Wire the first-shift tutorial into gameplay
Full build / Import + headless tests (push) Successful in 38s
Full build / Full desktop build + optional release (push) Skipped

Add the non-blocking prompt card, safe compliant visitor, action-driven
advancement through the real wheel/inspection/warning/radio panels, persisted
completion/skip, a Settings replay action and localized tutorial strings.
Scripted tests/captures bypass the tutorial unless --tutorial is passed. Add a
windowed smoke covering the full flow. Headless 237/237, Python 94/94, tutorial
smoke passes.
This commit is contained in:
zwitschi committed 2026-11-01 21:05:59 +01:00
1 parent 76eb5e3a79
commit 86332cd401
12 files changed
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+1 -1
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@@ -43,7 +43,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
- RNG: NPC reactions and event scheduling are seedable for deterministic tests.
- **Mouse look (v0.7.3):** guard look is handled in `GuardController._input()` (before GUI), not `_unhandled_input`; focus/click-back recaptures the cursor and the HUD is made mouse-transparent recursively. Regression tests cover yaw/pitch and HUD filters.
- **Tutorial foundation (0.8.0 work):** `docs/tutorial.md` is the eight-beat design; `src/game/tutorial.gd` is a pure `RefCounted` state machine with skip/restart and tests. It is not yet wired into `GameManager`; when wiring it, add an explicit QA bypass because captures/smokes would otherwise see prompts.
- **Tutorial (0.8.0 work):** `docs/tutorial.md` is the eight-beat design; `src/game/tutorial.gd` is the pure state machine, `TutorialOverlay` is the non-blocking card, and `GameManager` wires it with a safe visitor, suppressed spawns, persisted completion/skip and Settings replay. Scripted test/capture runs bypass it unless `--tutorial` is passed; `smoke_tutorial.gd` covers completion/replay/skip.
- **Documentation ownership (2026-11-01):** `docs/architecture.md` §12 defines the source-of-truth map and consolidation rules. Obsolete/historical plan documents are removed rather than kept; current work belongs in `TODO.md`. README/development-status/Blender AO/Forward+ stale claims were corrected. The v1.0.0 gap register and 0.8/0.9/0.9.5/1.0 roadmap live in `TODO.md`.
- **Vision judge (v0.7.2):** `tools/openrouter_judge.py` reads `/api/v1/models`, filters image-input models with `response_format`, and ranks by advertised prompt/image/completion prices. `--model auto` (default) uses the cheapest (`z-ai/glm-5.3-flash` on 2026-11-01) with fallbacks; explicit `--model`/`GIG_LINE_JUDGE_MODEL` wins. Auth errors abort, provider/model errors fall through. Full screen judge 13/13 match, 0 diff; A/B judge ~$0.006.
- **Desktop HQ preset (v0.7.1):** `packaging/desktop_hq/override.cfg` switches a
+15 -9
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@@ -62,15 +62,21 @@ venues, and see enough authored variety that a second shift does not feel like a
`src/game/tutorial.gd` owns the eight beats, accepts only the current beat's action,
supports skip/restart and has deterministic headless tests. GameManager/UI wiring starts
with the contextual-prompt task.
- [ ] Add contextual prompts that advance on the performed action, not on a timer. Prompts must
not block normal input or repeat after the player has learned the control.
- [ ] Stage a safe encounter with one compliant visitor; no emergency, threat or crowd panic in
the tutorial. Reuse the real inspection/wheel/radio panels rather than a fake UI.
- [ ] Persist tutorial completion in settings and add a "Replay tutorial" entry to the help/settings
screen.
- [ ] Add localized tutorial strings and caption-ready prompt hooks.
- [ ] Add a headless tutorial-state test and a windowed smoke test covering skip, replay and
completion.
- [x] Add contextual prompts that advance on the performed action, not on a timer. The
non-blocking `TutorialOverlay` card updates from `Tutorial.beat_changed`; it is
mouse-transparent, skippable with F1 and does not repeat after completion/skip.
- [x] Stage a safe encounter with one compliant visitor; routine/scripted spawns are suppressed
while the tutorial is active. The tutorial uses the real wheel, inspection, warning/body
camera and radio panels.
- [x] Persist tutorial completion/skip in `settings.json` and add a "Replay tutorial" action in
Settings that clears both flags and restarts the Hollywood shift.
- [x] Add localized tutorial strings (`tutorial.*` keys) and caption-ready prompt hooks in the
overlay/state table.
- [x] Add headless tutorial-state tests and `smoke_tutorial.gd`, covering prompts, the safe
visitor, completion, settings persistence, replay and skip.
Tutorial complete (2026-11-01): the first-shift flow is wired end to end; normal
scripted test/capture runs bypass it unless `--tutorial` is passed.
### 0.8.2 Campaign and session shell
+13 -1
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@@ -88,5 +88,17 @@
"review.timeline_button": "Body camera timeline",
"hud.nearby": "%d nearby · Tab or mouse wheel cycles targets",
"hud.precision": "Precision walk (Shift)",
"hud.controls_gamepad": "Left stick move · Right stick look · A wheel/confirm · B cancel · X inspect · Y radio · LB slow · RB wand"
"hud.controls_gamepad": "Left stick move · Right stick look · A wheel/confirm · B cancel · X inspect · Y radio · LB slow · RB wand",
"tutorial.header": "FIRST SHIFT",
"tutorial.skip_hint": "F1 skip tutorial",
"tutorial.arrive": "Walk forward and look around. The entrance is behind you.",
"tutorial.focus": "Look at the visitor. Press Tab or the mouse wheel to cycle targets.",
"tutorial.wheel": "Open the action wheel with Space or left click.",
"tutorial.inspect": "Choose Inspect and read the access evidence.",
"tutorial.direction": "Close the panel and give a polite direction.",
"tutorial.warning": "Give a formal warning if the visitor persists. It arms the body camera.",
"tutorial.radio": "Open the assistance radio and submit a short report.",
"tutorial.review": "Finish the shift and review what happened.",
"tutorial.completed": "Tutorial complete.",
"tutorial.skipped": "Tutorial skipped."
}
+1 -1
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@@ -41,7 +41,7 @@ Implemented so far:
- Visual alignment: start/venue menu, pause, settings, shift review, radio, wand, inspection, timeline, HUD target chip/escalation bar, and radial menu now use or match their AI references in `assets/images/ui/`. The runtime art loader (`src/game/ui/art.gd`) falls back cleanly when a file is missing.
- Realism adoption (post-v0.6.0): v2 per-phase skylines and surface tiles with normal maps, retuned sun/exposure/fog, wet asphalt, denser foliage, a visible additive flashlight beam, and refreshed staging captures. `tools/check_screenshots.sh` is the repeatable capture/compare gate; judge is clean of `diff` verdicts.
- Input/reliability fixes: selecting a venue releases the start-menu input lock and recaptures the mouse; the body-camera overlay no longer covers the shift status. Mouse look now reads at `_input`, restores capture on window focus/click-back, and the HUD is mouse-transparent.
- Tutorial foundation (0.8.0 work): the eight-beat first-shift design and a deterministic, skippable/restartable `Tutorial` state machine exist; the in-game prompt/visitor wiring is the next step.
- Tutorial pass (0.8.0 work): the eight-beat first shift is wired through a non-blocking prompt overlay, a safe compliant visitor, real wheel/inspection/warning/radio panels, persisted completion/skip and a Settings replay action. Scripted tests/captures bypass it unless `--tutorial` is passed; `smoke_tutorial.gd` covers the full flow.
- Vision judge (v0.7.2): discovers the cheapest current OpenRouter image+JSON model, reports the model/fallbacks used, and clears the full screen-design judge (13/13 match, 0 diff).
- Desktop HQ (v0.7.1): optional Forward+ Windows/Linux zip with volumetric fog, SDFGI and a volumetric flashlight; the default Compatibility/Web builds and headless tests gate the effect off. A/B captures are generated locally under `docs/screens/realism/` (gitignored).
- Venue geometry (v0.7.0): the Joke Shop now builds as a narrow brick alley with a warm wall lantern, shutters, dumpster/AC clutter and no skyline; the TV Studio builds a stone facade, bulb canopy, glossy black car and barrier line. `WorldBuilder.VENUE_SPECS` drives facade/street/nav dimensions, and `GameManager` rebuilds only the world container when the venue changes.
+3
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@@ -58,6 +58,9 @@ godot --headless --path . --script res://src/test/smoke_audio.gd
# Scenario-content smoke: wand refusal, celebrity crowd spike
godot --headless --path . --script res://src/test/smoke_scenario_content.gd
# Tutorial smoke (windowed): completion, replay and skip; isolated user data
XDG_DATA_HOME=/tmp/gigline-tutorial godot --path . --fixed-fps 60 --script res://src/test/smoke_tutorial.gd -- --tutorial
```
The unit test runner is the project's own lightweight harness (no editor plugin required) so CI can run it without the editor.
