v0.3.0: rendering pass, generated props, selection model and Web build
Full build / Import + headless tests (push) Successful in 36s
Full build / Full desktop build + optional release (push) Successful in 4m17s

Rendering and presentation
- Shared surface-material module (src/game/materials.gd) with per-surface
  roughness/metallic/uv profiles; ACES tonemapping, glow, fog and phase-driven sky
  energy. WorldBuilder rebuilt on those profiles with facade windows that light up,
  door trim/handles, curb, lane dashes, bollards, bench, bin and planter foliage.
- NPC silhouettes: per-role clothing palettes, caps/hoods/backpacks/sunglasses,
  hands and shoes, arm/leg walk swing.
- Six generated low-poly GLB props (bollards, bench, bin, planter, newspaper box,
  hydrant) built by tools/model_pipeline.py, loaded by WorldBuilder with a
  procedural fallback; ADR-0012.

Selection and movement
- Focus ranking by view angle then distance (NpcFocus.rank_indices); Tab and the
  mouse wheel cycle nearby people initially, right click clears focus with a
  re-acquire grace, HUD shows the candidate count, Shift walks at half speed.
  ADR-0011. Windowed smoke extended to cover wheel cycling and clearing.

QA tooling
- screen_designs.py catalogue grown to 19 screens (8 scene, 11 UI) plus a `list`
  subcommand; draft generation keeps existing AI references unless --force.

Web export
- New Web preset using the non-threaded Godot template (static hosting, no
  COOP/COEP). tools/build_releases.sh exports build/web and packages
  build/step-line-web-<ver>.zip; publish_release.sh uploads it with the desktop
  artifacts. test_web_export.gd covers the preset and release wiring.

Verification
- Headless suite 177 -> 181, Python tooling 53 tests, all eight smokes pass
  (including the windowed focus/wheel smoke). Web bundle serves index.html,
  index.wasm (35 MB) and index.pck (30 MB) with HTTP 200 from a static server.
- Version 0.3.0; README, PLAN, RELEASING, TODO/DONE and MEMORY updated.
This commit is contained in:
zwitschi committed 2026-10-31 23:07:41 +01:00
1 parent f763cff744
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48 files changed
+2602 -147

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+59 -23
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@@ -16,6 +16,7 @@ const ScenarioFactory := preload("res://src/content/scenario_factory.gd")
const ShiftCoordinator := preload("res://src/core/shift_coordinator.gd")
const VenueScenario := preload("res://src/core/venue_scenario.gd")
const WorldBuilder := preload("res://src/game/world_builder.gd")
const Materials := preload("res://src/game/materials.gd")
const GuardController := preload("res://src/game/guard_controller.gd")
const NpcAvatar := preload("res://src/game/npc_avatar.gd")
const NpcProfile := preload("res://src/core/npc_profile.gd")
@@ -44,24 +45,34 @@ var _last_phase: int = -1
## structure — phase-based lighting). Night phases switch street lamps on.
const PHASE_LIGHTING := {
Rules.Phase.EARLY: {
"sun_energy": 1.2, "sun_angle": -50.0, "sun_color": Color(1.0, 0.98, 0.92),
"sun_energy": 1.05, "sun_angle": -50.0, "sun_color": Color(1.0, 0.97, 0.90),
"sky_top": Color(0.32, 0.55, 0.95), "sky_horizon": Color(0.82, 0.88, 0.95),
"sky_ground": Color(0.45, 0.5, 0.55), "ambient": Color(0.75, 0.78, 0.85), "night": false,
"exposure": 0.88, "glow": 0.35, "fog_color": Color(0.80, 0.85, 0.92),
"fog_density": 0.0028, "fog_energy": 0.75, "contrast": 1.04, "saturation": 1.06,
"ambient_energy": 0.45,
},
Rules.Phase.MIDDAY: {
"sun_energy": 1.5, "sun_angle": -62.0, "sun_color": Color(1.0, 1.0, 0.98),
"sun_energy": 1.3, "sun_angle": -62.0, "sun_color": Color(1.0, 0.99, 0.96),
"sky_top": Color(0.3, 0.52, 0.95), "sky_horizon": Color(0.85, 0.9, 0.96),
"sky_ground": Color(0.5, 0.54, 0.58), "ambient": Color(0.85, 0.88, 0.95), "night": false,
"exposure": 0.85, "glow": 0.3, "fog_color": Color(0.84, 0.88, 0.94),
"fog_density": 0.0022, "fog_energy": 0.8, "contrast": 1.05, "saturation": 1.05,
"ambient_energy": 0.45,
},
Rules.Phase.EVENING: {
"sun_energy": 0.7, "sun_angle": -16.0, "sun_color": Color(1.0, 0.72, 0.5),
"sky_top": Color(0.62, 0.32, 0.35), "sky_horizon": Color(1.0, 0.68, 0.42),
"sky_ground": Color(0.3, 0.24, 0.3), "ambient": Color(0.55, 0.45, 0.5), "night": true,
"exposure": 1.05, "glow": 0.7, "fog_color": Color(0.95, 0.68, 0.48),
"fog_density": 0.0045, "fog_energy": 0.6, "contrast": 1.08, "saturation": 1.12,
},
Rules.Phase.LATE: {
"sun_energy": 0.05, "sun_angle": -8.0, "sun_color": Color(0.3, 0.35, 0.5),
"sky_top": Color(0.02, 0.03, 0.08), "sky_horizon": Color(0.1, 0.12, 0.2),
"sky_ground": Color(0.05, 0.05, 0.08), "ambient": Color(0.08, 0.09, 0.16), "night": true,
"exposure": 1.25, "glow": 0.95, "fog_color": Color(0.10, 0.13, 0.24),
"fog_density": 0.0055, "fog_energy": 0.5, "contrast": 1.1, "saturation": 1.0,
},
}
var hud: Hud = null
@@ -103,12 +114,12 @@ var _venue_index := 0
## RNG for venue door-staff lines so repeated interactions vary.
var _door_rng := RandomNumberGenerator.new()
## Aim-free targeting: cycle through nearby NPCs with Tab (accessibility).
const NEARBY_RADIUS := 12.0
## Aim-free targeting lives on the guard (`GuardController.nearby_candidates`);
## this file only reacts to the signals it emits and logs the selection.
## Upper bound on live avatars. Routine traffic is dropped at the cap; scripted
## events evict the oldest unfocused NPC so authored moments still spawn.
const MAX_LIVE_NPCS := 16
var _nearby_index := -1
func _ready() -> void:
_door_rng.randomize()
@@ -219,7 +230,6 @@ func _reset_shift_state() -> void:
current_incident_npc_id = ""
targeted_npc = null
_focused_avatar = null
_nearby_index = -1
inspection_open = false
wand_open = false
_wand_cooldown = 0.0
@@ -429,8 +439,9 @@ func _ensure_lighting() -> void:
sky.sky_material = _sky
env.sky = sky
env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
env.ambient_light_energy = 0.5
env.reflected_light_source = Environment.REFLECTION_SOURCE_SKY
# Tonemap, glow, fog and colour grading live in SurfaceMaterials so the
# world builder and the environment tune-up stay in one place.
Materials.configure_environment(env, PHASE_LIGHTING[Rules.Phase.EARLY])
_env_node.environment = env
scene_root.add_child(_env_node)
@@ -448,6 +459,8 @@ func _apply_phase_lighting() -> void:
_sky.sky_horizon_color = cfg.get("sky_horizon", Color.WHITE)
_sky.ground_bottom_color = cfg.get("sky_ground", Color(0.5, 0.5, 0.5))
_sky.ground_horizon_color = cfg.get("sky_horizon", Color.WHITE)
if _env_node and _env_node.environment:
Materials.configure_environment(_env_node.environment, cfg)
if world_builder:
world_builder.set_night_mode(cfg.get("night", false))
@@ -642,12 +655,14 @@ func _on_guard_target(target: Node3D) -> void:
targeted_npc = target
_set_focused_avatar(target)
_begin_incident(target)
_refresh_nearby_hint()
func _on_guard_clear() -> void:
targeted_npc = null
_set_focused_avatar(null)
hud.set_target_label("")
hud.set_action_hint("")
_refresh_nearby_hint()
func _set_focused_avatar(avatar: Node3D) -> void:
if _focused_avatar and is_instance_valid(_focused_avatar) and _focused_avatar.has_method("set_focus_visual"):
@@ -699,6 +714,12 @@ func _unhandled_input(event: InputEvent) -> void:
_handle_key(event)
func _handle_mouse_button(event: InputEventMouseButton) -> void:
if event.is_action_pressed("cycle_target_next"):
_cycle_nearby_target(1)
return
if event.is_action_pressed("cycle_target_prev"):
_cycle_nearby_target(-1)
return
if event.button_index != MOUSE_BUTTON_LEFT:
return
if radial and radial.is_open:
@@ -794,6 +815,10 @@ func _handle_cancel(from_mouse: bool) -> void:
if _close_top_modal():
return
if from_mouse:
# Right click with nothing open drops the current target, so the player can
# break focus without walking or looking away.
if targeted_npc != null:
_clear_focus()
return
if settings_panel and settings_panel.visible:
return
@@ -974,30 +999,41 @@ func _cycle_venue() -> void:
hud.set_wand_icon(false)
hud.set_shift_state(coordinator, selected_scenario)
## Aim-free targeting: cycle through NPCs near the guard (Tab). Lets players
## interact without precise aiming (accessibility).
func _cycle_nearby_target() -> void:
## Aim-free targeting: cycle through NPCs near the guard (Tab, mouse wheel).
## Lets players interact without precise aiming (accessibility) and pins the
## target so the focus cone does not drop someone the player is not looking at.
func _cycle_nearby_target(direction: int = 1) -> void:
if guard == null:
return
var nearby: Array = []
for avatar in npcs:
if not is_instance_valid(avatar):
continue
if (avatar.global_position - guard.global_position).length() <= NEARBY_RADIUS:
nearby.append(avatar)
if nearby.is_empty():
var next_target: Node3D = guard.cycle_target(direction)
if next_target == null:
hud.log(Strings.lookup("hud.no_one_nearby"))
_refresh_nearby_hint()
return
_nearby_index = (_nearby_index + 1) % nearby.size()
var next_target: Node3D = nearby[_nearby_index]
targeted_npc = next_target
_set_focused_avatar(next_target)
_begin_incident(next_target)
guard.pin_target(next_target)
var controller: Object = _targeted_controller()
var who: String = next_target.name
if controller and controller.profile and controller.profile.display_name != "":
who = str(controller.profile.display_name)
hud.log(Strings.fmt("hud.targeting", [who]))
_refresh_nearby_hint()
## Drop the focus and hand selection back to the aim cone (right click).
func _clear_focus() -> void:
if guard:
guard.clear_target()
targeted_npc = null
_set_focused_avatar(null)
if hud:
hud.set_target_label("")
hud.set_action_hint("")
_refresh_nearby_hint()
## How many people the aim-free ring can cycle through right now.
func _refresh_nearby_hint() -> void:
if hud == null or guard == null:
return
hud.set_nearby_hint(guard.nearby_candidates().size())
func _apply_interaction(level: int, action_name: String) -> void:
if targeted_npc == null:
+85 -3
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@@ -15,6 +15,19 @@ var targeted_npc: Node3D = null
var input_locked := false
var _miss_frames := 0
const MISS_GRACE := 8
## Loop `Shift` halves the walk speed for close work (inspection, a guest at the
## door). It is a precision modifier, not a sprint (PLAN.md keeps movement plain).
const SLOW_WALK_FACTOR := 0.45
## Aim-free cycling (Tab / mouse wheel) has to survive the focus cone: without a
## pin the cone would drop a target the player is not looking at within a few
## frames.
var target_pinned := false
## After the player clears the focus, the cone stays quiet briefly so the person
## they were looking at is not re-acquired on the very next frame.
var focus_suppress_s := 0.0
const FOCUS_SUPPRESS_S := 0.75
## Radius used by aim-free cycling.
const NEARBY_RADIUS := 12.0
@onready var camera: Camera3D = $Head/Camera3D
@onready var head: Node3D = $Head
@@ -33,6 +46,8 @@ func _unhandled_input(event: InputEvent) -> void:
head.rotation.x = clampf(head.rotation.x, deg_to_rad(-80.0), deg_to_rad(80.0))
func _physics_process(_delta: float) -> void:
if focus_suppress_s > 0.0:
focus_suppress_s = maxf(0.0, focus_suppress_s - _delta)
if input_locked:
velocity.x = 0.0
velocity.z = 0.0
@@ -58,9 +73,12 @@ func _physics_process(_delta: float) -> void:
var desired := (forward * input_dir.y + right * input_dir.x)
if desired.length() > 1.0:
desired = desired.normalized()
desired *= move_speed
velocity.x = move_toward(velocity.x, desired.x, accel * _delta * move_speed)
velocity.z = move_toward(velocity.z, desired.z, accel * _delta * move_speed)
var speed := move_speed
if Input.is_action_pressed("walk_slow"):
speed *= SLOW_WALK_FACTOR
desired *= speed
velocity.x = move_toward(velocity.x, desired.x, accel * _delta * speed)
velocity.z = move_toward(velocity.z, desired.z, accel * _delta * speed)
if is_on_floor():
velocity.y = 0.0
else:
@@ -71,6 +89,19 @@ func _physics_process(_delta: float) -> void:
func _update_target() -> void:
if camera == null:
return
# Right after "clear target" the cone stays quiet for a moment, otherwise it
# would re-acquire the person the player just dismissed.
if focus_suppress_s > 0.0:
if targeted_npc != null:
targeted_npc = null
cleared_target.emit()
return
# A pinned target (chosen with Tab or the mouse wheel) is not subject to the
# cone until it is freed or the player clears it.
if target_pinned:
if targeted_npc != null and is_instance_valid(targeted_npc):
return
target_pinned = false
var npcs := get_tree().get_nodes_in_group("npc") if get_tree() else []
var heads: Array = []
var avatars: Array = []
@@ -121,3 +152,54 @@ func _head_visible(from: Vector3, to: Vector3) -> bool:
return true
n = n.get_parent()
return false
## Avatars within cycling range, nearest first. Aim-free selection (Tab, mouse
## wheel) walks this list so the order is predictable: closest person next.
func nearby_candidates(max_range: float = NEARBY_RADIUS) -> Array:
if get_tree() == null:
return []
var here := global_position
var out: Array = []
for node in get_tree().get_nodes_in_group("npc"):
if not (node is Node3D) or not is_instance_valid(node):
continue
var avatar := node as Node3D
if (avatar.global_position - here).length() <= max_range:
out.append(avatar)
out.sort_custom(func(a: Node3D, b: Node3D) -> bool:
return (a.global_position - here).length_squared() < (b.global_position - here).length_squared())
return out
## Next target in the aim-free ring. `direction` is +1 forward, -1 backward.
## Returns null when nobody is in range (the caller logs "no one nearby").
func cycle_target(direction: int = 1) -> Node3D:
var list := nearby_candidates()
if list.is_empty():
target_pinned = false
return null
var index := list.find(targeted_npc)
var next_index := 0
if index >= 0:
next_index = posmod(index + direction, list.size())
elif direction < 0:
next_index = list.size() - 1
target_pinned = true
return list[next_index]
## Pin a target chosen outside the cone and announce it like a cone pick.
func pin_target(avatar: Node3D) -> void:
target_pinned = avatar != null
# An explicit pick overrides the post-clear suppression window.
focus_suppress_s = 0.0
if targeted_npc == avatar:
return
targeted_npc = avatar
if avatar != null:
picked_target.emit(avatar)
else:
cleared_target.emit()
## Drop the target and hand focus back to the focus cone.
func clear_target() -> void:
target_pinned = false
focus_suppress_s = FOCUS_SUPPRESS_S
+137
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@@ -0,0 +1,137 @@
class_name SurfaceMaterials
extends RefCounted
## Shared surface recipes for the procedural world (ADR-0012).
##
## Godot's `StandardMaterial3D` defaults are flat: every surface comes out with
## the same roughness and a plain albedo, which is what made the street read as
## grey boxes. These helpers give each surface a physically plausible profile
## (brick is rough, glass is smooth, metal is metallic) and keep the textures,
## UV scaling, and texture filtering in one place so the world builder, the NPC
## avatars, and the props all look like one scene.
const T_BRICK := preload("res://assets/textures/ai/game_ready/brick_facade.png")
const T_CONCRETE := preload("res://assets/textures/ai/game_ready/concrete.png")
const T_ASPHALT := preload("res://assets/textures/ai/game_ready/asphalt.png")
const T_AWNING := preload("res://assets/textures/ai/game_ready/awning.png")
## Roughness / metallic pairs per surface role. Exposed so tests and tooling can
## assert the profiles instead of hard-coding numbers twice.
const PROFILES := {
"brick": {"roughness": 0.88, "metallic": 0.0},
"concrete": {"roughness": 0.94, "metallic": 0.0},
"asphalt": {"roughness": 0.72, "metallic": 0.0},
"awning": {"roughness": 0.80, "metallic": 0.0},
"stone": {"roughness": 0.88, "metallic": 0.0},
"metal": {"roughness": 0.32, "metallic": 0.75},
"painted_metal": {"roughness": 0.48, "metallic": 0.35},
"wood": {"roughness": 0.70, "metallic": 0.0},
"cloth": {"roughness": 0.85, "metallic": 0.0},
"skin": {"roughness": 0.62, "metallic": 0.0},
"glass": {"roughness": 0.12, "metallic": 0.10},
"rubber": {"roughness": 0.95, "metallic": 0.0},
}
static func profile(role: String) -> Dictionary:
return PROFILES.get(role, PROFILES["concrete"])
## Base textured surface with a named profile.
static func textured(texture: Texture2D, tint: Color, uv_scale: Vector2,
role: String = "concrete") -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.albedo_texture = texture
mat.albedo_color = tint
mat.uv1_scale = Vector3(uv_scale.x, uv_scale.y, 1.0)
mat.texture_filter = BaseMaterial3D.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC
mat.roughness = float(profile(role).get("roughness", 0.9))
mat.metallic = float(profile(role).get("metallic", 0.0))
return mat
static func brick(tint: Color = Color(1, 1, 1), uv_scale: Vector2 = Vector2(10, 5)) -> StandardMaterial3D:
return textured(T_BRICK, tint, uv_scale, "brick")
static func concrete(tint: Color = Color(1, 1, 1), uv_scale: Vector2 = Vector2(9, 2.4)) -> StandardMaterial3D:
return textured(T_CONCRETE, tint, uv_scale, "concrete")
static func asphalt(tint: Color = Color(1, 1, 1), uv_scale: Vector2 = Vector2(30, 7)) -> StandardMaterial3D:
var mat := textured(T_ASPHALT, tint, uv_scale, "asphalt")
# Damp asphalt at night picks up the street lamps and the marquee.
mat.metallic_specular = 0.6
return mat
static func awning(tint: Color = Color(1, 1, 1), uv_scale: Vector2 = Vector2(4, 1)) -> StandardMaterial3D:
return textured(T_AWNING, tint, uv_scale, "awning")
## Flat-coloured surface with a profile (props, trim, limbs, clothing).
static func flat(color: Color, role: String = "concrete") -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.albedo_color = color
mat.roughness = float(profile(role).get("roughness", 0.9))
mat.metallic = float(profile(role).get("metallic", 0.0))
return mat
## Self-lit surface (marquee bars, lamp bulbs, lock indicator).
static func emissive(color: Color, energy: float = 1.4) -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.albedo_color = color
mat.emission_enabled = true
mat.emission = color
mat.emission_energy_multiplier = energy
mat.roughness = 0.4
return mat
## Dark glass for windows and the entrance door. The alpha keeps the interior
## visible, and the low roughness gives the facade a highlight instead of a hole.
static func glass(color: Color = Color(0.42, 0.56, 0.72, 0.75)) -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.albedo_color = color
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.roughness = float(profile("glass").get("roughness", 0.12))
mat.metallic = 0.15
mat.metallic_specular = 0.8
return mat
## Window pane that can be lit from the inside at night. Solid dark glass reads
## as a window at midday; alpha glass just looked like white paper on the brick.
static func window_pane() -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.albedo_color = Color(0.09, 0.12, 0.17)
mat.roughness = 0.18
mat.metallic = 0.35
mat.metallic_specular = 0.6
mat.emission_enabled = true
mat.emission = Color(1.0, 0.86, 0.62)
mat.emission_energy_multiplier = 0.0
return mat
## Environment look shared by every phase: ACES tonemapping, soft glow, aerial
## fog for depth, and a mild contrast/saturation lift. Phase values come from
## `GameManager.PHASE_LIGHTING`.
static func configure_environment(env: Environment, cfg: Dictionary) -> void:
if env == null:
return
env.background_mode = Environment.BG_SKY
env.tonemap_mode = Environment.TONE_MAPPER_ACES
env.tonemap_exposure = float(cfg.get("exposure", 1.0))
env.tonemap_white = 6.0
env.ambient_light_energy = float(cfg.get("ambient_energy", 0.5))
env.reflected_light_source = Environment.REFLECTION_SOURCE_SKY
# Glow makes the marquee, lamp bulbs, and windows read as light sources.
env.glow_enabled = true
env.glow_normalized = true
env.glow_intensity = float(cfg.get("glow", 0.55))
env.glow_strength = 1.0
env.glow_bloom = 0.08
env.glow_hdr_threshold = 1.0
env.glow_blend_mode = Environment.GLOW_BLEND_MODE_SOFTLIGHT
# Aerial perspective: the skyline ring sits ~200 m out, so light fog gives the
# distance its haze without hiding the street.
env.fog_enabled = true
env.fog_light_color = cfg.get("fog_color", Color(0.72, 0.78, 0.88))
env.fog_light_energy = float(cfg.get("fog_energy", 0.7))
env.fog_density = float(cfg.get("fog_density", 0.0035))
env.fog_aerial_perspective = 0.25
env.fog_sky_affect = 0.4
env.adjustment_enabled = true
env.adjustment_brightness = 1.0
env.adjustment_contrast = float(cfg.get("contrast", 1.06))
env.adjustment_saturation = float(cfg.get("saturation", 1.08))
+123 -33
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@@ -5,6 +5,7 @@ extends CharacterBody3D
const NPCController := preload("res://src/core/npc_controller.gd")
const Rules := preload("res://src/core/rules.gd")
const Materials := preload("res://src/game/materials.gd")
var npc: NPCController = null
var spawn_position: Vector3 = Vector3.ZERO
@@ -95,6 +96,7 @@ var _name_tag: Label3D = null
var _photo_prop: MeshInstance3D = null
var _sign_prop: MeshInstance3D = null
var _legs: Array[MeshInstance3D] = []
var _arms: Array[MeshInstance3D] = []
var _theater_t := 0.0
var _photo_prop_base_y := 0.0
var _sign_prop_base_y := 0.0
@@ -102,43 +104,105 @@ const SKIN_TONE := Color(0.88, 0.72, 0.60)
const PANTS_COLOR := Color(0.22, 0.22, 0.26)
const HAIR_COLORS := [Color(0.12, 0.1, 0.08), Color(0.35, 0.22, 0.12), Color(0.55, 0.42, 0.28), Color(0.15, 0.15, 0.18)]
## Which small accessory a role wears. This is look-only: the player must still
## read intent from behaviour, never from the archetype name (ADR-0010).
const ACCESSORIES := {
Rules.NpcType.AUTHORIZED_STAFF: "cap",
Rules.NpcType.RESPONDER: "cap",
Rules.NpcType.DELIVERY: "cap",
Rules.NpcType.TOURIST: "backpack",
Rules.NpcType.INFLUENCER: "sunglasses",
Rules.NpcType.TRESPASSER: "hood",
Rules.NpcType.VIOLENT_THREAT: "hood",
Rules.NpcType.MENTAL_CRISIS: "hood",
Rules.NpcType.AUTHORIZED_GUEST: "lanyard",
Rules.NpcType.PERFORMER: "none",
Rules.NpcType.PROTESTER: "none",
Rules.NpcType.INTOXICATED: "none",
Rules.NpcType.CONFUSED_VISITOR: "none",
}
## Clothing palette for one avatar. Pure and seed-driven so crowds read as
## individuals and the result is deterministic (tests rely on that).
static func outfit_for(npc_type: int, seed_value: int) -> Dictionary:
var base: Color = TYPE_COLORS.get(npc_type, Color(0.7, 0.7, 0.7))
var frac := float((seed_value * 1103515245 + 12345) % 1000) / 1000.0
var shirt := base.lerp(Color(0.92, 0.92, 0.94), frac * 0.22)
shirt = shirt.darkened(frac * 0.12)
# Jeans through khaki/chino, so not every avatar wears the same trousers.
var pants := Color(0.16, 0.18, 0.23).lerp(Color(0.46, 0.38, 0.28), frac)
var hair_index := (seed_value * 7) % HAIR_COLORS.size()
return {
"shirt": shirt,
"sleeves": shirt.darkened(0.16),
"pants": pants,
"hair": HAIR_COLORS[hair_index],
"skin": SKIN_TONE.darkened(frac * 0.18),
"accessory": ACCESSORIES.get(npc_type, "none"),
"height_scale": 0.92 + 0.16 * frac,
"blend": frac,
}
func _build_body(npc_type: int) -> void:
_rig = Node3D.new()
_rig.name = "Rig"
add_child(_rig)
var base_color: Color = TYPE_COLORS.get(npc_type, Color(0.7, 0.7, 0.7))
# Per-seed variation: slight height and brightness differences so crowds
# read as individuals (deterministic LCG, no RNG side effects).
var frac := float((_visual_seed * 1103515245 + 12345) % 1000) / 1000.0
var height_scale := 0.92 + 0.16 * frac
_rig.scale.y = height_scale
var shader_delta := 0.12 * frac
base_color = base_color.lightened(shader_delta) if frac < 0.5 else base_color.darkened(shader_delta)
var limbs_color := base_color.darkened(0.25)
# Torso
_add_capsule(_rig, 0.30, 0.95, Vector3(0, 1.05, 0), base_color)
# Legs
_legs.append(_add_capsule(_rig, 0.12, 0.8, Vector3(-0.16, 0.4, 0), PANTS_COLOR))
_legs.append(_add_capsule(_rig, 0.12, 0.8, Vector3(0.16, 0.4, 0), PANTS_COLOR))
# Arms
_add_capsule(_rig, 0.09, 0.7, Vector3(-0.42, 1.28, 0), limbs_color, 8.0)
_add_capsule(_rig, 0.09, 0.7, Vector3(0.42, 1.28, 0), limbs_color, -8.0)
var outfit := outfit_for(npc_type, _visual_seed)
var shirt: Color = outfit["shirt"]
var sleeves: Color = outfit["sleeves"]
var pants: Color = outfit["pants"]
var skin: Color = outfit["skin"]
var hair: Color = outfit["hair"]
_rig.scale.y = float(outfit["height_scale"])
var limbs_color := sleeves
# Torso, with a shoulder block and hips so the silhouette is not a tube.
_add_capsule(_rig, 0.30, 0.90, Vector3(0, 1.02, 0), shirt, 0.0, "cloth")
_add_box_mesh(_rig, Vector3(0.58, 0.14, 0.28), Vector3(0, 1.36, 0), shirt, "cloth")
_add_box_mesh(_rig, Vector3(0.44, 0.18, 0.26), Vector3(0, 0.62, 0), pants, "cloth")
# Legs and arms are tracked so the walk cycle can swing them.
_legs.append(_add_capsule(_rig, 0.12, 0.8, Vector3(-0.16, 0.4, 0), pants, 0.0, "cloth"))
_legs.append(_add_capsule(_rig, 0.12, 0.8, Vector3(0.16, 0.4, 0), pants, 0.0, "cloth"))
_arms.append(_add_capsule(_rig, 0.09, 0.7, Vector3(-0.42, 1.28, 0), limbs_color, 8.0, "cloth"))
_arms.append(_add_capsule(_rig, 0.09, 0.7, Vector3(0.42, 1.28, 0), limbs_color, -8.0, "cloth"))
# Hands and shoes give the limbs an end point at conversation distance.
_add_sphere(_rig, 0.065, Vector3(-0.47, 0.94, 0.03), skin, "skin")
_add_sphere(_rig, 0.065, Vector3(0.47, 0.94, 0.03), skin, "skin")
# Neck, head, face, hair, shoes so the body reads as a person (ADR-0010).
_add_capsule(_rig, 0.08, 0.16, Vector3(0, 1.48, 0), SKIN_TONE)
_add_capsule(_rig, 0.08, 0.16, Vector3(0, 1.48, 0), skin, 0.0, "skin")
_head = Node3D.new()
_head.name = "Head"
_head.position = Vector3(0, 1.62, 0)
_add_sphere(_head, 0.17, Vector3.ZERO, SKIN_TONE)
var hair_i := (_visual_seed * 7) % HAIR_COLORS.size()
_add_sphere(_head, 0.18, Vector3(0, 0.08, -0.02), HAIR_COLORS[hair_i])
_add_sphere(_head, 0.035, Vector3(-0.06, 0.02, 0.14), Color(0.08, 0.08, 0.1))
_add_sphere(_head, 0.035, Vector3(0.06, 0.02, 0.14), Color(0.08, 0.08, 0.1))
_add_sphere(_head, 0.17, Vector3.ZERO, skin, "skin")
_add_sphere(_head, 0.18, Vector3(0, 0.08, -0.02), hair, "cloth")
_add_sphere(_head, 0.035, Vector3(-0.06, 0.02, 0.14), Color(0.08, 0.08, 0.1), "glass")
_add_sphere(_head, 0.035, Vector3(0.06, 0.02, 0.14), Color(0.08, 0.08, 0.1), "glass")
_rig.add_child(_head)
_add_box_prop(_rig, Vector3(0.16, 0.08, 0.28), Vector3(-0.16, 0.05, 0.02), Color(0.12, 0.12, 0.14))
_add_box_prop(_rig, Vector3(0.16, 0.08, 0.28), Vector3(0.16, 0.05, 0.02), Color(0.12, 0.12, 0.14))
_add_box_mesh(_rig, Vector3(0.16, 0.08, 0.28), Vector3(-0.16, 0.05, 0.02), Color(0.12, 0.12, 0.14), "rubber")
_add_box_mesh(_rig, Vector3(0.16, 0.08, 0.28), Vector3(0.16, 0.05, 0.02), Color(0.12, 0.12, 0.14), "rubber")
_add_accessory(str(outfit["accessory"]), shirt)
_build_focus_circle()
_add_props(npc_type)
## Small role accessory: cap, hood, backpack, sunglasses or a staff lanyard.
func _add_accessory(kind: String, shirt: Color) -> void:
match kind:
"cap":
_add_sphere(_head, 0.175, Vector3(0, 0.12, 0), shirt.darkened(0.15), "cloth")
_add_box_mesh(_head, Vector3(0.30, 0.03, 0.16), Vector3(0, 0.10, 0.16), shirt.darkened(0.22), "cloth")
"hood":
_add_sphere(_head, 0.205, Vector3(0, 0.03, -0.03), Color(0.16, 0.16, 0.18), "cloth")
"backpack":
_add_box_mesh(_rig, Vector3(0.34, 0.42, 0.16), Vector3(0, 1.06, -0.24), Color(0.24, 0.28, 0.36), "cloth")
_add_box_mesh(_rig, Vector3(0.30, 0.06, 0.02), Vector3(0, 1.24, -0.33), Color(0.42, 0.44, 0.5), "cloth")
"sunglasses":
_add_box_mesh(_head, Vector3(0.24, 0.05, 0.03), Vector3(0, 0.04, 0.15), Color(0.06, 0.06, 0.08), "glass")
"lanyard":
_add_box_mesh(_rig, Vector3(0.05, 0.06, 0.02), Vector3(0, 1.20, 0.16), Color(0.85, 0.78, 0.30), "painted_metal")
_add_box_mesh(_rig, Vector3(0.02, 0.20, 0.02), Vector3(-0.08, 1.34, 0.14), Color(0.3, 0.32, 0.36), "cloth")
_add_box_mesh(_rig, Vector3(0.02, 0.20, 0.02), Vector3(0.08, 1.34, 0.14), Color(0.3, 0.32, 0.36), "cloth")
_:
pass
func _build_focus_circle() -> void:
_focus_circle = MeshInstance3D.new()
_focus_circle.name = "FocusCircle"
@@ -180,7 +244,8 @@ func set_focus_visual(focused: bool, menu_open: bool = false) -> void:
if _name_tag:
_name_tag.visible = focused
func _add_capsule(parent: Node3D, radius: float, height: float, pos: Vector3, color: Color, z_rot: float = 0.0) -> MeshInstance3D:
func _add_capsule(parent: Node3D, radius: float, height: float, pos: Vector3,
color: Color, z_rot: float = 0.0, role: String = "cloth") -> MeshInstance3D:
var mi := MeshInstance3D.new()
var mesh := CapsuleMesh.new()
mesh.radius = radius
@@ -188,24 +253,34 @@ func _add_capsule(parent: Node3D, radius: float, height: float, pos: Vector3, co
mi.mesh = mesh
mi.position = pos
mi.rotation_degrees.z = z_rot
mi.material_override = _material(color)
mi.material_override = _material(color, role)
parent.add_child(mi)
return mi
func _add_sphere(parent: Node3D, radius: float, pos: Vector3, color: Color) -> void:
func _add_sphere(parent: Node3D, radius: float, pos: Vector3, color: Color,
role: String = "skin") -> void:
var mi := MeshInstance3D.new()
var mesh := SphereMesh.new()
mesh.radius = radius
mesh.height = radius * 2.0
mi.mesh = mesh
mi.position = pos
mi.material_override = _material(color)
mi.material_override = _material(color, role)
parent.add_child(mi)
func _material(color: Color) -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.albedo_color = color
return mat
func _add_box_mesh(parent: Node3D, size: Vector3, pos: Vector3, color: Color,
role: String = "cloth") -> MeshInstance3D:
var mi := MeshInstance3D.new()
var mesh := BoxMesh.new()
mesh.size = size
mi.mesh = mesh
mi.position = pos
mi.material_override = _material(color, role)
parent.add_child(mi)
return mi
func _material(color: Color, role: String = "cloth") -> StandardMaterial3D:
return Materials.flat(color, role)
## Small per-archetype props so silhouettes differ (camera, box, hat, sign…).
func _add_props(npc_type: int) -> void:
@@ -358,6 +433,11 @@ static func prop_lift_for_pose(pose: String, phase: float) -> float:
return 0.0
return maxf(0.0, sin(phase * 1.7)) * 0.16
## Opposite arm/leg swing for the walk cycle. `side` is 0 or 1; pure so the gait
## can be checked without a scene tree.
static func limb_swing(phase: float, side: int, amplitude: float) -> float:
return sin(phase + float(side) * PI) * amplitude
## Sway amount for a performer playing to the sidewalk.
static func sway_for_pose(pose: String, phase: float) -> float:
if pose != "perform":
@@ -374,6 +454,10 @@ func _animate(delta: float) -> void:
_bob_phase += delta * (6.0 + speed)
_rig.position.y = sin(_bob_phase) * 0.035
_rig.rotation.x = sin(_bob_phase * 0.5) * 0.04
for i in _legs.size():
_legs[i].rotation.x = limb_swing(_bob_phase, i, 0.5)
for i in _arms.size():
_arms[i].rotation.x = limb_swing(_bob_phase, i, -0.38)
elif pose != "idle" or not is_zero_approx(_rig.position.y):
# Idle theater: seated, photographing, filming, or performing.
_theater_t += delta
@@ -393,10 +477,16 @@ func _animate(delta: float) -> void:
var leg_angle := deg_to_rad(-78.0) if pose == "sit" else 0.0
_legs[0].rotation.x = lerpf(_legs[0].rotation.x, leg_angle, 0.12)
_legs[1].rotation.x = lerpf(_legs[1].rotation.x, leg_angle, 0.12)
for arm in _arms:
arm.rotation.x = lerpf(arm.rotation.x, 0.0, 0.14)
else:
_bob_phase = 0.0
_rig.position.y = lerpf(_rig.position.y, 0.0, 0.2)
_rig.rotation.x = lerpf(_rig.rotation.x, 0.0, 0.2)
for i in _legs.size():
_legs[i].rotation.x = lerpf(_legs[i].rotation.x, 0.0, 0.2)
for arm in _arms:
arm.rotation.x = lerpf(arm.rotation.x, 0.0, 0.2)
# The focus circle billboards via its material; no per-frame look_at needed.
# Attention cue: head turns toward the guard when awareness was raised.
if _head != null and npc.guard_noticed:
+18 -6
View File
@@ -20,14 +20,26 @@ static func score_head(cam_origin: Vector3, cam_forward: Vector3, head_pos: Vect
return ang
static func pick_index(cam_origin: Vector3, cam_forward: Vector3, head_positions: Array, max_range: float = MAX_RANGE, max_angle: float = MAX_ANGLE_RAD) -> int:
var best_i := -1
var best_score := 999.0
var ranked := rank_indices(cam_origin, cam_forward, head_positions, max_range, max_angle)
return ranked[0] if not ranked.is_empty() else -1
## Every candidate inside the cone, best first: smallest angle to the crosshair,
## then nearest. The cone used to return position in the group, which made the
## pick order depend on spawn order; ranking by angle matches what the player
## sees and gives `Tab` / the mouse wheel a stable order too.
static func rank_indices(cam_origin: Vector3, cam_forward: Vector3, head_positions: Array, max_range: float = MAX_RANGE, max_angle: float = MAX_ANGLE_RAD) -> Array:
var scored: Array = []
for i in head_positions.size():
var pos: Vector3 = head_positions[i]
var score := score_head(cam_origin, cam_forward, pos, max_range, max_angle)
if score < 0.0:
continue
if score < best_score:
best_score = score
best_i = i
return best_i
scored.append([score, (pos - cam_origin).length(), i])
scored.sort_custom(func(a: Array, b: Array) -> bool:
if not is_equal_approx(float(a[0]), float(b[0])):
return float(a[0]) < float(b[0])
return float(a[1]) < float(b[1]))
var ranked: Array = []
for entry in scored:
ranked.append(int(entry[2]))
return ranked
+17 -1
View File
@@ -26,6 +26,7 @@ const CARD_TEXTURES := {
var top_label: Label
var time_label: Label
var target_label: Label
var nearby_label: Label
var hint_label: Label
var log_label: Label
var debug_label: Label
@@ -85,6 +86,15 @@ func _init() -> void:
target_label.add_theme_font_size_override("font_size", 16)
vbox.add_child(target_label)
nearby_label = Label.new()
nearby_label.add_theme_font_size_override("font_size", 12)
nearby_label.modulate = Color(0.92, 0.95, 1.0)
# A shadow keeps the hint readable over the bright sidewalk and the sky.
nearby_label.add_theme_color_override("font_shadow_color", Color(0, 0, 0, 0.7))
nearby_label.add_theme_constant_override("shadow_offset_x", 1)
nearby_label.add_theme_constant_override("shadow_offset_y", 1)
vbox.add_child(nearby_label)
hint_label = Label.new()
hint_label.modulate = Color(1, 0.9, 0.6)
hint_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
@@ -270,6 +280,12 @@ func _update_radio_cooldown(coordinator: Object) -> void:
func set_target_label(text: String) -> void:
target_label.text = text
## How many people the aim-free ring (Tab / mouse wheel) can cycle through.
func set_nearby_hint(count: int) -> void:
if nearby_label == null:
return
nearby_label.text = Strings.fmt("hud.nearby", [count]) if count > 0 else ""
var _flashlight := false
var _door_locked := false
@@ -308,7 +324,7 @@ func set_font_scale(scale: float) -> void:
var clamped := clampf(scale, 0.75, 1.75)
_font_scale = clamped
var scaled: Array[Label] = [top_label, log_label, target_label, hint_label,
time_label, mode_label, escalation_label, radio_cooldown_label, debug_label]
nearby_label, time_label, mode_label, escalation_label, radio_cooldown_label, debug_label]
for label in scaled:
if label == null:
continue
+179 -41
View File
@@ -1,13 +1,21 @@
class_name WorldBuilder
## Procedurally assembles a minimal Hollywood Boulevard entrance prototype:
const Materials := preload("res://src/game/materials.gd")
const T_BRICK := preload("res://assets/textures/ai/game_ready/brick_facade.png")
const T_CONCRETE := preload("res://assets/textures/ai/game_ready/concrete.png")
const T_ASPHALT := preload("res://assets/textures/ai/game_ready/asphalt.png")
const T_AWNING := preload("res://assets/textures/ai/game_ready/awning.png")
const T_SKYLINE := preload("res://assets/textures/skyline.png")
## steps, building facade, restricted door, sidewalk, pavement, and street edge.
## No art assets required; all geometry is BoxMesh with flat materials.
## Surfaces use the shared PBR profiles in `src/game/materials.gd`; street
## furniture comes from the generated GLB props (tools/model_pipeline.py) with a
## procedural fallback so a headless checkout without imports still builds.
## Generated prop models, one `.glb` per street-furniture piece.
const MODEL_DIR := "res://assets/models/generated/"
const MODEL_PROPS := ["bollard", "bench", "trash_bin", "planter_box",
"newspaper_box", "fire_hydrant"]
var root: Node3D = null
## Door lock indicator mesh near the handle; toggled by GameManager.
@@ -19,6 +27,12 @@ var _lamp_omni: Array[OmniLight3D] = []
var _lamp_bulb_mats: Array[StandardMaterial3D] = []
var marquee_label: Label3D = null
var _marquee_emissive: Array[StandardMaterial3D] = []
## Facade windows that light up after dark.
var _window_mats: Array[StandardMaterial3D] = []
## Names of the generated props that actually loaded (procedural fallbacks are
## not listed), so tests and the debug overlay can report real model usage.
var loaded_models: Array[String] = []
var fallback_props: Array[String] = []
func _init(root_node: Node3D) -> void:
root = root_node
@@ -33,19 +47,21 @@ func build() -> void:
_build_street()
_build_crosswalk()
_build_street_furniture()
_build_street_detail()
_build_guard_spawn()
_build_navmesh()
set_night_mode(false)
func _add_box(parent: Node3D, size: Vector3, pos: Vector3, color: Color, cast_shadow: bool = false,
texture: Texture2D = null, uv_scale: Vector2 = Vector2(1, 1)) -> MeshInstance3D:
texture: Texture2D = null, uv_scale: Vector2 = Vector2(1, 1),
role: String = "concrete") -> MeshInstance3D:
var mesh := BoxMesh.new()
mesh.size = size
var mat := StandardMaterial3D.new()
mat.albedo_color = color
var mat: StandardMaterial3D
if texture:
mat.albedo_texture = texture
mat.uv1_scale = Vector3(uv_scale.x, uv_scale.y, 1.0)
mat = Materials.textured(texture, color, uv_scale, role)
else:
mat = Materials.flat(color, role)
mesh.material = mat
var mi := MeshInstance3D.new()
mi.mesh = mesh
@@ -59,7 +75,7 @@ func _build_ground() -> void:
ground.name = "Ground"
# Large enough that the ground meets the distant skyline ring (no gap of sky
# under the buildings when looking down the boulevard).
_add_box(root, Vector3(500, 0.5, 500), Vector3(0, -0.25, 20), Color(0.22, 0.24, 0.26))
_add_box(root, Vector3(500, 0.5, 500), Vector3(0, -0.25, 20), Color(0.22, 0.24, 0.26), false, null, Vector2.ONE, "asphalt")
var col := BoxShape3D.new()
col.size = Vector3(500, 1, 500)
var shape_owner := ground.create_shape_owner(ground)
@@ -70,22 +86,27 @@ func _build_building() -> void:
var building := StaticBody3D.new()
building.name = "Building"
# Main facade (textured brick)
_add_box(building, Vector3(40, 18, 4), Vector3(0, 9, -6), Color(0.85, 0.8, 0.78), false, T_BRICK, Vector2(10, 5))
_add_box(building, Vector3(40, 18, 4), Vector3(0, 9, -6), Color(0.80, 0.76, 0.74), false, T_BRICK, Vector2(22, 10), "brick")
# Stone base course so the facade has a footing instead of meeting the steps dead-on.
_add_box(building, Vector3(40, 0.8, 0.35), Vector3(0, 0.4, -3.85), Color(0.58, 0.56, 0.53), false, null, Vector2.ONE, "stone")
# Entrance recess + door recess frame
_add_box(building, Vector3(5.4, 6.4, 0.2), Vector3(0, 3.2, -3.9), Color(0.08, 0.08, 0.09))
_add_box(building, Vector3(5.4, 6.4, 0.2), Vector3(0, 3.2, -3.9), Color(0.08, 0.08, 0.09), false, null, Vector2.ONE, "stone")
# Door frame columns and lintel, so the entrance is framed rather than painted on.
for side in [-1.55, 1.55]:
_add_box(building, Vector3(0.28, 5.2, 0.42), Vector3(side, 2.9, -3.86), Color(0.30, 0.28, 0.26), true, null, Vector2.ONE, "stone")
_add_box(building, Vector3(3.4, 0.3, 0.42), Vector3(0, 5.55, -3.86), Color(0.30, 0.28, 0.26), true, null, Vector2.ONE, "stone")
# Door frame and dark door
_add_box(building, Vector3(3.0, 5.2, 0.3), Vector3(0, 2.9, -3.98), Color(0.13, 0.12, 0.11))
_add_box(building, Vector3(3.0, 5.2, 0.3), Vector3(0, 2.9, -3.98), Color(0.13, 0.12, 0.11), true, null, Vector2.ONE, "painted_metal")
# Door glass (semi-transparent)
var glass := _add_box(building, Vector3(1.8, 1.4, 0.34), Vector3(0, 3.8, -3.9), Color(0.6, 0.75, 0.9, 0.55))
var glass_mat := StandardMaterial3D.new()
glass_mat.albedo_color = Color(0.6, 0.75, 0.9, 0.45)
glass_mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
glass_mat.roughness = 0.15
glass_mat.metallic = 0.1
glass.material_override = glass_mat
glass.material_override = Materials.glass(Color(0.55, 0.7, 0.88, 0.55))
