.check(root.get_node_or_null("NeighbourBlocks/ElCapitanTheatre") != null
and root.get_node_or_null("NeighbourBlocks/EastRetailBlock") != null,
"the El Capitan Theatre and east retail neighbours are built")
var g := TestUtils.check(root.find_child("OvationHollywood", true, false) != null,
"the opposite Ovation Hollywood block is built")
var placements: Array = builder.spec.get("prop_placements", [])
var h := TestUtils.check(not placements.is_empty()
and WorldBuilder.placement_problems(placements).is_empty(),
"the landmark prop placements keep the wide steps clear")
root.free()
return a and b and c and d and e and f and g and h
func test_hollywood_geometry_stays_inside_the_map_budget() -> bool:
var root := Node3D.new()
var builder := WorldBuilder.new(root)
builder.build()
var triangles := builder.world_triangle_count()
var meshes := builder.world_mesh_count()
print("hollywood map: %d triangles across %d meshes" % [triangles, meshes])
var a := TestUtils.check(triangles < 150000,
"landmark triangle budget stays under 150k (got %d)" % triangles)
var b := TestUtils.check(meshes < 600,
"landmark draw-call count stays under 600 meshes (got %d)" % meshes)
root.free()
return a and b
func test_navigation_mesh_matches_each_venue_bounds() -> bool:
var problems: Array[String] = []
for id in ["hollywood_building", "joke_shop", "tv_studio"]: