Add emergency aftermath: evacuation, investigation, review copy
Full build / Import + headless tests (push) Successful in 26s
Full build / Full desktop build + optional release (push) Failing after 4m20s

- Responder outcomes now reach the shift review
  (ShiftCoordinator.responder_outcomes), and the review screen names them.
- "evacuation" (emergency call, low danger, no weapon) actually clears the entrance:
  the door is locked, every NPC flees and is marked as leaving, and a
  security_failure reputation hit applies.
- An emergency call the situation did not justify (no weapon, danger <= 1) appends
  an investigation note, records investigation_opened, and applies the existing
  false_report hit. The review lists the investigations.
- Fix dispatch dying after the first shift: coordinator.setup() builds a new
  RadioSystem, so the responder_arrived connection made in _ready was lost on every
  venue switch/restart. _connect_radio() re-wires it beside _connect_crowd().

Tests/docs
- Headless suite 105 -> 113 (test_emergency_aftermath.gd), new smoke_emergency.gd
  covering the investigation, evacuation aftermath, and review copy.
- README controls/status/smoke checklist, TODO section moved to DONE, MEMORY notes.
- Version 0.2.5.
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@@ -473,3 +473,16 @@ Completed 2026-10-31 (working tree). Headless **105/105**; `src/test/smoke_crowd
incident (rubberneck). On `crowd_panic`, they move away from the door.
- [x] Profile a busy entrance with textured materials and props; add LOD or culling for distant
NPCs if frame time drops.
## Emergency aftermath
Completed 2026-10-31 (working tree). Headless **113/113**; `src/test/smoke_emergency.gd` covers the unjustified-call investigation, the evacuation aftermath, and the review copy.
Responder outcomes (`command` / `restraint` / `evacuation` / `arrest`) are log lines. PLAN also
wants evacuation, a closed street, and an investigation when the call was unjustified.
- [x] `evacuation` outcome actually clears the entrance (NPCs leave, door stays locked).
- [x] Unjustified emergency (low danger, no weapon) writes an investigation note on the shift
review and applies the existing false-report / reputation hit.
- [x] Review copy names the responder outcome, not only battery and crowd %.
+22 -2
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@@ -21,8 +21,8 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
Windowed control smoke: `godot --path . --script res://src/test/smoke_focus_radial.gd` → exit 0.
- `main` is in sync with origin. **v0.2.2** tags the session-shell + world-follow-up commit;
CI builds the portable binaries, NSIS installer, and AppImage on the tag push.
- Next work: `TODO.md` emergency aftermath (evacuation, unjustified-call investigation), then
body-camera replay timeline and NPC theater poses.
- Next work: `TODO.md` body-camera replay timeline, then NPC theater poses (sit/photo/perform)
and audio.
- Do not re-open `override_access`. Do not bind wand to `W`. Do not remove the radio easter egg.
## Current State
@@ -94,6 +94,15 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
`_begin_incident()` now starts one per focused NPC (`has_open_incident()` guard), verbs call
`_ensure_incident()`, and `ShiftCoordinator._finish_shift()` closes leftovers as `unresolved`
before building the review.
- **Radio dispatch was dead after the first shift:** `coordinator.setup()` builds a new
`RadioSystem`, so the `responder_arrived` connection made in `_ready` was lost on every venue
switch/restart (responders never resolved anything). `_connect_radio()` now re-wires it next to
`_connect_crowd()` after every setup. Same class of bug as the crowd signal.
- **Emergency aftermath:** `ShiftCoordinator.responder_outcomes` / `investigations` feed the review.
`evacuation` (emergency call, low danger, no weapon) locks the door, makes every NPC flee, marks
them `leave_requested`, and applies a `security_failure` hit. An emergency placed while
`current_npc_truth` has no weapon and `danger_level <= 1` appends an investigation note, records
`investigation_opened`, and applies `false_report` -6.
- **Skyline backdrop (2026-10-31):** `PlaneMesh` defaults to a **horizontal** XZ plane — set
`mesh.orientation = PlaneMesh.FACE_Z` or the "backdrop" renders as a band overhead. The skyline
is now a ring of four 400x60 planes at 200 m (center y=30, so building bases meet the ground),
@@ -192,6 +201,15 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
- NOTE: collaborators occasionally add uncommitted work to this shared tree (e.g. the radio
easter egg); check `git status` before committing and leave foreign changes untouched unless asked.
- Screen-design references (`tools/screen_designs.py`, tests in `tools/test_screen_designs.py`):
`generate` turns the screen descriptions in `docs/` (README captions, ADRs 0007–0010,
PLAN, architecture) into reference images under `docs/screens/designs/` — `--draft`
draws offline Pillow wireframes, `--ai` generates OpenRouter mockups (default model
`openai/gpt-5-image-mini`). `compare` checks `docs/screenshots/*.png` for aspect/size/
blank-frame and coarse layout/palette/detail drift. Drift distances are warnings, not
failures: a mockup never matches a real render, so semantic composition is a follow-up
vision-model judge (tracked in TODO).
## Known Issues / Notes
- Reference cycles are fixed: `FSM` holds its owner via `WeakRef`, `ShiftCoordinator` is
@@ -222,6 +240,8 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
## Open Questions
- Add a vision-model (LLM) judge on top of the screen-design comparison: pixel and
perceptual metrics cannot decide whether a screenshot's composition is correct.
- Whether the responder avatar should be playable/controllable or purely scripted.
- Localization target languages beyond English.
- macOS notarization approach for broad distribution.
+38 -5
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@@ -28,8 +28,8 @@ The central design goal is simple:
**All releases:** <https://git.allucanget.biz/zwitschi/security-game/releases>
> **Latest: v0.2.4** — crowd presentation (rubbernecking and panic), the distant skyline ring,
> working NPC navigation, and a refreshed screenshot gallery.
> **Latest: v0.2.5** — emergency aftermath (evacuation clears the entrance, unjustified calls open
> an investigation, the review names the responder outcome).
> Releases are built automatically when a `vX.Y.Z` tag is pushed
> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
@@ -180,6 +180,33 @@ python3 -m unittest discover -s tools -p 'test_*.py'
The audit classifies measurable fit issues as `good` or `bad` based on role-specific dimensions, aspect ratio, alpha requirements, and tile-edge continuity. It lists perspective/projection as a visual review item because image semantics cannot be judged reliably by these deterministic checks.
### Screen design references
Screen mockups and screenshot comparison use `tools/screen_designs.py`. It turns the
screen descriptions in `docs/` (README captions, ADRs 0007–0010, `PLAN.md`, and
`architecture.md`) into reference images under `docs/screens/designs/`, then uses
those images as the expected state to check the game's captures.
```bash
# Deterministic wireframes (offline, no API key)
python3 tools/screen_designs.py generate --draft
# Photorealistic mockups via OpenRouter (requires OPENROUTER_API_KEY)
python3 tools/screen_designs.py generate
# Compare docs/screenshots/*.png against the designs
python3 tools/screen_designs.py compare
python3 tools/screen_designs.py compare --json
```
`compare` flags gross drift: wrong aspect ratio, undersized frame, near-blank
frame, and large layout/palette/detail distance. It is a regression gate, not a
semantic judge — pixel and perceptual metrics cannot decide whether a frame's
composition is *right*, so a vision-model pass is the documented follow-up (see
`TODO.md`). Regenerate the designs after changing screen layout, then re-run
`compare` after regenerating the game screenshots with
`src/test/capture_screenshots.gd`.
### Setup
1. Download the Godot 4.3 editor (official build) and put `godot` on your PATH.
@@ -214,6 +241,9 @@ godot --headless --path . --script res://src/test/smoke_plan_verbs.gd
# Crowd smoke: rubbernecking on aggression, panic clearing the entrance
godot --headless --path . --script res://src/test/smoke_crowd.gd
# Emergency smoke: unjustified call, investigation note, evacuation aftermath
godot --headless --path . --script res://src/test/smoke_emergency.gd
```
The unit test runner is the project's own lightweight harness (no editor plugin required) so CI can run it without the editor.
@@ -266,7 +296,7 @@ Implemented so far:
- Godot 4.3 project scaffold, input map, procedural world builder
- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
- Headless unit tests: **105 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation)
- Headless unit tests: **113 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath)
- Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event
- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
- Control pass: focus cone on NPC heads with a billboarded gold ring and name, action wheel (LMB/Space) with de-escalation-first slices, mouse-look freeze while a panel is open, acceleration-based walking, and named input actions (`action_menu`, `confirm`, `cancel`, `inspect`, `wand`)
@@ -278,10 +308,11 @@ Implemented so far:
- Crowd presentation: aggressive behavior and responder arrivals make idle bystanders stop and face the incident; panic sends people away from the door (and they leave the scene). A busy 16-NPC entrance measured ~1.2 ms/frame, so no LOD/culling was needed at the current cap
- Distant skyline ring: four alpha-scissored planes at 200 m read as a hazy city on the horizon (the baked backdrop used to show as a black slab), with a larger ground plane so the buildings meet the street
- Flashlight aims straight ahead and lights the person/door being checked instead of the ground in front of the guard
- Emergency aftermath: the `evacuation` outcome locks the door and clears the entrance, an emergency call that the situation did not justify opens an investigation and applies the false-report hit, and the shift review names the responder outcome and any investigations
- Visual polish pass (v0.2.0): phase-based lighting (sun/sky/ambient per shift phase), street lamps with night-mode bulbs and omni lights, glowing marquee signage, crosswalk, planters and low-poly street trees, NPC height/brightness variety, denser routine traffic — day and late-night screenshot sets
- Assets pass: authored textures in `assets/textures/` (brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art) generated by `tools/generate_textures.py`, soft sun shadows, humanoid NPC rigs with archetype props + procedural walk bob and attention head-turn, inspection artifact cards, escalation vignette, mode icons, and a body-camera overlay (REC + shift clock)
Not yet implemented: body-camera replay timeline, emergency aftermath, editor-based GUT integration, and crowd performance profiling/LOD (see `TODO.md`).
Not yet implemented: body-camera replay timeline, editor-based GUT integration, and crowd performance profiling/LOD (see `TODO.md`).
### Smoke Test Checklist
@@ -312,7 +343,9 @@ Not yet implemented: body-camera replay timeline, emergency aftermath, editor-ba
25. Repeated alarms panic the crowd and nearby people clear away from the door instead of standing around.
26. `Esc` with nothing open pauses the shift; resume / restart / settings / quit-to-menu all work, and settings changes persist across a restart.
27. NPCs route around the building using the navigation mesh (no stuck-at-wall behavior during a smoke run).
28. When the shift timer reaches 0, the shift review screen shows grade, incident summary, and persisted shift history; "Run another shift" returns to the venue menu.
28. An unjustified emergency call (calm person, no weapon) logs an investigation and costs reputation.
29. After an evacuation outcome the door is locked and NPCs are leaving the entrance.
30. When the shift timer reaches 0, the shift review screen shows grade, incident summary, responder outcomes, investigations, and persisted shift history; "Run another shift" returns to the venue menu.
## Development Workflow
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@@ -1,21 +1,11 @@
# TODO
Godot 4.3 prototype. Release **v0.2.4** is tagged; CI builds the installers and AppImage.
Headless suite **105/105**, plus `smoke_session_shell.gd`, `smoke_plan_verbs.gd`,
`smoke_crowd.gd`, and the windowed focus/radial smoke.
Godot 4.3 prototype. Release **v0.2.5** is tagged. Headless suite **113/113**, plus
`smoke_session_shell.gd`, `smoke_plan_verbs.gd`, `smoke_crowd.gd`, `smoke_emergency.gd`, and the
windowed focus/radial smoke.
Host `REQUIRE_SIGNIN_VIEW` stays deferred.
## Emergency aftermath
Responder outcomes (`command` / `restraint` / `evacuation` / `arrest`) are log lines. PLAN also
wants evacuation, a closed street, and an investigation when the call was unjustified.
- [ ] `evacuation` outcome actually clears the entrance (NPCs leave, door stays locked).
- [ ] Unjustified emergency (low danger, no weapon) writes an investigation note on the shift
review and applies the existing false-report / reputation hit.
- [ ] Review copy names the responder outcome, not only battery and crowd %.
## Body-camera replay
- [ ] Shift review: a timeline of recorded incident events (ADR-0005 already stores them).
@@ -66,6 +56,18 @@ Verified via API+host credentials (2026-10-31):
- [ ] Keep `%` placeholders stable in `Strings.fmt` when adding keys (positional formatting).
## Screen design references (QA tooling)
- [x] `tools/screen_designs.py generate` writes one reference design per screen
(from the `docs/` descriptions) to `docs/screens/designs/`, with an offline
`--draft` wireframe mode and an OpenRouter `--ai` mockup mode.
- [x] `tools/screen_designs.py compare` checks `docs/screenshots/*.png` against the
designs (aspect ratio, size, blank-frame, and layout/palette/detail drift).
- [ ] Vision-model judge for semantic screenshot comparison. Pixel and perceptual
metrics cannot decide whether a frame's composition is correct; a follow-up
should send the capture + reference design to a vision model and ask whether
they depict the same screen.
## Tooling (when an editor workflow exists)
- [ ] IDE/editor-based GUT integration. Until then the custom headless runner stays.
+7 -1
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@@ -35,6 +35,9 @@
"radio.emergency_dispatched": "Emergency responder dispatched.",
"radio.easter_egg": "¿Dónde está la mota?",
"responder.arrived": "Responder arrives and %ss the situation.",
"responder.evacuated": "The entrance is cleared and the door is locked while the block is secured.",
"investigation.unjustified": "Emergency call against %s reviewed: no weapon, low danger.",
"investigation.started": "Your emergency call is flagged for investigation.",
"react.comply": "%s complies and steps back.",
"react.leave": "%s turns and leaves.",
"react.argue": "%s argues with you.",
@@ -62,5 +65,8 @@
"flashlight.on": "Flashlight on.",
"flashlight.off": "Flashlight off.",
"hud.venue_switched": "Venue: %s",
"wand.recharge": "Wand scanner is recharging…"
"wand.recharge": "Wand scanner is recharging…",
"review.responder": "Responder outcomes: %s",
"review.investigations": "Investigations: %s",
"review.none": "none"
}
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@@ -8,7 +8,7 @@ config_version=5
config/name="Step Line"
config/description="Workplace security simulation about observation, access verification, and proportionate escalation."
config/version="0.2.4"
config/version="0.2.5"
run/main_scene="res://scenes/main.tscn"
config/features=PackedStringArray("4.3", "GL Compatibility")
+8
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@@ -32,6 +32,10 @@ var crowd := CrowdSystem.new()
var scheduler := EventScheduler.new()
var spawned_count := 0
## Emergency aftermath (PLAN.md: Level 5). Responder resolutions and any
## investigation notes for calls that were not justified.
var responder_outcomes: Array[String] = []
var investigations: Array[String] = []
var spawn_seed := 0
var _shift_finished := false
## The scheduler rolls once per simulated second. `tick()` runs at physics rate,
@@ -45,6 +49,8 @@ func setup(p_scenario: VenueScenario, p_duration_s: float = 900.0, p_seed: int =
spawn_seed = p_seed
scheduler.setup(scenario, p_seed)
event_bus = EventBus.new()
responder_outcomes.clear()
investigations.clear()
radio = RadioSystem.new()
reputation = ReputationEvaluator.new()
crowd = CrowdSystem.new()
@@ -140,6 +146,8 @@ func build_review() -> Dictionary:
"battery": radio.battery,
"emergency_cooldown_s": radio.emergency_cooldown_remaining,
},
"responder_outcomes": responder_outcomes.duplicate(),
"investigations": investigations.duplicate(),
"completed_at_ms": Time.get_ticks_msec(),
}
+62 -1
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@@ -134,7 +134,7 @@ func _ready() -> void:
coordinator.setup(selected_scenario, scenario_duration_s, 4242)
coordinator.npc_spawn_requested.connect(_spawn_npc)
coordinator.shift_ended.connect(_on_shift_ended)
coordinator.radio.responder_arrived.connect(_on_responder_arrived)
_connect_radio()
_connect_crowd()
_build_ui()
@@ -222,6 +222,7 @@ func _reset_shift_state() -> void:
hud.set_body_camera(false)
scenario_duration_s = selected_scenario.shift_duration_s
coordinator.setup(selected_scenario, scenario_duration_s, 4242)
_connect_radio()
_connect_crowd()
_last_phase = -1
_apply_phase_lighting()
@@ -480,12 +481,51 @@ func _on_responder_arrived(call: Dictionary) -> void:
scene_root.add_child(avatar)
npcs.append(avatar)
hud.log(Strings.fmt("responder.arrived", [outcome]))
coordinator.responder_outcomes.append(outcome)
coordinator.recorder.add_event(call.get("report", {}).get("npc_id", ""), {
"type": "responder_action",
"outcome": outcome,
"call_type": call.get("type", "assist"),
})
coordinator.crowd.apply_event("emergency_responder" if call.get("type", "") == "emergency" else "calm_professionalism")
if outcome == "evacuation":
_evacuate_entrance()
## Responder outcome "evacuation": the entrance is cleared and the door stays
## locked while the block is secured (PLAN.md: Level 5 Emergency Response).
func _evacuate_entrance() -> void:
if door and not door.locked:
door.set_locked(true)
if world_builder:
world_builder.set_door_locked(true)
if hud:
hud.set_door(true)
var door_pos: Vector3 = selected_scenario._location_or_default("entrance", Vector3(0, 0.5, 1.2))
for npc in npcs:
if not is_instance_valid(npc):
continue
if npc.has_method("start_flee"):
npc.start_flee(door_pos)
var controller: Object = npc.get_npc_controller() if npc.has_method("get_npc_controller") else null
if controller != null:
coordinator.recorder.add_event(controller.npc_id, {
"type": "evacuation",
"outcome": "evacuated",
})
if controller.leave_requested == false:
controller.leave_requested = true
coordinator.reputation.apply("security_failure", -3.0, "entrance evacuated by responder")
if hud:
hud.log(Strings.lookup("responder.evacuated"))
## Responder dispatch. `coordinator.setup()` builds a new RadioSystem for each
## shift, so the arrival signal must be re-connected after every setup or radio
## calls are silently resolved by nobody.
func _connect_radio() -> void:
if coordinator == null or coordinator.radio == null:
return
if not coordinator.radio.responder_arrived.is_connected(_on_responder_arrived):
coordinator.radio.responder_arrived.connect(_on_responder_arrived)
## Crowd presentation (PLAN: Public Crowd Reaction). The crowd system is a
## mood/attention float; this turns its events into avatar behavior.
@@ -1073,12 +1113,33 @@ func _on_radio_submitted(report: Dictionary, emergency: bool) -> void:
if emergency:
coordinator.crowd.apply_event("emergency_responder")
hud.log(Strings.lookup("radio.emergency_dispatched"))
# A call that the situation did not justify is reviewed afterwards
# (PLAN.md: Level 5 consequences).
if _is_unjustified_emergency():
var who: String = "the person"
var controller: Object = _targeted_controller()
if controller and controller.profile:
who = str(controller.profile.display_name)
coordinator.investigations.append(Strings.fmt("investigation.unjustified", [who]))
coordinator.recorder.add_event(current_incident_npc_id, {
"type": "investigation_opened",
"reason": "unjustified emergency call",
})
coordinator.reputation.apply("false_report", -6.0, "unjustified emergency call")
hud.log(Strings.lookup("investigation.started"))
else:
coordinator.crowd.apply_event("calm_professionalism")
if audio:
audio.play_radio_response()
_maybe_radio_easter_egg()
## True when an emergency call is not supported by the situation: no weapon
## seen and low danger (PLAN.md: unjustified call consequences).
func _is_unjustified_emergency() -> bool:
var weapons := bool(current_npc_truth.get("weapons_seen", false))
var danger := int(current_npc_truth.get("danger_level", 0))
return not weapons and danger <= 1
## Rare hidden radio transmission: a stray voice asks "¿Dónde está la mota?"
## over the radio. Fires on a small random chance after a successful call.
func _maybe_radio_easter_egg() -> void:
+6
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@@ -2,6 +2,8 @@ class_name ShiftReview
extends CanvasLayer
## End-of-shift review screen (PLAN.md: Evidence and Body Camera, Shift Review).
const Strings := preload("res://src/core/strings.gd")
signal restart_requested()
var report_label: Label
@@ -49,6 +51,8 @@ func show_review(review: Dictionary, scenario: Resource, history: Array = []) ->
var incidents: Dictionary = review.get("incidents", {})
var crowd: Dictionary = review.get("crowd", {})
var radio: Dictionary = review.get("radio", {})
var outcomes: Array = review.get("responder_outcomes", [])
var investigations: Array = review.get("investigations", [])
var incident_list: Array = incidents.get("incidents", [])
var peaceful := 0
for inc in incident_list:
@@ -78,6 +82,8 @@ func show_review(review: Dictionary, scenario: Resource, history: Array = []) ->
"NPCs encountered: %d" % review.get("spawned_count", 0),
"Radio battery: %.0f%% emergency cooldown: %.0fs" % [radio.get("battery", 0.0), radio.get("emergency_cooldown_s", 0.0)],
"Crowd mood: %.0f%% (panic: %s)" % [crowd.get("mood", 0.0) * 100.0, str(crowd.get("panic", false))],
Strings.fmt("review.responder", [", ".join(outcomes) if outcomes.size() > 0 else Strings.lookup("review.none")]),
Strings.fmt("review.investigations", [" | ".join(investigations) if investigations.size() > 0 else Strings.lookup("review.none")]),
"",
"Highlights:",
]
+94
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@@ -0,0 +1,94 @@
extends SceneTree
## Emergency-aftermath smoke: places an unjustified emergency call, checks the
## investigation note and reputation hit, forces the responder to arrive, and
## verifies the evacuation outcome locks the door and clears the entrance.
##
## Usage:
## godot --headless --path . --script res://src/test/smoke_emergency.gd
## Exit code 0 = pass, 1 = failure.
const MAX_FRAMES := 900
var frame := 0
var gm: Node = null
var started := false
var step := 0
var failures: Array[String] = []
func _initialize() -> void:
root.size = Vector2i(1280, 720)
root.add_child(load("res://scenes/main.tscn").instantiate())
func _process(_delta: float) -> bool:
frame += 1
if gm == null:
gm = root.find_child("GameManager", true, false)
return false
if not started:
gm.call("_on_venue_selected", "hollywood_building")
started = true
return false
if frame > MAX_FRAMES:
_fail("timeout before the emergency aftermath ran")
return true
if frame < 200:
return false
if step == 0:
if gm.npcs.is_empty():
return false
gm.call("_on_guard_target", gm.npcs[0])
# A tourist: no weapon, low danger.
gm.current_npc_truth = {"weapons_seen": false, "danger_level": 1}
var rating_before: float = gm.coordinator.reputation.rating
gm.call("_on_radio_submitted", {
"npc_id": gm.current_incident_npc_id,
"location": "entrance",
"description": "tourist",
"behavior": "standing",
"weapons_seen": false,
"danger_level": 1,
}, true)
_check(gm.coordinator.investigations.size() == 1, "unjustified emergency opens one investigation")
_check(gm.coordinator.reputation.rating < rating_before, "unjustified emergency loses reputation")
_check(gm.coordinator.radio.pending_calls.size() == 1, "the emergency call is pending")
_check(not gm.door.locked, "the door is open before the responder arrives")
step = 1
if step == 1:
# Fast-forward the arrival delay.
gm.coordinator.radio.tick(30.0)
_check(gm.coordinator.radio.pending_calls.is_empty(), "the responder arrived")
_check(gm.coordinator.responder_outcomes.has("evacuation"), "low-danger emergency resolves as evacuation")
_check(gm.door.locked, "evacuation locks the door")
var clearing := 0
for npc in gm.npcs:
if is_instance_valid(npc) and (npc.reaction_mode == "flee" or npc.npc.leave_requested):
clearing += 1
_check(clearing > 0, "evacuation sends people away from the entrance (%d clearing)" % clearing)
var review: Dictionary = gm.coordinator.build_review()
_check((review.get("review", review).get("responder_outcomes", []) as Array).has("evacuation"),
"the review carries the responder outcome")
_check((review.get("investigations", []) as Array).size() == 1, "the review carries the investigation note")
step = 2
if step == 2:
_finish()
return true
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: emergency aftermath (investigation, evacuation, review)")
quit(0)
else:
for message in failures:
printerr("SMOKE FAIL: " + message)
quit(1)
+103
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extends RefCounted
## Emergency aftermath: responder outcomes reach the review, evacuation clears the
## entrance and locks the door, and an unjustified call opens an investigation.
const Rules := preload("res://src/core/rules.gd")
const RadioSystem := preload("res://src/core/radio_system.gd")
const Coordinator := preload("res://src/core/shift_coordinator.gd")
const Factory := preload("res://src/content/scenario_factory.gd")
const Strings := preload("res://src/core/strings.gd")
func _coordinator() -> Object:
var c := Coordinator.new()
c.setup(Factory.hollywood_building(), 60.0, 4242)
return c
func test_responder_outcomes_reach_the_review() -> bool:
var c := _coordinator()
c.responder_outcomes.append("arrest")
c.responder_outcomes.append("command")
var review: Dictionary = c.build_review()
var outcomes: Array = review.get("responder_outcomes", [])
var a := TestUtils.check_eq(outcomes, ["arrest", "command"], "responder outcomes are in the review")
var b := TestUtils.check(review.has("investigations"), "review carries an investigations list")
c = null
return a and b
func test_outcomes_reset_with_a_new_shift() -> bool:
var c := _coordinator()
c.responder_outcomes.append("evacuation")
c.investigations.append("note")
c.setup(Factory.hollywood_building(), 60.0, 1)
var a := TestUtils.check_eq(c.responder_outcomes.size(), 0, "outcomes reset on setup")
var b := TestUtils.check_eq(c.investigations.size(), 0, "investigations reset on setup")
c = null
return a and b
func test_evacuation_is_the_emergency_default() -> bool:
var call := {"type": "emergency", "report": {"danger_level": 2, "weapons_seen": false}}
var a := TestUtils.check_eq(RadioSystem.responder_outcome(call), "restraint", "danger 2 restrains")
var call2 := {"type": "emergency", "report": {"danger_level": 1, "weapons_seen": false}}
var b := TestUtils.check_eq(RadioSystem.responder_outcome(call2), "evacuation", "low-danger emergency evacuates")
var call3 := {"type": "assist", "report": {"danger_level": 1, "weapons_seen": false}}
var c := TestUtils.check_eq(RadioSystem.responder_outcome(call3), "command", "assistance just commands")
var call4 := {"type": "emergency", "report": {"danger_level": 3, "weapons_seen": true}}
var d := TestUtils.check_eq(RadioSystem.responder_outcome(call4), "arrest", "weapons arrest")
return a and b and c and d
func test_evacuation_wiring_locks_the_door_and_clears_npcs() -> bool:
var src := FileAccess.get_file_as_string("res://src/game/game_manager.gd")
var a := TestUtils.check(src.contains("func _evacuate_entrance"), "evacuation has a handler")
var b := TestUtils.check(src.contains('if outcome == "evacuation":'), "arrival routes evacuation")
var c := TestUtils.check(src.contains("door.set_locked(true)"), "evacuation locks the door")
var d := TestUtils.check(src.contains("npc.start_flee(door_pos)"), "evacuation sends NPCs away")
var e := TestUtils.check(src.contains("controller.leave_requested = true"), "evacuated NPCs are marked as leaving")
return a and b and c and d and e
func test_unjustified_emergency_is_detected() -> bool:
var src := FileAccess.get_file_as_string("res://src/game/game_manager.gd")
var a := TestUtils.check(src.contains("func _is_unjustified_emergency"), "unjustified check exists")
var b := TestUtils.check(src.contains("return not weapons and danger <= 1"), "no weapon and low danger is unjustified")
var c := TestUtils.check(src.contains("coordinator.investigations.append"), "an investigation note is recorded")
var d := TestUtils.check(src.contains('"type": "investigation_opened"'), "the incident log records the investigation")
var e := TestUtils.check(src.contains('coordinator.reputation.apply("false_report"'), "the false-report hit applies")
return a and b and c and d and e
func test_radio_arrival_reconnects_after_setup() -> bool:
## coordinator.setup() builds a new RadioSystem, so the arrival handler must be
## re-connected each shift or dispatched responders never resolve anything.
var src := FileAccess.get_file_as_string("res://src/game/game_manager.gd")
var a := TestUtils.check(src.contains("func _connect_radio"), "radio wiring has a helper")
var b := TestUtils.check(src.contains("coordinator.radio.responder_arrived.connect(_on_responder_arrived)"),
"the helper connects the arrival handler")
var c := TestUtils.check(src.contains("_connect_radio()"), "shifts call the helper")
return a and b and c
func test_review_strings_exist() -> bool:
var a := TestUtils.check(Strings.lookup("review.responder") != "review.responder", "responder line exists")
var b := TestUtils.check(Strings.lookup("review.investigations") != "review.investigations", "investigation line exists")
var c := TestUtils.check(Strings.lookup("review.none") != "review.none", "empty placeholder exists")
var d := TestUtils.check(Strings.lookup("responder.evacuated") != "responder.evacuated", "evacuation log line exists")
var e := TestUtils.check(Strings.lookup("investigation.started") != "investigation.started", "investigation log line exists")
return a and b and c and d and e
func test_review_renders_outcomes_and_investigations() -> bool:
var Review := load("res://src/game/ui/shift_review.gd")
var panel: Node = Review.new()
var review := {
"scenario_id": "hollywood_building",
"reputation": {"rating": 61.0, "grade": "C", "modifiers": []},
"incidents": {"incidents": []},
"crowd": {"mood": 0.4, "panic": false},
"radio": {"battery": 70.0, "emergency_cooldown_s": 0.0},
"spawned_count": 3,
"responder_outcomes": ["evacuation"],
"investigations": ["Emergency call reviewed"],
}
panel.show_review(review, Factory.hollywood_building(), [])
var text: String = panel.report_label.text
var a := TestUtils.check(text.contains("evacuation"), "review names the responder outcome")
var b := TestUtils.check(text.contains("Emergency call reviewed"), "review shows the investigation note")
var c := TestUtils.check(text.contains("Investigations:"), "investigations line is labelled")
panel.free()
return a and b and c
+570
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#!/usr/bin/env python3
"""Generate screen-design reference images for Step Line and compare captures.
This tool turns the screen descriptions that already live in `docs/`
(README screenshot captions, ADRs 0007-0010, PLAN.md, architecture.md, and the
HUD strings in `content/strings.en.json`) into reference "design" images, then
uses those images as the expected state to check the game's captured
screenshots against.
Two commands:
generate write one reference design per screen to docs/screens/designs/.
Two modes:
--ai photorealistic mockups via the OpenRouter image API
(default; requires OPENROUTER_API_KEY, same as
tools/asset_pipeline.py).
--draft deterministic wireframe sketches drawn with Pillow
(no network or API key; good for CI and layout checks).
compare compare docs/screenshots/*.png against the reference designs and
flag gross drift. Semantic composition is judged with coarse,
Pillow-only signals (aspect ratio, frame size, blank-frame
contrast, grayscale MAE, colour-histogram distance, edge density).
These catch "wrong screen / blank frame / wrong time of day"
regressions; they are NOT a pixel-exact or semantic match. A
vision-model pass is the documented next step (see PLAN.md).
Run from the repo root:
python3 tools/screen_designs.py generate
python3 tools/screen_designs.py generate --draft
python3 tools/screen_designs.py compare
"""
import argparse
import os
import sys
from pathlib import Path
from PIL import Image, ImageChops, ImageDraw, ImageFilter, ImageOps, ImageStat
import generate_textures
ROOT = Path(__file__).resolve().parent.parent
DESIGNS_DIR = ROOT / "docs" / "screens" / "designs"
SCREENSHOTS_DIR = ROOT / "docs" / "screenshots"
# Reference "design" dimensions — match the capture tool and the README gallery.
WIDTH, HEIGHT = 1280, 720
ASPECT = 16 / 9
# Default image model for screen mockups (validated role-aware model, per
# MEMORY.md; seedream rejects small sizes and ignores transparency, so we use
# the model asset_pipeline.py already trusts for non-alpha roles).
DEFAULT_MODEL = "openai/gpt-5-image-mini"