# Door handles: two slim metal bars where the guard reaches for the lock.
for side in [-0.42, 0.42]:
_add_box(building, Vector3(0.06, 0.5, 0.06), Vector3(side, 2.6, -3.79), Color(0.75, 0.74, 0.70), false, null, Vector2.ONE, "metal")
# Door lock indicator (green = open, red = locked), placed beside the handle
door_indicator = _add_box(building, Vector3(0.18, 0.18, 0.24), Vector3(-1.8, 1.7, -3.82), Color(0.1, 0.9, 0.3))
door_indicator.material_override = _lock_indicator_material(Color(0.1, 0.9, 0.3))
_build_facade_windows(building)
var col := BoxShape3D.new()
col.size = Vector3(40, 18, 4)
var so := building.create_shape_owner(building)
@@ -93,6 +114,24 @@ func _build_building() -> void:
building.shape_owner_set_transform(so, Transform3D(Basis(), Vector3(0, 9, -6)))
root.add_child(building)
## Regular window bands above the entrance. Panes are dark glass by day and
## light up after dark, which gives the facade depth at night.
func _build_facade_windows(parent: Node3D) -> void:
var columns := [-17.0, -13.6, -10.2, -6.8, 6.8, 10.2, 13.6, 17.0]
for y in [9.2, 12.4]:
for x in columns:
# Recessed reveal, then the pane: gives the window a dark frame edge.
_add_box(parent, Vector3(1.96, 2.46, 0.1), Vector3(x, y, -3.99),
Color(0.22, 0.21, 0.20), false, null, Vector2.ONE, "stone")
var pane := _add_box(parent, Vector3(1.7, 2.2, 0.12),
Vector3(x, y, -3.94), Color(1, 1, 1))
var pane_mat := Materials.window_pane()
pane.material_override = pane_mat
_window_mats.append(pane_mat)
# Sill below the frame.
_add_box(parent, Vector3(2.1, 0.12, 0.3), Vector3(x, y - 1.3, -3.86),
Color(0.55, 0.53, 0.50), false, null, Vector2.ONE, "stone")
func _build_steps() -> void:
# Steps have collision so NPCs and the guard can walk up the entrance.
# The ground and building provide the actual collision boundaries.
@@ -125,7 +164,7 @@ func _build_steps() -> void:
func _build_sidewalk() -> void:
var sidewalk := StaticBody3D.new()
sidewalk.name = "Sidewalk"
_add_box(sidewalk, Vector3(30, 0.18, 8), Vector3(0, 0.09, 8), Color(1, 1, 1), false, T_CONCRETE, Vector2(9, 2.4))
_add_box(sidewalk, Vector3(30, 0.18, 8), Vector3(0, 0.09, 8), Color(0.74, 0.74, 0.72), false, T_CONCRETE, Vector2(9, 2.4), "concrete")
var col := BoxShape3D.new()
col.size = Vector3(30, 0.36, 8)
var so := sidewalk.create_shape_owner(sidewalk)
@@ -136,10 +175,14 @@ func _build_sidewalk() -> void:
func _build_street() -> void:
var street := StaticBody3D.new()
street.name = "Street"
_add_box(street, Vector3(120, 0.1, 26), Vector3(0, 0.05, 22), Color(1, 1, 1), false, T_ASPHALT, Vector2(30, 7))
# Center dashes
# The roadway reads darker than the sidewalk; the raw asphalt texture tinted
# white looked like more pavement.
_add_box(street, Vector3(120, 0.1, 26), Vector3(0, 0.05, 22), Color(0.52, 0.53, 0.57), false, T_ASPHALT, Vector2(30, 7), "asphalt")
# Center dashes along the street (x varied so they form a lane line, not a stack).
for i in range(-40, 41, 4):
_add_box(street, Vector3(0.2, 0.02, 1.2), Vector3(i * 0.0, 0.11, 22), Color(0.85, 0.85, 0.30))
_add_box(street, Vector3(0.2, 0.02, 1.2), Vector3(float(i), 0.11, 22), Color(0.85, 0.85, 0.30), false, null, Vector2.ONE, "concrete")
# Curb between the sidewalk and the roadway.
_add_box(street, Vector3(120, 0.22, 0.5), Vector3(0, 0.11, 12.1), Color(0.62, 0.61, 0.58), false, null, Vector2.ONE, "concrete")
var col := BoxShape3D.new()
col.size = Vector3(120, 0.2, 26)
var so := street.create_shape_owner(street)
@@ -215,7 +258,7 @@ var _skyline_mat: StandardMaterial3D = null
func _build_marquee() -> void:
## Striped awning above the door, then the neon sign strip + label.
var awning := _add_box(root, Vector3(10.5, 0.08, 1.8), Vector3(0, 6.55, -3.7), Color(1, 1, 1), false, T_AWNING)
var awning := _add_box(root, Vector3(10.5, 0.08, 1.8), Vector3(0, 6.55, -3.7), Color(1, 1, 1), true, T_AWNING, Vector2(4, 1), "awning")
awning.name = "Awning"
## Neon-style marquee strip above the door: emissive bars + a label.
var strip_parent := Node3D.new()
@@ -244,8 +287,8 @@ func _build_street_furniture() -> void:
for side in [-7.5, 7.5]:
var lamp := Node3D.new()
lamp.name = "Lamp_%d" % int(side)
_add_box(lamp, Vector3(0.22, 5.0, 0.22), Vector3(side, 2.5, 8.5), Color(0.16, 0.16, 0.18))
_add_box(lamp, Vector3(1.6, 0.15, 0.15), Vector3(side + (0.8 if side < 0 else -0.8), 4.9, 8.5), Color(0.16, 0.16, 0.18))
_add_box(lamp, Vector3(0.22, 5.0, 0.22), Vector3(side, 2.5, 8.5), Color(0.16, 0.16, 0.18), true, null, Vector2.ONE, "metal")
_add_box(lamp, Vector3(1.6, 0.15, 0.15), Vector3(side + (0.8 if side < 0 else -0.8), 4.9, 8.5), Color(0.16, 0.16, 0.18), true, null, Vector2.ONE, "metal")
var bulb := _add_box(lamp, Vector3(0.16, 0.16, 0.5), Vector3(side + (0.8 if side < 0 else -0.8), 4.85, 8.5), Color(1, 1, 0.85))
var bulb_mat := _emissive_material(Color(1.0, 1.0, 0.8))
bulb.material_override = bulb_mat
@@ -253,17 +296,15 @@ func _build_street_furniture() -> void:
_lamp_bulb_mats.append(bulb_mat)
var omni := OmniLight3D.new()
omni.position = Vector3(side + (0.8 if side < 0 else -0.8), 4.7, 8.5)
omni.omni_range = 14.0
omni.omni_range = 12.0
omni.light_energy = 0.0
omni.light_color = Color(1, 0.93, 0.75)
lamp.add_child(omni)
_lamp_omni.append(omni)
root.add_child(lamp)
_street_lamps.append(bulb)
# Planters beside the steps.
for side in [-4.6, 4.6]:
var planter := _add_box(root, Vector3(1.1, 0.7, 1.1), Vector3(side, 0.35, 1.0), Color(0.42, 0.34, 0.28))
planter.name = "Planter_%d" % int(side)
# Planters beside the steps were flat boxes that clipped the treads; the
# generated planter_box props replace them in _build_street_detail().
# Low-poly trees along the street front.
var trunk_color := Color(0.35, 0.25, 0.18)
var leaf_color := Color(0.16, 0.42, 0.2)
@@ -280,7 +321,7 @@ func _build_street_furniture() -> void:
trunk_mesh.bottom_radius = 0.14
trunk_mesh.height = 1.4
trunk.mesh = trunk_mesh
trunk.material_override = _plain_material(trunk_color)
trunk.material_override = _plain_material(trunk_color, "wood")
trunk.position = Vector3(x, 0.7, z)
tree.add_child(trunk)
var crown := MeshInstance3D.new()
@@ -289,11 +330,108 @@ func _build_street_furniture() -> void:
crown_mesh.bottom_radius = 0.85
crown_mesh.height = 2.2
crown.mesh = crown_mesh
crown.material_override = _plain_material(leaf_color)
crown.material_override = _plain_material(leaf_color, "foliage")
crown.position = Vector3(x, 2.1, z)
tree.add_child(crown)
root.add_child(tree)
## Street furniture built from the generated GLB props (tools/model_pipeline.py).
## The meshes are real 3D models (bollards, benches, bins, planters, newspaper
## boxes, a hydrant) rather than scaled boxes, and every placement is fixed so
## the street looks the same on every run.
func _build_street_detail() -> void:
var detail := Node3D.new()
detail.name = "StreetDetail"
root.add_child(detail)
# Bollards flank the foot of the steps.
for x in [-5.6, -4.2, 4.2, 5.6]:
_add_prop_model(detail, "bollard", Vector3(x, 0.18, 4.7))
# Benches face the boulevard.
_add_prop_model(detail, "bench", Vector3(-8.8, 0.18, 6.4), 180.0)
_add_prop_model(detail, "bench", Vector3(8.8, 0.18, 6.4), 180.0)
# Bins where people leave the steps.
_add_prop_model(detail, "trash_bin", Vector3(-6.6, 0.18, 4.9))
_add_prop_model(detail, "trash_bin", Vector3(6.6, 0.18, 4.9))
# Planters break up the long sidewalk run.
_add_prop_model(detail, "planter_box", Vector3(-11.8, 0.18, 8.8))
_add_prop_model(detail, "planter_box", Vector3(11.8, 0.18, 8.8))
# Newspaper boxes and a hydrant along the curb.
_add_prop_model(detail, "newspaper_box", Vector3(-9.6, 0.18, 11.0), -12.0)
_add_prop_model(detail, "newspaper_box", Vector3(-8.9, 0.18, 11.0), -12.0)
_add_prop_model(detail, "fire_hydrant", Vector3(8.4, 0.18, 11.2))
## Place one generated prop. Falls back to simple primitives when the `.glb` is
## missing (fresh checkout before `godot --import`) so the world still builds.
func _add_prop_model(parent: Node3D, prop: String, pos: Vector3,
rot_y_deg: float = 0.0) -> Node3D:
var holder := Node3D.new()
holder.name = "Prop_%s_%d" % [prop, parent.get_child_count()]
holder.position = pos
holder.rotation_degrees.y = rot_y_deg
var model := _load_prop_scene(prop)
if model != null:
holder.add_child(model)
loaded_models.append(prop)
else:
holder.add_child(_fallback_prop(prop))
fallback_props.append(prop)
parent.add_child(holder)
return holder
func _load_prop_scene(prop: String) -> Node3D:
var path := MODEL_DIR + prop + ".glb"
if not ResourceLoader.exists(path):
return null
var res: Resource = ResourceLoader.load(path)
if res is PackedScene:
var node: Node = (res as PackedScene).instantiate()
if node is Node3D:
return node as Node3D
node.queue_free()
return null
## Rough primitive stand-in per prop, used only when the model is unavailable.
func _fallback_prop(prop: String) -> Node3D:
var node := Node3D.new()
match prop:
"bollard":
_add_cylinder_mesh(node, 0.09, 0.92, Vector3(0, 0.46, 0), Color(0.16, 0.17, 0.19), "metal")
"bench":
_add_box(node, Vector3(1.8, 0.08, 0.5), Vector3(0, 0.46, 0), Color(0.42, 0.28, 0.17), true, null, Vector2.ONE, "wood")
_add_box(node, Vector3(1.8, 0.42, 0.07), Vector3(0, 0.72, -0.22), Color(0.42, 0.28, 0.17), true, null, Vector2.ONE, "wood")
for x in [-0.72, 0.72]:
_add_box(node, Vector3(0.09, 0.46, 0.46), Vector3(x, 0.23, 0), Color(0.16, 0.17, 0.19), true, null, Vector2.ONE, "metal")
"trash_bin":
_add_cylinder_mesh(node, 0.27, 0.78, Vector3(0, 0.39, 0), Color(0.22, 0.30, 0.24), "painted_metal")
_add_cylinder_mesh(node, 0.29, 0.06, Vector3(0, 0.81, 0), Color(0.16, 0.17, 0.19), "metal")
"planter_box":
_add_box(node, Vector3(0.96, 0.54, 0.96), Vector3(0, 0.27, 0), Color(0.52, 0.51, 0.48), true, null, Vector2.ONE, "stone")
_add_cylinder_mesh(node, 0.30, 0.55, Vector3(0, 0.86, 0), Color(0.18, 0.42, 0.20), "foliage")
"newspaper_box":
_add_box(node, Vector3(0.42, 0.72, 0.34), Vector3(0, 0.49, 0), Color(0.16, 0.27, 0.45), true, null, Vector2.ONE, "painted_metal")
_add_box(node, Vector3(0.44, 0.10, 0.36), Vector3(0, 0.90, 0), Color(0.85, 0.72, 0.28), true, null, Vector2.ONE, "painted_metal")
"fire_hydrant":
_add_cylinder_mesh(node, 0.15, 0.62, Vector3(0, 0.31, 0), Color(0.6, 0.12, 0.12), "painted_metal")
_add_box(node, Vector3(0.52, 0.10, 0.12), Vector3(0, 0.42, 0), Color(0.75, 0.74, 0.70), true, null, Vector2.ONE, "metal")
_:
_add_box(node, Vector3(0.5, 0.5, 0.5), Vector3(0, 0.25, 0), Color(0.5, 0.5, 0.5))
return node
func _add_cylinder_mesh(parent: Node3D, radius: float, height: float,
pos: Vector3, color: Color, role: String = "metal") -> MeshInstance3D:
var mi := MeshInstance3D.new()
var mesh := CylinderMesh.new()
mesh.top_radius = radius
mesh.bottom_radius = radius
mesh.height = height
mesh.radial_segments = 12
mi.mesh = mesh
mi.position = pos
mi.material_override = Materials.flat(color, role)
mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_ON
parent.add_child(mi)
return mi
func _build_crosswalk() -> void:
# White crosswalk stripes in front of the entrance on the street.
for i in 8:
@@ -305,24 +443,24 @@ func set_night_mode(night: bool) -> void:
for mat in _lamp_bulb_mats:
mat.emission_energy_multiplier = (2.0 if night else 0.0)
for omni in _lamp_omni:
omni.light_energy = (3.0 if night else 0.0)
# Two lamps at full energy washed the whole sidewalk grey; keep visible
# pools of light instead of flat night-time brightness.
omni.light_energy = (1.8 if night else 0.0)
for mat in _marquee_emissive:
mat.emission_energy_multiplier = (2.0 if night else 0.2)
# Light most, not all, of the windows: a fully lit grid reads as a light box
# instead of an occupied building.
for i in _window_mats.size():
var lit := night and i % 3 != 2
_window_mats[i].emission_energy_multiplier = (1.1 if lit else 0.0)
if marquee_label:
marquee_label.modulate.a = (1.0 if night else 0.9)
func _emissive_material(color: Color) -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.albedo_color = color
mat.emission_enabled = true
mat.emission = color
mat.emission_energy_multiplier = 1.0
return mat
return Materials.emissive(color)
func _plain_material(color: Color) -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.albedo_color = color
return mat
func _plain_material(color: Color, role: String = "concrete") -> StandardMaterial3D:
return Materials.flat(color, role)
func _build_guard_spawn() -> void:
var marker := Marker3D.new()