Character and movement pass
Full build / Full desktop build + optional release (push) Successful in 3m37s
Full build / Import + headless tests (push) Successful in 33s

NPC characters
- Articulated rig (hips/knees, shoulders/elbows/hands) replaces rigid capsules;
  the walk cycle bends knees and elbows and flees with a longer stride.
- Layered outfits (jacket/vest/coat/dress), extended accessories and hand items
  (bag, umbrella, phone, camera, clipboard, cup), face details and five hair
  silhouettes, all deterministic per profile seed.
- Idle behaviour layers (phone, clipboard, crossed arms, look-around), breathing
  and weight shift; escalation raises hands or points, and noticed NPCs turn
  toward the guard.
- Reaction symbols above the head (!!, ?!, !, ?), door-queue offsets assigned by
  GameManager, three LOD tiers with hysteresis and a billboard impostor.
- smoke_npc_budget.gd: 16 avatars = 534 meshes, ~6.9 ms average (50 ms budget).

Player movement
- Separate accel/decel, step-up assist for kerbs and the entrance steps, and a
  forward-axis fix: W was inverted (get_axis(forward, back) is negative).
- Head bob, landing dip and precision-walk FOV, gated by persisted head-bob and
  invert-Y settings; precision chip and tick; surface-aware footsteps and a
  landing cue forwarded to AudioFeedback.
- Gamepad support (sticks, deadzone, face buttons, bumpers), a control legend
  that follows the active device, and named actions for the remaining keys.
- Key/button remapping in Settings, persisted as input_bindings and applied by
  InputBindings (mouse and gamepad axes are never removed).
- smoke_movement.gd (windowed): climbs the steps, checks precision speed, chip,
  footsteps and landing; new 11-precision-walk capture and catalogue entry.

Verification: headless 208/208, Python tooling 56/56, all 11 smokes pass,
compare 11 good / 0 bad, movement judge match. Version 0.5.0. Only optional
Future ideas remain in TODO.
This commit is contained in:
zwitschi committed 2026-11-01 10:41:17 +01:00
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commit a27e8cb74c
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extends SceneTree
## Movement smoke (windowed): walks the guard to the entrance to check step-up,
## measures precision-walk speed, and checks footstep/landing cues. The guard
## reads captured-mouse input, so run it windowed:
##
## godot --path . --script res://src/test/smoke_movement.gd
##
## Exit code 0 = pass, 1 = failure.
const MAX_FRAMES := 1600
var frame := 0
var gm: Node = null
var started := false
var step := 0
var step_frame := 0
var failures: Array[String] = []
var start_pos := Vector3.ZERO
var normal_distance := 0.0
var footsteps_before := 0
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")
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
started = true
return false
if frame > MAX_FRAMES:
_fail("timeout before the movement checks finished")
return true
step_frame += 1
match step:
0:
if step_frame < 20:
return false
_place_guard(8.5)
footsteps_before = gm.audio.footsteps
start_pos = gm.guard.global_position
Input.action_press("move_forward")
step = 1
step_frame = 0
1:
if step_frame >= 280:
Input.action_release("move_forward")
var moved := start_pos.distance_to(gm.guard.global_position)
_check(moved > 2.0, "guard walked toward the entrance (%.1f m)" % moved)
_check(gm.guard.global_position.y > 0.35,
"guard climbed the steps (y=%.2f)" % gm.guard.global_position.y)
_check(gm.guard.global_position.z < 4.2,
"guard reached the steps (z=%.1f)" % gm.guard.global_position.z)
_check(gm.audio.footsteps > footsteps_before,
"footsteps are emitted while walking")
step = 2
step_frame = 0
2:
if step_frame < 45:
return false
_place_guard(8.5)
normal_distance = 0.0
start_pos = gm.guard.global_position
Input.action_press("move_forward")
Input.action_press("walk_slow")
step = 3
step_frame = 0
3:
if step_frame >= 120:
Input.action_release("walk_slow")
Input.action_release("move_forward")
var moved := start_pos.distance_to(gm.guard.global_position)
_check(moved > 1.0 and moved < 4.6,
"precision walk covers less ground (%.1f m in 2 s)" % moved)
var chip = gm.hud.precision_label
_check(chip != null and chip.visible,
"precision walk shows its HUD chip")
step = 4
step_frame = 0
4:
if gm.audio.landings == 0:
gm.guard.global_position += Vector3(0, 1.2, 0)
if step_frame >= 90:
_check(gm.audio.landings > 0, "landing cue fires after a drop")
_finish()
return true
return false
func _place_guard(z: float) -> void:
gm.guard.global_position = Vector3(0, 0.1, z)
gm.guard.rotation.y = 0.0
gm.guard.velocity = Vector3.ZERO
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:
Input.action_release("move_forward")
Input.action_release("walk_slow")
if failures.is_empty():
print("SMOKE OK: movement feel (steps, precision walk, footsteps)")
quit(0)
else:
for message in failures:
printerr("SMOKE FAIL: " + message)
quit(1)