Give street props colliders, zoned placements and variants
Full build / Full desktop build + optional release (push) Successful in 4m2s
Full build / Import + headless tests (push) Successful in 31s

Props were decoration: the guard and guests walked straight through benches,
bins, bollards and planters. They now block movement and steer guests around.

Collision
- _add_prop_model() fits a StaticBody3D from the model's mesh bounds in
  holder-local space: a cylinder for bollard/bin/hydrant, a box otherwise, so
  placement rotation and variant scale carry over.
- Fallback primitives go through the same fit, so a missing .glb cannot silently
  remove collision.
- Each prop also publishes a NavigationObstacle3D; NpcAvatar enables agent
  avoidance and moves with the safe velocity from velocity_computed. The navmesh
  stays a flat walkable plane and avoidance does the steering.

Placement
- PROP_PLACEMENTS groups furniture by entrance, mid-block and curb zones, with a
  static placement_problems() validator for bounds, overlap/min-spacing,
  duplicates, and the door/steps/guest-lane exclusions.
- variant_for(index) gives deterministic yaw jitter, subtle scale, and optional
  clutter (bag by the bin, crate by the newspaper boxes, cone by the hydrant).

Verification
- New windowed smoke_props.gd: guard walks into a bench and stops; a guest
  headed beyond the bench routes around it and never enters the collider.
- Headless 182 -> 187: placement validation and its failure modes, variant
  determinism/range, collider + obstacle on every placed prop, fallback collider.
- Other smokes (PLAN verbs, crowd, emergency, timeline) still pass; Python
  tooling 53/53; screenshots recaptured; compare 9 good / 0 bad.
- Version 0.4.0. TODO: collision/placement section moved to DONE; prop pipeline
  checks remain.
This commit is contained in:
zwitschi committed 2026-11-01 10:16:53 +01:00
1 parent a3e90accdd
commit bb40a98537
18 files changed
+518 -66

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extends SceneTree
## Prop-collision smoke: proves the guard and an NPC cannot walk through street
## furniture, and that a guest slides around a bench instead of passing through
## it. Windowed (the guard reads captured-mouse input):
##
## godot --path . --script res://src/test/smoke_props.gd
##
## Exit code 0 = pass, 1 = failure.
const MAX_FRAMES := 1800
const GUARD_PUSH_FRAMES := 100
var frame := 0
var gm: Node = null
var started := false
var step := 0
var step_frame := 0
var failures: Array[String] = []
var bench: Node3D = null
var bench_center := Vector3.ZERO
var bench_body: StaticBody3D = null
var guard_start := Vector3.ZERO
var npc: Node3D = null
var npc_start := Vector3.ZERO
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 collision checks finished")
return true
step_frame += 1
match step:
0:
_find_bench()
if bench == null:
return false
# Stand a couple of metres in front of the bench and walk into it.
var start := bench_center + Vector3(0, 0, 2.2)
start.y = 0.1
gm.guard.global_position = start
# Face the bench (-z): with the guard's basis, forward input at yaw PI
# walks toward lower z.
gm.guard.rotation.y = PI
guard_start = start
Input.action_press("move_forward")
step = 1
step_frame = 0
1:
if step_frame >= GUARD_PUSH_FRAMES:
Input.action_release("move_forward")
_check(guard_start.z - gm.guard.global_position.z > 0.5,
"guard walked toward the bench")
_check(gm.guard.global_position.z > bench_center.z + 0.25,
"guard stopped at the bench instead of passing through it")
_check(not _inside_bench(gm.guard.global_position),
"guard is not inside the bench collider")
# Step the guard aside so the guest test hits the bench, not the player.
gm.guard.global_position = bench_center + Vector3(4.0, -0.08, 2.2)
_stage_npc()
step = 2
step_frame = 0
2:
if step_frame % 120 == 0 and npc != null and is_instance_valid(npc):
print("npc dbg pos=%s vel=%s arrived=%s wait=%s" % [str(npc.global_position), str(npc.velocity), str(npc.arrived), str(npc.awaiting_interaction)])
if npc == null or not is_instance_valid(npc):
_stage_npc()
return false
if _npc_finished():
_check(npc.global_position.z < bench_center.z - 0.4,
"guest reached the far side of the bench")
_check(not _inside_bench(npc.global_position),
"guest is not inside the bench collider")
_check(npc_start.distance_to(npc.global_position) > 1.0,
"guest moved while routing around the prop")
_finish()
return true
return false
func _find_bench() -> void:
var detail := gm.get_node_or_null("World/StreetDetail")
if detail == null:
# The world root name differs between scene builds; search instead.
detail = root.find_child("StreetDetail", true, false)
if detail == null:
_fail("StreetDetail not found")
return
for child in detail.get_children():
if str(child.name).begins_with("Prop_bench"):
bench = child as Node3D
break
if bench == null:
_fail("no bench prop placed")
return
bench_center = bench.global_position
bench_body = bench.get_node_or_null("Collision") as StaticBody3D
if bench_body == null:
_fail("bench has no static collider")
func _stage_npc() -> void:
if gm.npcs.is_empty():
step = 0
step_frame = 0
return
npc = gm.npcs[0]
npc_start = bench_center + Vector3(0, 0.5, 2.5)
npc.global_position = npc_start
npc.velocity = Vector3.ZERO
npc.arrived = false
npc.awaiting_interaction = false
npc.lifetime_s = 999.0
npc.reaction_mode = ""
# Target well past the bench forces a straight line through it, and stays
# beyond the controller's 3 m "arrived" shortcut so the guest must route.
npc.target_position = Vector3(bench_center.x, 0.5, bench_center.z - 5.0)
func _npc_finished() -> bool:
if npc == null or not is_instance_valid(npc):
return false
return npc.global_position.z < bench_center.z - 0.4 \
or npc.global_position.distance_to(npc.target_position) < 0.9
func _inside_bench(point: Vector3) -> bool:
if bench_body == null:
return false
var collider := bench_body.get_node_or_null("Shape") as CollisionShape3D
if collider == null or not (collider.shape is BoxShape3D):
return false
var box := collider.shape as BoxShape3D
var half := box.size * 0.5
var center := collider.global_position
half.x += 0.1
half.z += 0.1
return absf(point.x - center.x) < half.x and absf(point.z - center.z) < half.z
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")
if failures.is_empty():
print("SMOKE OK: props block the guard and guests route around them")
quit(0)
else:
for message in failures:
printerr("SMOKE FAIL: " + message)
quit(1)
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@@ -83,6 +83,96 @@ func test_world_places_generated_props() -> bool:
root.free()
return a and b and c and d
func test_prop_placements_are_valid() -> bool:
var problems := WorldBuilder.placement_problems()
return TestUtils.check(problems.is_empty(),
"prop placements keep the door, steps and approach lane clear (%s)" % str(problems))
func test_placement_validator_catches_problems() -> bool:
var bad: Array = WorldBuilder.PROP_PLACEMENTS.duplicate(true)
bad.append({"zone": "test", "prop": "bench", "x": 0.0, "z": 2.0})
bad.append({"zone": "test", "prop": "bench", "x": 0.0, "z": 2.0})
var problems := WorldBuilder.placement_problems(bad)
var a := TestUtils.check(not problems.is_empty(), "validator rejects bad placements")
var joined := " ".join(problems)
var b := TestUtils.check(joined.contains("steps and door"),
"validator reports the door/steps exclusion")
var c := TestUtils.check(joined.contains("duplicate"), "validator reports a duplicate")
return a and b and c
func test_prop_variants_are_deterministic() -> bool:
var first := WorldBuilder.variant_for(3, 180.0)
var second := WorldBuilder.variant_for(3, 180.0)
var other := WorldBuilder.variant_for(4, 180.0)
var a := TestUtils.check(is_equal_approx(first["rotation"], second["rotation"])
and is_equal_approx(first["scale"], second["scale"]),
"the same placement always gets the same variant")
var b := TestUtils.check(not is_equal_approx(first["rotation"], other["rotation"]),
"different placements get different rotations")
var c := TestUtils.check(first["scale"] >= 0.95 and first["scale"] <= 1.05,
"variant scale stays subtle")
var d := TestUtils.check(absf(first["rotation"] - 180.0) <= 2.01,
"variant rotation stays near the authored angle")
return a and b and c and d
func test_every_prop_has_a_collider() -> bool:
var root := Node3D.new()
var builder := WorldBuilder.new(root)
builder.build()
var detail := root.get_node_or_null("StreetDetail")
var problems: Array[String] = []
if detail == null:
problems.append("no StreetDetail")
else:
for holder in detail.get_children():
var body := holder.get_node_or_null("Collision")
if body == null or not (body is StaticBody3D):
problems.append("%s has no StaticBody3D" % holder.name)
continue
var collider := body.get_node_or_null("Shape") as CollisionShape3D
if collider == null or collider.shape == null:
problems.append("%s has no collision shape" % holder.name)
continue
var size: Vector3
if collider.shape is BoxShape3D:
size = (collider.shape as BoxShape3D).size
elif collider.shape is CylinderShape3D:
var cylinder := collider.shape as CylinderShape3D
size = Vector3(cylinder.radius * 2.0, cylinder.height, cylinder.radius * 2.0)
else:
problems.append("%s uses an unexpected shape" % holder.name)
continue
if size.x <= 0.05 or size.y <= 0.05 or size.z <= 0.05:
problems.append("%s has a degenerate collider" % holder.name)
if collider.position.y + size.y * 0.5 <= 0.05:
problems.append("%s collider sits below the ground" % holder.name)
if holder.get_node_or_null("Avoidance") == null:
problems.append("%s has no navigation obstacle" % holder.name)
root.free()
return TestUtils.check(problems.is_empty(), "every prop has a static collider (%s)" % str(problems))
func test_fallback_props_get_the_same_collider() -> bool:
## A missing `.glb` must not silently remove collision: fallback primitives go
## through the same bounds fit as the imported models.
var root := Node3D.new()
var builder := WorldBuilder.new(root)
var holder := Node3D.new()
var fallback := builder._fallback_prop("bench")
holder.add_child(fallback)
builder._add_prop_collision(holder, "bench", fallback)
var body := holder.get_node_or_null("Collision") as StaticBody3D
var a := TestUtils.check(body != null, "fallback bench gets a static body")
var collider := body.get_node_or_null("Shape") as CollisionShape3D if body else null
var b := TestUtils.check(collider != null and collider.shape is BoxShape3D,
"fallback bench gets a box shape")
var width: float = (collider.shape as BoxShape3D).size.x if b else 0.0
var c := TestUtils.check(width > 1.0, "fallback collider follows the bench width (%.2f)" % width)
var d := TestUtils.check(holder.get_node_or_null("Avoidance") is NavigationObstacle3D,
"fallback bench publishes a navigation obstacle")
holder.free()
root.free()
return a and b and c and d
func test_world_facade_windows_light_at_night() -> bool:
var root := Node3D.new()
var builder := WorldBuilder.new(root)