+5 -3
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@@ -1,7 +1,9 @@
# First-shift tutorial
Status: planned for v0.8.0. The tutorial teaches the real controls and the real
Status: implemented for v0.8.0. The tutorial teaches the real controls and the real
inspection/wheel/radio panels; it is not a fake UI or a separate combat mode.
Scripted test/capture runs bypass it unless `--tutorial` is passed; a windowed
smoke covers completion, replay and skip.
## Rules
@@ -9,8 +11,8 @@ inspection/wheel/radio panels; it is not a fake UI or a separate combat mode.
event can interrupt the tutorial.
- Prompts advance on the performed action, not on a timer. The player can keep
moving/looking while a prompt is visible.
- The tutorial is skippable at any point. Completion and skip are both persisted
separately; a skipped tutorial can be replayed from Help/Settings.
- The tutorial is skippable at any point (F1). Completion and skip are both
persisted separately; a skipped tutorial can be replayed from Settings.
- The tutorial state machine is independent of the shift FSM. It observes the
same actions as normal play and must be deterministic for tests.
+2
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@@ -47,6 +47,8 @@ const DEFAULT_SETTINGS := {
"head_bob": true,
"input_bindings": {},
"ai_difficulty": "normal",
"tutorial_completed": false,
"tutorial_skipped": false,
}
## Load player settings, merged over the defaults. Returns a Dictionary.
+143
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@@ -30,6 +30,8 @@ const StartMenu := preload("res://src/game/ui/start_menu.gd")
const PauseOverlay := preload("res://src/game/ui/pause_overlay.gd")
const SettingsPanel := preload("res://src/game/ui/settings_panel.gd")
const EventTimeline := preload("res://src/game/ui/event_timeline.gd")
const Tutorial := preload("res://src/game/tutorial.gd")
const TutorialOverlay := preload("res://src/game/ui/tutorial_overlay.gd")
var world_builder: WorldBuilder = null
## Dedicated container for the procedural world, so switching venues can rebuild
@@ -91,6 +93,12 @@ var start_menu: StartMenu = null
var pause_overlay: PauseOverlay = null
var settings_panel: SettingsPanel = null
var event_timeline: EventTimeline = null
var tutorial_overlay: TutorialOverlay = null
var tutorial: Tutorial = null
var tutorial_active := false
var _tutorial_start_pos := Vector3.ZERO
var _tutorial_start_yaw := 0.0
var _tutorial_start_pitch := 0.0
var _timeline_from_review := false
var _queue_tick := 0.0
var _input_device := "keyboard"
@@ -304,6 +312,7 @@ func _start_shift() -> void:
coordinator.start()
if hud:
hud.set_shift_state(coordinator, selected_scenario)
_maybe_start_tutorial()
# Leaving the venue menu clears input_locked and returns the mouse to
# captured mode; without this the guard stays frozen until another modal
# opens and closes.
@@ -351,6 +360,19 @@ func _on_settings_applied(settings: Dictionary) -> void:
elif _shift_running:
_open_pause()
## Clear the tutorial completion/skip flags and restart the Hollywood shift so
## the next player can replay the first-shift lesson from Settings.
func _on_replay_tutorial() -> void:
player_settings["tutorial_completed"] = false
player_settings["tutorial_skipped"] = false
if Save:
Save.save_settings(player_settings)
if settings_panel:
settings_panel.close()
if pause_overlay:
pause_overlay.close()
_on_venue_selected("hollywood_building")
func _open_settings() -> void:
if start_menu:
start_menu.close()
@@ -420,12 +442,16 @@ func _build_ui() -> void:
add_child(settings_panel)
settings_panel.hide()
settings_panel.applied.connect(_on_settings_applied)
settings_panel.replay_tutorial_requested.connect(_on_replay_tutorial)
event_timeline = EventTimeline.new()
add_child(event_timeline)
event_timeline.hide()
event_timeline.closed.connect(_on_timeline_closed)
tutorial_overlay = TutorialOverlay.new()
add_child(tutorial_overlay)
start_menu = StartMenu.new()
add_child(start_menu)
start_menu.hide()
@@ -528,7 +554,108 @@ func _apply_phase_lighting() -> void:
# night lighting, so the backdrop always matches the phase.
world_builder.set_phase(phase)
## Start the first-shift tutorial only for a real player run: scripted tests,
## captures and smokes pass --script and are explicitly exempt. A tutorial smoke
## can opt back in with a user `--tutorial` argument.
func _maybe_start_tutorial() -> void:
if tutorial_active or active_scenario_id != "hollywood_building":
return
if bool(player_settings.get("tutorial_completed", false)) \
or bool(player_settings.get("tutorial_skipped", false)):
return
var scripted := false
var explicit := false
for arg in OS.get_cmdline_args():
scripted = scripted or str(arg) == "--script"
for arg in OS.get_cmdline_user_args():
explicit = explicit or str(arg) == "--tutorial"
if scripted and not explicit:
return
tutorial_active = true
tutorial = Tutorial.new()
tutorial.beat_changed.connect(_on_tutorial_beat)
tutorial.completed.connect(_on_tutorial_completed)
_tutorial_start_pos = guard.global_position if guard else Vector3.ZERO
_tutorial_start_yaw = guard.rotation.y if guard else 0.0
_tutorial_start_pitch = guard.head.rotation.x if guard else 0.0
_spawn_tutorial_visitor()
tutorial.start()
if tutorial_overlay:
tutorial_overlay.show_beat(_tutorial_prompt(tutorial.current()), tutorial.progress())
func _spawn_tutorial_visitor() -> void:
var p := NpcProfile.new()
p.id = "tutorial_visitor"
p.display_name = "Visitor"
p.npc_type = Rules.NpcType.AUTHORIZED_GUEST
p.temperament = 0.0
p.base_compliance = 1.0
p.reaction_delay = 0.15
p.dialogue_lines = ["I have a wristband for the event."]
_spawn_npc(p, "enter", "tutorial_visitor", {
"kind": "scripted",
"tutorial": true,
"override_access": {"has_wristband": true},
})
# Keep the one tutorial subject near the steps so focus/cycling is immediate.
if not npcs.is_empty():
var visitor: Node3D = npcs[npcs.size() - 1]
visitor.global_position = Vector3(2.0, 0.5, 6.0)
visitor.target_position = selected_scenario._location_or_default(
"entrance", Vector3(0.0, 0.5, 1.2))
func _tutorial_prompt(beat: Dictionary) -> String:
var key := str(beat.get("prompt_key", ""))
return Strings.lookup(key) if key != "" else str(beat.get("prompt", ""))
func _on_tutorial_beat(_index: int, beat: Dictionary) -> void:
if tutorial_overlay:
tutorial_overlay.show_beat(_tutorial_prompt(beat), tutorial.progress())
func _tutorial_advance(event: String) -> void:
if not tutorial_active or tutorial == null:
return
tutorial.advance(event)
func _on_tutorial_completed(skipped: bool) -> void:
if tutorial == null:
return
tutorial_active = false
player_settings["tutorial_completed"] = not skipped
player_settings["tutorial_skipped"] = skipped
if Save:
Save.save_settings(player_settings)
if tutorial_overlay:
tutorial_overlay.close()
if hud:
hud.log(Strings.lookup("tutorial.skipped" if skipped else "tutorial.completed"))
if not skipped:
# Let the visitor leave cleanly after the final lesson.
for avatar in npcs:
if is_instance_valid(avatar):
var controller: Object = avatar.get_npc_controller()
if controller and controller.npc_id == "tutorial_visitor":
controller.leave_requested = true
break
func _skip_tutorial() -> void:
if tutorial_active and tutorial:
tutorial.skip()
func _tutorial_tick() -> void:
if not tutorial_active or tutorial == null or guard == null:
return
if tutorial.current().get("id", "") != "arrive":
return
var moved := guard.global_position.distance_to(_tutorial_start_pos) > 0.75
var yaw := absf(wrapf(guard.rotation.y - _tutorial_start_yaw, -PI, PI))
var pitch := absf(guard.head.rotation.x - _tutorial_start_pitch)
if moved and (yaw > 0.05 or pitch > 0.05):
_tutorial_advance("moved")
func _spawn_npc(profile: NpcProfile, intent: String, npc_id: String, event: Dictionary = {}) -> void:
if tutorial_active and not bool(event.get("tutorial", false)):
return
_purge_npcs()
if npcs.size() >= MAX_LIVE_NPCS and event.get("kind", "routine") == "routine":
return
@@ -713,6 +840,7 @@ func _on_shift_ended(review: Dictionary) -> void:
if Save:
Save.save_shift_result(review)
shift_review_panel.show_review(review, selected_scenario, Save.load_shift_results() if Save else [])
_tutorial_advance("review_opened")
_refresh_freeze()
## Keep the people waiting at the door in a deterministic queue: nearest first,
@@ -877,6 +1005,9 @@ func _modal_blocks_radial() -> bool:
func _handle_key(event: InputEvent) -> void:
var keycode: Key = event.keycode
if tutorial_active and keycode == KEY_F1:
_skip_tutorial()
return
if radial and radial.is_open:
if event.is_action_pressed("confirm"):
_confirm_radial()
@@ -1013,6 +1144,7 @@ func _open_radial() -> void:
p_name = str(controller.profile.display_name)
var wand_ok := selected_scenario != null and selected_scenario.equipment.has("wand")
radial.open_menu(p_name, wand_ok)
_tutorial_advance("wheel_opened")
if targeted_npc and targeted_npc.has_method("set_focus_visual"):
targeted_npc.set_focus_visual(true, true)
_refresh_freeze()
@@ -1110,6 +1242,8 @@ func _set_body_camera(on: bool, reason: String) -> void:
if body_camera_on == on:
return
body_camera_on = on
if on:
_tutorial_advance("body_camera")
if hud:
hud.set_body_camera(on)
var controller: Object = _targeted_controller()
@@ -1150,6 +1284,8 @@ func _cycle_nearby_target(direction: int = 1) -> void:
if guard == null:
return
var next_target: Node3D = guard.cycle_target(direction)
if next_target != null:
_tutorial_advance("cycled")
if next_target == null:
hud.log(Strings.lookup("hud.no_one_nearby"))
_refresh_nearby_hint()
@@ -1201,6 +1337,10 @@ func _apply_interaction(level: int, action_name: String) -> void:
# light goes on: it creates a record of the interaction (PLAN Level 2).
if level == Rules.Level.FORMAL_WARNING and not body_camera_on:
_set_body_camera(true, "formal warning")
if level == Rules.Level.SIMPLE_DETERRENCE and action_name == "polite direction":
_tutorial_advance("polite_direction")
if level == Rules.Level.FORMAL_WARNING:
_tutorial_advance("formal_warning")
# Blocking also means physically standing between the person and the door
# (PLAN Level 3), not just sending the escalation level.
if level == Rules.Level.BLOCKING:
@@ -1344,6 +1484,7 @@ func _on_radio_submitted(report: Dictionary, emergency: bool) -> void:
if not result.get("ok", false):
hud.log(Strings.fmt("radio.blocked", [result.get("reason", "unknown")]))
return
_tutorial_advance("radio_submitted")
var hits: int = coordinator.radio.credibility_hits(report, current_npc_truth)
if hits > 0:
coordinator.reputation.apply("false_report", -4.0 * hits, "inaccurate radio report")
@@ -1401,6 +1542,7 @@ func _toggle_inspection() -> void:
var artifacts := _artifacts_for(controller)
var result: Dictionary = verifier.verify(artifacts, selected_scenario.access_policy, controller.screened)
hud.show_inspection(controller, artifacts, result)
_tutorial_advance("inspected")
_refresh_freeze()
# Venue door-staff flavor: an applicable check line (PLAN.md: door-staff dialogue).
var line := _door_context_line()
@@ -1611,6 +1753,7 @@ func _physics_process(delta: float) -> void:
if coordinator == null or not coordinator.running:
return
coordinator.tick(delta)
_tutorial_tick()
if coordinator.current_phase != _last_phase:
_last_phase = coordinator.current_phase
_apply_phase_lighting()
+8
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@@ -11,42 +11,50 @@ signal completed(skipped: bool)
const BEATS := [
{
"id": "arrive",
"prompt_key": "tutorial.arrive",
"prompt": "Walk forward and look around. The entrance is behind you.",
"event": "moved",
},
{
"id": "focus",
"prompt_key": "tutorial.focus",
"prompt": "Look at the visitor. Press Tab or the mouse wheel to cycle targets.",
"event": "cycled",
},
{
"id": "wheel",
"prompt_key": "tutorial.wheel",
"prompt": "Open the action wheel with Space or left click.",
"event": "wheel_opened",
},
{
"id": "inspect",
"prompt_key": "tutorial.inspect",
"prompt": "Choose Inspect and read the access evidence.",
"event": "inspected",
},
{
"id": "direction",
"prompt_key": "tutorial.direction",
"prompt": "Close the panel and give a polite direction.",
"event": "polite_direction",
},
{
"id": "warning",
"prompt_key": "tutorial.warning",
"prompt": "Give a formal warning if the visitor persists. It arms the body camera.",
"event": "formal_warning",
"alternate_event": "body_camera",
},
{
"id": "radio",
"prompt_key": "tutorial.radio",
"prompt": "Open the assistance radio and submit a short report.",
"event": "radio_submitted",
},
{
"id": "review",
"prompt_key": "tutorial.review",
"prompt": "Finish the shift and review what happened.",
"event": "review_opened",
},
+10
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@@ -10,6 +10,7 @@ const InputBindings := preload("res://src/core/input_bindings.gd")
const UiArt := preload("res://src/game/ui/art.gd")
signal applied(settings: Dictionary)
signal replay_tutorial_requested()
signal closed()
var _root: Control = null
@@ -86,6 +87,15 @@ func _build() -> void:
_head_bob.toggled.connect(_on_head_bob_toggled)
column.add_child(_head_bob)
var replay_row := HBoxContainer.new()
replay_row.alignment = BoxContainer.ALIGNMENT_CENTER
column.add_child(replay_row)
var replay := Button.new()
replay.name = "ReplayTutorialButton"
replay.text = "Replay tutorial"
replay.pressed.connect(func(): replay_tutorial_requested.emit())
replay_row.add_child(replay)
var controls_title := Label.new()
controls_title.text = "Controls (click a binding, then press a key or pad button)"
controls_title.add_theme_font_size_override("font_size", 13)
+87
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@@ -0,0 +1,87 @@
class_name TutorialOverlay
extends CanvasLayer
const Strings := preload("res://src/core/strings.gd")
## Non-blocking first-shift tutorial card. It never takes mouse input; F1 is
## handled by GameManager so the prompt can stay visible while the player moves.
var _panel: PanelContainer = null
var _prompt: Label = null
var _progress: Label = null
func _init() -> void:
layer = 14
_build()
hide()
func _build() -> void:
var root := Control.new()
root.name = "TutorialRoot"
root.set_anchors_preset(Control.PRESET_FULL_RECT)
root.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(root)
_panel = PanelContainer.new()
_panel.name = "TutorialCard"
_panel.set_anchor(SIDE_LEFT, 0.5)
_panel.set_anchor(SIDE_RIGHT, 0.5)
_panel.set_anchor(SIDE_TOP, 0.08)
_panel.set_anchor(SIDE_BOTTOM, 0.08)
_panel.offset_left = -330
_panel.offset_right = 330
_panel.offset_top = 0
_panel.offset_bottom = 112
_panel.mouse_filter = Control.MOUSE_FILTER_IGNORE
var style := StyleBoxFlat.new()
style.bg_color = Color(0.035, 0.045, 0.06, 0.92)
style.border_color = Color(0.62, 0.69, 0.8, 0.55)
style.border_width_left = 1
style.border_width_top = 1
style.border_width_right = 1
style.border_width_bottom = 1
style.corner_radius_top_left = 10
style.corner_radius_top_right = 10
style.corner_radius_bottom_left = 10
style.corner_radius_bottom_right = 10
style.content_margin_left = 18
style.content_margin_right = 18
style.content_margin_top = 10
style.content_margin_bottom = 10
_panel.add_theme_stylebox_override("panel", style)
root.add_child(_panel)
var column := VBoxContainer.new()
column.add_theme_constant_override("separation", 3)
_panel.add_child(column)
var header := HBoxContainer.new()
column.add_child(header)
var title := Label.new()
title.text = Strings.lookup("tutorial.header")
title.add_theme_font_size_override("font_size", 12)
title.modulate = Color(0.6, 0.8, 1.0)
title.size_flags_horizontal = Control.SIZE_EXPAND_FILL
header.add_child(title)
_progress = Label.new()
_progress.add_theme_font_size_override("font_size", 12)
_progress.modulate = Color(0.65, 0.7, 0.78)
header.add_child(_progress)
_prompt = Label.new()
_prompt.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
_prompt.add_theme_font_size_override("font_size", 15)
column.add_child(_prompt)
var hint := Label.new()
hint.text = Strings.lookup("tutorial.skip_hint")
hint.add_theme_font_size_override("font_size", 11)
hint.modulate = Color(0.55, 0.6, 0.68)
column.add_child(hint)
func show_beat(text: String, progress: Vector2i) -> void:
_prompt.text = text
_progress.text = "%d/%d" % [progress.x, progress.y]
visible = true
func close() -> void:
visible = false
+104
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@@ -0,0 +1,104 @@
extends SceneTree
## Windowed tutorial smoke: start the Hollywood shift with the tutorial enabled,
## complete all eight beats through the real action methods, verify persistence,
## then replay and skip it. Use an isolated user-data dir:
## XDG_DATA_HOME=/tmp/gigline-tutorial godot --path . --script res://src/test/smoke_tutorial.gd -- --tutorial
const Rules := preload("res://src/core/rules.gd")
const MAX_FRAMES := 900
var gm: Node = null
var frames := 0
var started := false
var failures: Array[String] = []
var step := 0
func _initialize() -> void:
root.size = Vector2i(960, 540)
root.add_child(load("res://scenes/main.tscn").instantiate())
func _process(_delta: float) -> bool:
frames += 1
if gm == null:
gm = root.find_child("GameManager", true, false)
return false
if frames > MAX_FRAMES:
_fail("timeout")
return true
if not started:
# Ignore any saved completion from a previous local run.
gm.player_settings["tutorial_completed"] = false
gm.player_settings["tutorial_skipped"] = false
gm.call("_on_venue_selected", "hollywood_building")
started = true
return false
step += 1
match step:
5:
_check(gm.tutorial_active, "tutorial starts")
_check(gm.tutorial != null and gm.tutorial.current()["id"] == "arrive",
"starts at the arrival beat")
_check(gm.tutorial_overlay != null and gm.tutorial_overlay.visible,
"prompt card is visible")
_check(gm.npcs.size() == 1, "only the safe visitor is present")
gm.guard.global_position += Vector3(0, 0, 1.0)
gm.guard.rotation.y += 0.2
gm.call("_tutorial_tick")
_check(gm.tutorial.current()["id"] == "focus", "movement/look advances")
10:
gm.call("_cycle_nearby_target", 1)
_check(gm.tutorial.current()["id"] == "wheel", "target cycling advances")
gm.call("_open_radial")
_check(gm.tutorial.current()["id"] == "inspect", "wheel opens")
gm.call("_cancel_radial")
15:
gm.call("_toggle_inspection")
_check(gm.tutorial.current()["id"] == "direction", "inspection advances")
gm.call("_toggle_inspection")
gm.call("_apply_interaction", Rules.Level.SIMPLE_DETERRENCE, "polite direction")
_check(gm.tutorial.current()["id"] == "warning", "polite direction advances")
20:
gm.call("_apply_interaction", Rules.Level.FORMAL_WARNING, "formal warning")
_check(gm.tutorial.current()["id"] == "radio", "warning/body camera advances")
gm.call("_on_radio_submitted", {
"npc_id": "tutorial_visitor",
"location": "entrance",
"description": "Visitor at the door",
"behavior": "calm",
"weapons_seen": false,
"danger_level": 0,
}, false)
_check(gm.tutorial.current()["id"] == "review", "radio advances")
25:
gm.call("_on_shift_ended", gm.coordinator.build_review())
_check(gm.tutorial != null and gm.tutorial.is_complete(), "review completes tutorial")
_check(not gm.tutorial_active, "tutorial deactivates")
_check(bool(gm.player_settings.get("tutorial_completed", false)),
"completion is persisted in settings")
gm.call("_on_replay_tutorial")
30:
_check(gm.tutorial_active and gm.tutorial.current()["id"] == "arrive",
"replay starts a fresh tutorial")
gm.call("_skip_tutorial")
_check(bool(gm.player_settings.get("tutorial_skipped", false)),
"skip is persisted separately")
_finish()
return false
func _check(condition: bool, message: String) -> void:
if condition:
print("ok: " + message)
else:
_fail(message)
func _fail(message: String) -> void:
failures.append(message)
_finish()
func _finish() -> void:
if failures.is_empty():
print("SMOKE OK: tutorial prompts, visitor, completion, replay and skip")
quit(0)
else:
for message in failures:
printerr("SMOKE FAIL: " + message)
quit(1)