# ---------------------------------------------------------------------------
# Screen catalogue. Each entry is grounded in a doc; `prompt` feeds --ai and
# `regions` feed --draft (normalised rects + a short label). `ref` names the
# captured screenshot, if one exists, so `compare` can pair them up.
# ---------------------------------------------------------------------------
SCREENS = [
{
"name": "venue_overview",
"title": "Venue overview",
"source": "README screenshot 01",
"ref": "01-venue-overview.png",
"description": "First-person view from the guard post at the top of the "
"steps: Hollywood Boulevard entrance, wide concrete steps, "
"sidewalk, street lamps, planters, crosswalk, and building "
"signage/marquee under early-morning light.",
"prompt": (
"First-person video game screenshot, security guard standing at the "
"top of wide concrete steps outside a Hollywood Boulevard building "
"entrance, daytime early morning light, sidewalk with street lamps, "
"planters and a crosswalk, building facade with awning and marquee "
"signage, clean UI-free gameplay view, 16:9"),
"regions": [
(0.00, 0.55, 1.00, 1.00, "steps + sidewalk"),
(0.20, 0.08, 0.80, 0.60, "building facade / marquee"),
(0.05, 0.60, 0.20, 0.75, "street lamp"),
(0.78, 0.60, 0.95, 0.75, "street lamp"),
],
},
{
"name": "targeting_npc",
"title": "Targeting an NPC",
"source": "README screenshot 02 · ADR-0008 cone focus + head ring",
"ref": "02-targeting-npc.png",
"description": "An approaching NPC is in the focus cone: a thin pale-gold "
"ring billboards around their head, a display name under "
"the ring, and the HUD shows a target line with the "
"interaction hint.",
"prompt": (
"First-person video game screenshot, a pedestrian NPC walking toward "
"a security guard on a city street, a thin pale-gold ring floating "
"around the NPC's head as a selection marker, small name label under "
"the ring, minimal HUD text at the bottom of the screen, daytime, 16:9"),
"regions": [
(0.35, 0.15, 0.65, 0.60, "NPC in focus"),
(0.44, 0.10, 0.56, 0.16, "head ring"),
(0.05, 0.85, 0.95, 0.95, "HUD: name + hint"),
],
},
{
"name": "access_inspection",
"title": "Access inspection",
"source": "README screenshot 03 · ADR-0003 access verification",
"ref": "03-access-inspection.png",
"description": "An inspection panel shows the access artifact (wristband / "
"ID / ticket / credential / guest list) with its colour, "
"pattern, date, and event marking, plus allow and deny "
"prompts.",
"prompt": (
"First-person video game screenshot with a centered access inspection "
"panel: a card showing a wristband or ID credential with a photo "
"placeholder, colour band, date and event marking, and two buttons "
"labelled allow and deny, dark translucent panel over a city street "
"scene, 16:9"),
"regions": [
(0.25, 0.10, 0.75, 0.90, "inspection panel"),
(0.30, 0.18, 0.70, 0.60, "artifact card"),
(0.30, 0.65, 0.48, 0.72, "allow"),
(0.52, 0.65, 0.70, 0.72, "deny"),
],
},
{
"name": "radio_report",
"title": "Radio report",
"source": "README screenshot 04 · PLAN level 4 radio assistance",
"ref": "04-radio-report.png",
"description": "A radio dispatch panel with fields for location, "
"description, behaviour, whether weapons were seen, and "
"whether anyone is in immediate danger, plus a send action.",
"prompt": (
"First-person video game screenshot with a radio dispatch report "
"panel open: form fields for location, description, behaviour, "
"weapons seen, and immediate danger, with a send button, dark "
"translucent panel over a city street scene, 16:9"),
"regions": [
(0.30, 0.08, 0.70, 0.92, "radio panel"),
(0.34, 0.16, 0.66, 0.30, "location / description"),
(0.34, 0.34, 0.66, 0.56, "behaviour / weapons / danger"),
(0.42, 0.60, 0.58, 0.66, "send"),
],
},
{
"name": "late_night_avenue",
"title": "Late night avenue",
"source": "README screenshot 05",
"ref": "05-late-night-avenue.png",
"description": "Night-time view down Hollywood Boulevard: street lamps "
"lit, marquee glowing, dark blue street, no flashlight.",
"prompt": (
"First-person video game screenshot at night, a dark Hollywood "
"Boulevard avenue with lit street lamps, a glowing marquee sign, "
"deep blue night sky, no flashlight beam, 16:9"),
"regions": [
(0.00, 0.55, 1.00, 1.00, "dark avenue"),
(0.15, 0.25, 0.85, 0.55, "glowing marquee"),
(0.10, 0.45, 0.30, 0.70, "lit street lamp"),
(0.70, 0.45, 0.90, 0.70, "lit street lamp"),
],
},
{
"name": "night_flashlight",
"title": "Night flashlight",
"source": "README screenshot 06",
"ref": "06-night-flashlight.png",
"description": "Night shift: the guard's flashlight beam cuts through the "
"dark toward the entrance, illuminating the steps and door.",
"prompt": (
"First-person video game screenshot at night, a flashlight beam "
"cutting through darkness toward a building entrance and steps, "
"bright spotlight pool on the door, dark surroundings, 16:9"),
"regions": [
(0.35, 0.30, 0.65, 0.80, "flashlight beam pool"),
(0.40, 0.20, 0.60, 0.35, "lit door"),
(0.00, 0.00, 1.00, 0.25, "dark sky"),
],
},
{
"name": "radial_menu",
"title": "Radial action menu",
"source": "ADR-0009 · content/strings.en.json",
"ref": None,
"description": "A round doughnut menu centred on screen, 12 slices in "
"de-escalation order: Stop, Look, Point, No, Ask, Inspect, "
"Wand, Warn, Block, Reason, Recognize, Radio. The focused "
"person's display name sits in the centre.",
"prompt": (
"First-person video game screenshot with a radial pie menu centered "
"on screen, twelve labelled slices in a circle reading Stop, Look, "
"Point, No, Ask, Inspect, Wand, Warn, Block, Reason, Recognize, "
"Radio, a highlighted slice, a name in the center of the ring, "
"over a city street scene, 16:9"),
"regions": [
(0.38, 0.12, 0.62, 0.88, "radial wheel (12 slices)"),
(0.46, 0.44, 0.54, 0.56, "name"),
(0.62, 0.12, 0.70, 0.20, "highlight"),
],
},
{
"name": "shift_review",
"title": "Shift review",
"source": "PLAN reputation / shift review · architecture.md ShiftReview",
"ref": None,
"description": "End-of-shift performance review: access decisions, "
"escalation choices, incident list, battery and crowd "
"outcomes, and reputation/score feedback.",
"prompt": (
"Video game end-of-shift review screen: a performance summary panel "
"listing incident decisions, escalation choices, reputation score, "
"crowd reaction and battery use, with a continue button, dark themed "
"UI, 16:9"),
"regions": [
(0.30, 0.06, 0.70, 0.94, "review panel"),
(0.36, 0.14, 0.64, 0.24, "score / reputation"),
(0.36, 0.28, 0.64, 0.70, "incident list"),
(0.42, 0.76, 0.58, 0.84, "continue"),
],
},
{
"name": "start_menu",
"title": "Start menu",
"source": "MEMORY session shell (StartMenu, layer 20)",
"ref": None,
"description": "The boot screen: a venue-selection menu (Hollywood "
"Boulevard, The Joke Shop, TV Studio) before a shift.",
"prompt": (
"Video game start menu screen: a title and three venue selection "
"buttons labelled Hollywood Boulevard, The Joke Shop, and TV Studio, "
"dark themed menu over a city street backdrop, 16:9"),
"regions": [
(0.25, 0.10, 0.75, 0.26, "title"),
(0.36, 0.36, 0.64, 0.44, "Hollywood Boulevard"),
(0.36, 0.48, 0.64, 0.56, "The Joke Shop"),
(0.36, 0.60, 0.64, 0.68, "TV Studio"),
],
},
{
"name": "pause_overlay",
"title": "Pause overlay",
"source": "MEMORY session shell (PauseOverlay, layer 18)",
"ref": None,
"description": "Pause menu: resume, restart, settings, and quit-to-menu.",
"prompt": (
"Video game pause menu overlay: buttons labelled Resume, Restart, "
"Settings, and Quit to Menu, dark translucent overlay over a paused "
"city street scene, 16:9"),
"regions": [
(0.38, 0.26, 0.62, 0.74, "pause menu"),
(0.42, 0.32, 0.58, 0.38, "Resume"),
(0.42, 0.42, 0.58, 0.48, "Restart"),
(0.42, 0.52, 0.58, 0.58, "Settings"),
(0.42, 0.62, 0.58, 0.68, "Quit to Menu"),
],
},
{
"name": "settings_panel",
"title": "Settings",
"source": "MEMORY session shell (SettingsPanel, layer 22)",
"ref": None,
"description": "Settings: look sensitivity and HUD font scale controls.",
"prompt": (
"Video game settings screen: sliders labelled look sensitivity and "
"HUD font scale, dark themed settings panel, 16:9"),
"regions": [
(0.30, 0.16, 0.70, 0.84, "settings panel"),
(0.36, 0.30, 0.64, 0.40, "look sensitivity"),
(0.36, 0.46, 0.64, 0.56, "HUD font scale"),
],
},
{
"name": "emergency_radio",
"title": "Emergency radio",
"source": "PLAN level 5 · strings radio.emergency_dispatched",
"ref": None,
"description": "Hold-to-confirm emergency radio panel with a confirmation "
"prompt and a cooldown indicator.",
"prompt": (
"Video game emergency radio hold-to-confirm panel: a large warning "
"prompt with a hold progress bar and a cooldown label, red accent, "
"dark translucent overlay over a city street, 16:9"),
"regions": [
(0.30, 0.28, 0.70, 0.72, "emergency panel"),
(0.36, 0.36, 0.64, 0.46, "confirm prompt"),
(0.38, 0.52, 0.62, 0.60, "hold progress"),
(0.36, 0.64, 0.64, 0.68, "cooldown"),
],
},
]
def resolve_path(value):
path = Path(value).expanduser()
return path if path.is_absolute() else ROOT / path
def _design_path(name):
return DESIGNS_DIR / f"{name}.png"
# ---------------------------------------------------------------------------
# Draft (wireframe) rendering — deterministic, offline.
# ---------------------------------------------------------------------------
def _draw_wireframe(screen, path):
image = Image.new("RGB", (WIDTH, HEIGHT), (24, 26, 38))
draw = ImageDraw.Draw(image)
title_font = generate_textures.font(52)
body_font = generate_textures.font(24)
label_font = generate_textures.font(26)
draw.text((40, 28), screen["title"], font=title_font, fill=(240, 240, 245))
draw.text((40, 98), screen["source"], font=body_font, fill=(150, 155, 175))
# wrap the description into a small caption block
words = screen["description"].split()
lines, line = [], ""
for word in words:
if draw.textlength(line + " " + word, font=body_font) < WIDTH - 80:
line = (line + " " + word).strip()
else:
lines.append(line)
line = word
lines.append(line)
for index, text in enumerate(lines[:4]):
draw.text((40, 132 + index * 30), text,
font=body_font, fill=(120, 125, 145))
for region in screen["regions"]:
x0, y0, x1, y1, label = region
box = (int(x0 * WIDTH), int(y0 * HEIGHT),
int(x1 * WIDTH), int(y1 * HEIGHT))
draw.rounded_rectangle(box, radius=10,
outline=(120, 130, 170), width=2)
cx = (box[0] + box[2]) / 2
cy = (box[1] + box[3]) / 2
draw.text((cx - draw.textlength(label, font=label_font) / 2,
cy - 14), label, font=label_font, fill=(170, 180, 210))
image.save(path)
shown = path.relative_to(ROOT) if path.is_relative_to(ROOT) else path
print(f"wrote {shown} {image.size}")
# ---------------------------------------------------------------------------
# AI generation (reuses the OpenRouter backend from generate_textures).
# ---------------------------------------------------------------------------
def _generate_ai(screen, model, request_size):
image = generate_textures.generate_image(
screen["prompt"], model, request_size, transparent=False,
aspect_ratio="1:1")
image = ImageOps.fit(image, (WIDTH, HEIGHT),
method=Image.Resampling.LANCZOS)
if image.mode in ("RGBA", "LA", "P"):
image = image.convert("RGB")
path = _design_path(screen["name"])
path.parent.mkdir(parents=True, exist_ok=True)
image.save(path)
print(f"wrote {path.relative_to(ROOT)} {image.size}")
def generate(args):
DESIGNS_DIR.mkdir(parents=True, exist_ok=True)
for screen in SCREENS:
print(f"generating {screen['name']} ...")
if args.draft:
_draw_wireframe(screen, _design_path(screen["name"]))
else:
_generate_ai(screen, args.model, args.request_size)
print("done")
# ---------------------------------------------------------------------------
# Comparison metrics (Pillow only; no numpy/scikit-image dependency).
# ---------------------------------------------------------------------------
def _load_rgb(path):
with Image.open(path) as image:
image.load()
return image.convert("RGB")
def _grayscale(image):
return ImageOps.grayscale(image)
def _mae(left, right):
"""Mean absolute error between two same-size grayscale images, 0..255."""
left_gray = _grayscale(left).resize((256, 144))
right_gray = _grayscale(right).resize((256, 144))
diff = ImageChops.difference(left_gray, right_gray)
return ImageStat.Stat(diff).mean[0]
def _histogram_distance(left, right):
"""Normalised L1 distance between 3x256-bin colour histograms, 0..1."""
left_hist = left.resize((256, 144)).histogram()
right_hist = right.resize((256, 144)).histogram()
total = sum(left_hist)
if total == 0:
return 1.0
distance = sum(abs(a - b) for a, b in zip(left_hist, right_hist))
return distance / (2 * total)
def _edge_density(image):
"""Mean brightness of an edge-detected frame; higher = more detail."""
edges = _grayscale(image).filter(ImageFilter.FIND_EDGES)
return ImageStat.Stat(edges).mean[0]
def _contrast(image):
"""Standard deviation of grayscale brightness; low = near-blank frame."""
return ImageStat.Stat(_grayscale(image)).stddev[0]
def _aspect_ok(image, tolerance=0.12):
width, height = image.size
actual = width / height
return abs(actual - ASPECT) / ASPECT <= tolerance
def compare_screenshot(reference, capture):
"""Compare one capture against its reference design; return a dict report."""
ref = _load_rgb(reference)
cap = _load_rgb(capture)
width, height = cap.size
report = {
"capture": str(capture),
"reference": str(reference),
"size": [width, height],
}
errors, warnings = [], []
if width < WIDTH or height < HEIGHT:
errors.append(f"too small: {width}x{height}; minimum {WIDTH}x{HEIGHT}")
if not _aspect_ok(cap):
errors.append(f"wrong aspect ratio: {width / height:.3f}; "
f"expected about {ASPECT:.3f}")
contrast = _contrast(cap)
report["contrast"] = round(contrast, 1)
if contrast < 5.0:
errors.append(f"near-blank frame: contrast {contrast:.1f} below 5.0")
mae = _mae(ref, cap)
hist = _histogram_distance(ref, cap)
edge_ref = _edge_density(ref)
edge_cap = _edge_density(cap)
report["mae"] = round(mae, 1)
report["hist_distance"] = round(hist, 3)
report["edge_density_ref"] = round(edge_ref, 1)
report["edge_density_cap"] = round(edge_cap, 1)
# Coarse drift warnings (not hard failures: an AI mockup will never match a
# real render pixel-for-pixel, but a wildly different frame will still
# stand out on these signals).
if mae > 90:
warnings.append(
f"grayscale MAE {mae:.1f} is high (very different layout)")
if hist > 0.75:
warnings.append(f"colour histogram distance {hist:.3f} is high "
"(very different palette / time of day)")
edge_delta = abs(edge_cap - edge_ref)
report["edge_delta"] = round(edge_delta, 1)
if edge_delta > 18:
warnings.append(f"edge density differs by {edge_delta:.1f} "
"(very different amount of detail)")
report["quality"] = "bad" if errors else "good"
report["errors"] = errors
report["warnings"] = warnings
return report
def compare(args):
if not SCREENSHOTS_DIR.is_dir():
sys.exit(f"error: no screenshots directory at {SCREENSHOTS_DIR}; "
"run src/test/capture_screenshots.gd first")
captures = sorted(SCREENSHOTS_DIR.glob("*.png"))
if not captures:
sys.exit(f"error: no .png screenshots found in {SCREENSHOTS_DIR}")
refs = {screen["name"]: screen["ref"]
for screen in SCREENS if screen["ref"]}
results = []
for capture in captures:
name = capture.name
# find the screen whose ref matches this capture filename
design_name = next((n for n, ref in refs.items() if ref == name), None)
if design_name is None:
results.append({"capture": str(capture), "reference": None,
"errors": [f"no design reference for {name}"],
"warnings": [], "quality": "bad"})
continue
reference = _design_path(design_name)
if not reference.is_file():
results.append({"capture": str(capture),
"reference": str(reference),
"errors": [f"missing reference design "
f"({reference.name}); run generate first"],
"warnings": [], "quality": "bad"})
continue
results.append(compare_screenshot(reference, capture))
if args.json:
import json
print(json.dumps(results, indent=2))
else:
good_count = sum(r["quality"] == "good" for r in results)
for result in results:
ref = (Path(result["reference"]).name
if result.get("reference") else "-")
size = ("x".join(map(str, result["size"]))
if result.get("size") else "unreadable")
print(f"{result['quality'].upper():4} {result['capture']}")
print(f" ref={ref} size={size} "
f"mae={result.get('mae', '-')} "
f"hist={result.get('hist_distance', '-')}")
for message in result["errors"] + result["warnings"]:
print(f" - {message}")
print(f"Summary: {good_count} good, {len(results) - good_count} bad")
return 1 if any(r["quality"] == "bad" for r in results) else 0
# ---------------------------------------------------------------------------
def build_parser():
parser = argparse.ArgumentParser(
description="Generate and compare Step Line screen-design references.")
commands = parser.add_subparsers(dest="command", required=True)
gen = commands.add_parser(
"generate", help="write reference design images to docs/screens/designs/")
mode = gen.add_mutually_exclusive_group()
mode.add_argument("--draft", action="store_true",
help="draw deterministic wireframes (no API/network)")
mode.add_argument("--ai", action="store_true",
help="generate mockups via OpenRouter (default)")
gen.add_argument("--model", default=DEFAULT_MODEL)
gen.add_argument("--request-size", type=int,
default=generate_textures.GEN_SIZE)
gen.set_defaults(handler=generate, draft=False)
cmp = commands.add_parser(
"compare", help="compare docs/screenshots/*.png against the designs")
cmp.add_argument("--json", action="store_true")
cmp.set_defaults(handler=compare)
return parser
def main(argv=None):
args = build_parser().parse_args(argv)
try:
result = args.handler(args)
return result if isinstance(result, int) else 0
except (OSError, ValueError) as exc:
print(f"error: {exc}", file=sys.stderr)
return 2
if __name__ == "__main__":
raise SystemExit(main())
+80
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import tempfile
import unittest
from pathlib import Path
from PIL import Image
import screen_designs
class ScreenDesignsTests(unittest.TestCase):
def setUp(self):
self.temp_dir = tempfile.TemporaryDirectory()
self.root = Path(self.temp_dir.name)
def tearDown(self):
self.temp_dir.cleanup()
def test_catalogue_is_well_formed(self):
names = [screen["name"] for screen in screen_designs.SCREENS]
self.assertEqual(len(names), len(set(names)),
"screen names must be unique")
refs = [screen["ref"] for screen in screen_designs.SCREENS
if screen["ref"]]
self.assertEqual(len(refs), len(set(refs)),
"screenshot refs must be unique")
for screen in screen_designs.SCREENS:
self.assertTrue(screen["prompt"].strip())
self.assertTrue(screen["regions"])
for region in screen["regions"]:
x0, y0, x1, y1, label = region
self.assertLess(x0, x1)
self.assertLess(y0, y1)
self.assertTrue(0 <= x0 <= 1 and 0 <= x1 <= 1)
self.assertTrue(0 <= y0 <= 1 and 0 <= y1 <= 1)
self.assertTrue(label.strip())
def test_draft_wireframe_matches_reference_dimensions(self):
output = self.root / "draft.png"
screen = screen_designs.SCREENS[0]
screen_designs._draw_wireframe(screen, output)
with Image.open(output) as image:
self.assertEqual(image.size,
(screen_designs.WIDTH, screen_designs.HEIGHT))
def test_mae_is_zero_for_identical_images(self):
path = self.root / "identical.png"
Image.new("RGB", (1280, 720), (40, 80, 120)).save(path)
left = screen_designs._load_rgb(path)
right = screen_designs._load_rgb(path)
self.assertAlmostEqual(screen_designs._mae(left, right), 0.0, places=1)
def test_histogram_distance_is_zero_for_identical_images(self):
path = self.root / "identical.png"
Image.new("RGB", (1280, 720), (40, 80, 120)).save(path)
left = screen_designs._load_rgb(path)
right = screen_designs._load_rgb(path)
self.assertAlmostEqual(
screen_designs._histogram_distance(left, right), 0.0, places=3)
def test_blank_frame_is_flagged_as_bad(self):
reference = self.root / "ref.png"
capture = self.root / "cap.png"
Image.new("RGB", (1280, 720), (200, 200, 200)).save(reference)
Image.new("RGB", (1280, 720), (0, 0, 0)).save(capture)
report = screen_designs.compare_screenshot(reference, capture)
self.assertEqual(report["quality"], "bad")
self.assertTrue(any("near-blank" in e for e in report["errors"]))
def test_wrong_aspect_is_flagged_as_bad(self):
reference = self.root / "ref.png"
capture = self.root / "cap.png"
Image.new("RGB", (1280, 720), (100, 120, 140)).save(reference)
Image.new("RGB", (640, 640), (100, 120, 140)).save(capture)
report = screen_designs.compare_screenshot(reference, capture)
self.assertEqual(report["quality"], "bad")
self.assertTrue(any("aspect" in e for e in report["errors"]))
if __name__ == "__main__":
unittest.main()