Build distinct Joke Shop and TV Studio venues
Full build / Import + headless tests (push) Successful in 40s
Full build / Full desktop build + optional release (push) Successful in 4m57s

Add the alley walls, warm lantern, shutters, dumpster, AC clutter and door
step for the Joke Shop. Build the studio stone facade, bulb canopy, glossy
black car, stanchions and barriers. Rebuild only the world container when the
venue changes, so the guard and UI survive; add per-venue navigation checks.
Capture gallery shots 12/13, update the concept mapping and docs. Headless
231/231, Python 87/87, screenshot gate 13 good/0 bad. The vision-judge retry is
tracked separately because the API key is invalid.
This commit is contained in:
zwitschi committed 2026-11-01 19:09:47 +01:00
1 parent 4cca2af2dd
commit 8b0845bcce
25 files changed
+347 -87

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+30
View File
@@ -207,6 +207,36 @@ func _advance() -> void:
_shoot("11-precision-walk.png")
Input.action_release("move_forward")
Input.action_release("walk_slow")
if gm != null:
gm.switch_scenario("joke_shop")
gm.coordinator.elapsed_s = 620.0
state = 12
state_frames = 0
12:
if state_frames == 1 and gm != null:
gm.guard.global_position = Vector3(-1.5, 0.1, 8.5)
gm.guard.rotation.y = deg_to_rad(-5.0)
gm.guard.head.rotation.x = deg_to_rad(2.0)
gm.hud.clear_log()
gm.hud.set_escalation(0)
gm.hud.set_body_camera(false)
if state_frames >= 90:
_shoot("12-joke-shop.png")
if gm != null:
gm.switch_scenario("tv_studio")
gm.coordinator.elapsed_s = 620.0
state = 13
state_frames = 0
13:
if state_frames == 1 and gm != null:
gm.guard.global_position = Vector3(0, 0.1, 14.0)
gm.guard.rotation.y = 0.0
gm.guard.head.rotation.x = deg_to_rad(2.0)
gm.hud.clear_log()
gm.hud.set_escalation(0)
gm.hud.set_body_camera(false)
if state_frames >= 120:
_shoot("13-studio-arrival.png")
quit(0)
## Put the guard a couple of steps in front of the target so a staged UI capture
+32
View File
@@ -52,6 +52,38 @@ 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_navigation_mesh_matches_each_venue_bounds() -> bool:
var problems: Array[String] = []
for id in ["hollywood_building", "joke_shop", "tv_studio"]:
var root := Node3D.new()
var builder := WorldBuilder.new(root, id)
builder.build()
var region := root.find_child("NavRegion", true, false) as NavigationRegion3D
if region == null or region.navigation_mesh == null:
problems.append("%s has no navmesh" % id)
root.free()
continue
var verts := region.navigation_mesh.get_vertices()
var nav_min: Vector2 = builder.spec["nav_min"]
var nav_max: Vector2 = builder.spec["nav_max"]
var min_x := 999.0
var max_x := -999.0
var min_z := 999.0
var max_z := -999.0
for v in verts:
min_x = minf(min_x, v.x)
max_x = maxf(max_x, v.x)
min_z = minf(min_z, v.z)
max_z = maxf(max_z, v.z)
if absf(min_x - nav_min.x) > 0.01 or absf(max_x - nav_max.x) > 0.01 \
or absf(min_z - nav_min.y) > 0.01 or absf(max_z - nav_max.y) > 0.01:
problems.append("%s navmesh %s does not match spec %s" % [
id, str(Vector4(min_x, max_x, min_z, max_z)),
str(Vector4(nav_min.x, nav_max.x, nav_min.y, nav_max.y))])
root.free()
return TestUtils.check(problems.is_empty(),
"each venue builds its own navigation bounds (%s)" % str(problems))
func test_phase_lighting_config_covered() -> bool:
var ok := true
for phase in [Rules.Phase.EARLY, Rules.Phase.MIDDAY, Rules.Phase.EVENING, Rules.Phase.LATE]: