Add session shell and close world presentation follow-ups
Session shell - Startup venue menu (src/game/ui/start_menu.gd): keyboard + mouse, replaces the live-shift boot and V as the player-facing venue path (V stays a debug bind). - Pause overlay on Esc (src/game/ui/pause_overlay.gd): resume, restart shift, settings, quit to menu. - Settings panel (src/game/ui/settings_panel.gd): mouse look sensitivity and HUD font scale, persisted via Save into user://settings.json and loaded on boot. - Shift review "Run another shift" now returns to the venue menu. - New smoke: src/test/smoke_session_shell.gd (menu -> shift -> pause -> settings -> menu), passes headless and windowed. World and presentation - Skyline backdrop restored with a transparent asset and an alpha-scissor unshaded material; fixes the opaque black slab from the earlier attempt and the unimported texture path. - Steps and landing are a StaticBody3D with per-tread colliders, so the guard and NPCs walk up instead of clipping through. - Marquee Label3D scaled up (72 -> 160) so STEP LINE reads from the sidewalk. - Focus torus and name tag enlarged for 2-3 m readability. - Routine traffic despawns after an idle lifetime (NpcAvatar.ephemeral), so the 16-NPC cap no longer fills with standers; authored events stay for the shift. Docs and tests - PLAN.md test/CI section corrected to the custom headless runner and Gitea Actions. - README controls table, smoke checklist, test count, and status lists refreshed. - TODO/DONE/MEMORY updated; completed sections moved to DONE.md. - Headless suite 77 -> 88 passing (settings round-trip, step colliders, skyline alpha, session-shell UI behavior, traffic lifetime).
This commit is contained in:
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20 files changed
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-90
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+148
-7
@@ -23,6 +23,9 @@ const Hud := preload("res://src/game/ui/hud.gd")
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const ActionRadial := preload("res://src/game/ui/action_radial.gd")
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const RadioPanel := preload("res://src/game/ui/radio_panel.gd")
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const ShiftReview := preload("res://src/game/ui/shift_review.gd")
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const StartMenu := preload("res://src/game/ui/start_menu.gd")
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const PauseOverlay := preload("res://src/game/ui/pause_overlay.gd")
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const SettingsPanel := preload("res://src/game/ui/settings_panel.gd")
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var world_builder: WorldBuilder = null
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var door := DoorState.new()
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@@ -62,6 +65,11 @@ var hud: Hud = null
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var radial: ActionRadial = null
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var radio_panel: RadioPanel = null
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var shift_review_panel: ShiftReview = null
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var start_menu: StartMenu = null
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var pause_overlay: PauseOverlay = null
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var settings_panel: SettingsPanel = null
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var _shift_running := false
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var player_settings: Dictionary = {}
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var _focused_avatar: Node3D = null
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var audio: AudioFeedback = null
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var verifier := AccessVerifier.new()
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@@ -99,6 +107,7 @@ var _nearby_index := -1
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func _ready() -> void:
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_door_rng.randomize()
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player_settings = Save.load_settings() if Save else {}
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scene_root = Node3D.new()
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scene_root.name = "SceneRoot"
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add_child(scene_root)
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@@ -115,6 +124,7 @@ func _ready() -> void:
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guard.rotation.y = PI
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guard.picked_target.connect(_on_guard_target)
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guard.cleared_target.connect(_on_guard_clear)
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_apply_settings(player_settings)
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selected_scenario = _build_scenario(active_scenario_id)
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scenario_duration_s = selected_scenario.shift_duration_s
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@@ -125,9 +135,10 @@ func _ready() -> void:
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coordinator.radio.responder_arrived.connect(_on_responder_arrived)
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_build_ui()
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coordinator.start()
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_last_phase = -1
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_apply_phase_lighting()
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# Boot into the venue menu; the shift starts when the player picks a venue.
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_show_start_menu()
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var selected_scenario: VenueScenario = null
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@@ -179,20 +190,106 @@ func switch_scenario(id: String) -> void:
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restart_shift()
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func restart_shift() -> void:
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shift_review_panel.hide()
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if shift_review_panel:
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shift_review_panel.hide()
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_reset_shift_state()
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_start_shift()
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## Clear all per-shift runtime state (NPCs, incidents, timers).
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func _reset_shift_state() -> void:
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for n in npcs:
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n.queue_free()
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if is_instance_valid(n):
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n.queue_free()
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npcs.clear()
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npc_counter = 0
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inspector_current_events = []
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current_incident_active = false
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current_incident_npc_id = ""
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targeted_npc = null
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_focused_avatar = null
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_nearby_index = -1
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inspection_open = false
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wand_open = false
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_wand_cooldown = 0.0
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scenario_duration_s = selected_scenario.shift_duration_s
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coordinator.setup(selected_scenario, scenario_duration_s, 4242)
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coordinator.start()
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_last_phase = -1
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_apply_phase_lighting()
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## Begin (or resume) the shift clock and recapture the mouse.
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func _start_shift() -> void:
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_shift_running = true
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coordinator.start()
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if hud:
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hud.set_shift_state(coordinator, selected_scenario)
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_refresh_freeze()
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func _show_start_menu() -> void:
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_shift_running = false
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if pause_overlay:
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pause_overlay.close()
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if shift_review_panel:
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shift_review_panel.hide()
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if guard:
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guard.input_locked = true
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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if start_menu:
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start_menu.open()
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func _on_venue_selected(scenario_id: String) -> void:
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if start_menu and start_menu.visible:
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start_menu.close()
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active_scenario_id = scenario_id
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_venue_index = maxi(0, VENUE_ORDER.find(scenario_id))
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selected_scenario = _build_scenario(scenario_id)
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if hud:
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hud.set_wand_icon(false)
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_reset_shift_state()
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_start_shift()
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## Apply loaded settings to the guard and HUD.
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func _apply_settings(settings: Dictionary) -> void:
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player_settings = settings
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if guard:
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guard.look_sensitivity = float(settings.get("look_sensitivity", 0.0022))
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if hud and hud.has_method("set_font_scale"):
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hud.set_font_scale(float(settings.get("hud_font_scale", 1.0)))
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func _on_settings_applied(settings: Dictionary) -> void:
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_apply_settings(settings)
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if start_menu and start_menu.visible:
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start_menu.open()
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elif _shift_running:
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_open_pause()
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func _open_settings() -> void:
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if start_menu:
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start_menu.close()
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if pause_overlay:
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pause_overlay.close()
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if settings_panel:
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settings_panel.open(player_settings)
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func _open_pause() -> void:
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if pause_overlay == null or not _shift_running:
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return
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if _close_top_modal():
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pass
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pause_overlay.open()
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if guard:
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guard.input_locked = true
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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func _close_pause() -> void:
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if pause_overlay:
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pause_overlay.close()
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_refresh_freeze()
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func _quit_to_menu() -> void:
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if pause_overlay:
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pause_overlay.close()
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_show_start_menu()
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var inspector_current_events: Array = []
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func _build_ui() -> void:
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@@ -216,7 +313,32 @@ func _build_ui() -> void:
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shift_review_panel = ShiftReview.new()
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add_child(shift_review_panel)
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shift_review_panel.hide()
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shift_review_panel.restart_requested.connect(restart_shift)
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shift_review_panel.restart_requested.connect(_on_review_restart)
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shift_review_panel.visible = false
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pause_overlay = PauseOverlay.new()
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add_child(pause_overlay)
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pause_overlay.hide()
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pause_overlay.resume_requested.connect(_close_pause)
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pause_overlay.restart_requested.connect(restart_shift)
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pause_overlay.settings_requested.connect(_open_settings)
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pause_overlay.quit_to_menu_requested.connect(_quit_to_menu)
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settings_panel = SettingsPanel.new()
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add_child(settings_panel)
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settings_panel.hide()
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settings_panel.applied.connect(_on_settings_applied)
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start_menu = StartMenu.new()
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add_child(start_menu)
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start_menu.hide()
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start_menu.venue_selected.connect(_on_venue_selected)
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start_menu.settings_requested.connect(_open_settings)
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start_menu.quit_requested.connect(func(): get_tree().quit())
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## "Run another shift" on the review screen returns to the venue menu.
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func _on_review_restart() -> void:
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_show_start_menu()
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func _add_crosshair() -> void:
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var layer := CanvasLayer.new()
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@@ -309,6 +431,9 @@ func _spawn_npc(profile: NpcProfile, intent: String, npc_id: String, event: Dict
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items.append(str(item))
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spawn_profile.carried_items = items
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avatar.setup(spawn_profile, intent, seed_value, spawn_pos, target_pos, door_pos, npc_id, override)
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# Authored events stay for the whole shift; routine traffic cycles out.
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avatar.ephemeral = event.get("kind", "routine") == "routine"
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avatar.lifetime_s = 45.0 + float((npc_counter * 17) % 60)
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scene_root.add_child(avatar)
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npcs.append(avatar)
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@@ -362,6 +487,7 @@ func _responder_profile() -> NpcProfile:
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return p
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func _on_shift_ended(review: Dictionary) -> void:
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_shift_running = false
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# Persist the finished shift locally (Save autoload, user:// JSON).
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if Save:
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Save.save_shift_result(review)
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@@ -510,13 +636,22 @@ func _handle_action_key(keycode: Key) -> void:
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_:
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pass
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## `cancel` (Esc, RMB) closes the top modal. With nothing open, Esc toggles mouse
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## capture; RMB does nothing so it never grabs the mouse by accident.
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## `cancel` (Esc, RMB) closes the top modal. With nothing open, Esc pauses the
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## shift (or resumes it when paused); RMB does nothing so it never grabs the
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## mouse by accident.
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func _handle_cancel(from_mouse: bool) -> void:
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if _close_top_modal():
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return
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if from_mouse:
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return
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if settings_panel and settings_panel.visible:
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return
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if pause_overlay and pause_overlay.visible:
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_close_pause()
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return
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if _shift_running and not (start_menu and start_menu.visible):
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_open_pause()
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return
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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else:
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@@ -610,6 +745,12 @@ func _refresh_freeze() -> void:
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freeze = true
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if shift_review_panel and shift_review_panel.visible:
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freeze = true
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if pause_overlay and pause_overlay.visible:
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freeze = true
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if settings_panel and settings_panel.visible:
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freeze = true
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if not _shift_running:
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freeze = true
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if guard:
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guard.input_locked = freeze
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if freeze:
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+21
-5
@@ -12,6 +12,11 @@ var target_position: Vector3 = Vector3.ZERO
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var door_position: Vector3 = Vector3(0, 0.5, 1.2)
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var awaiting_interaction := false
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var arrived := false
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## Seconds idle at an arrived waypoint. Ordinary traffic lives for a while, then
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## despawns so the entrance does not fill with standers (TODO: NPC crowd cap).
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var idle_s := 0.0
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var lifetime_s := 90.0
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var ephemeral := true
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var agent: NavigationAgent3D = null
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## Set once the nav agent proves it has a path; direct movement is the fallback.
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var _nav_usable := false
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@@ -123,8 +128,8 @@ func _build_focus_ring() -> void:
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_ring = MeshInstance3D.new()
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_ring.name = "FocusRing"
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var torus := TorusMesh.new()
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torus.inner_radius = 0.16
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torus.outer_radius = 0.20
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torus.inner_radius = 0.26
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torus.outer_radius = 0.34
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torus.rings = 12
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torus.ring_segments = 16
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_ring.mesh = torus
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@@ -139,10 +144,10 @@ func _build_focus_ring() -> void:
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_name_tag = Label3D.new()
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_name_tag.name = "NameTag"
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_name_tag.text = npc.profile.display_name if npc and npc.profile else ""
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_name_tag.font_size = 28
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_name_tag.font_size = 48
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_name_tag.pixel_size = 0.004
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_name_tag.billboard = BaseMaterial3D.BILLBOARD_ENABLED
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_name_tag.position = Vector3(0, 0.42, 0)
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_name_tag.position = Vector3(0, 0.58, 0)
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_name_tag.modulate = Color(0.95, 0.95, 0.9, 0.9)
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_name_tag.visible = false
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_head.add_child(_name_tag)
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@@ -257,20 +262,31 @@ func _animate(delta: float) -> void:
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_head.rotation.y = lerp_angle(_head.rotation.y, world_yaw - parent_yaw, 0.1)
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func _advance_fsm(delta: float) -> void:
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# Routine traffic despawns after a while once it has finished its walk, so
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# the crowd cap is not permanently occupied by idle standers.
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if ephemeral and arrived and npc.fsm.state != "LEAVING":
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idle_s += delta
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if idle_s >= lifetime_s:
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leave_requested_by_lifetime = true
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return
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# Returning-trespasser: an NPC directed away may circle back to the door.
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if npc.tick_return(delta):
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arrived = false
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awaiting_interaction = false
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target_position = door_position
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return
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if npc.leave_requested:
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if npc.leave_requested or leave_requested_by_lifetime:
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var away := global_position + (global_position - spawn_position).normalized() * 40.0
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away.y = 0.5
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target_position = away
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if (global_position - away).length() < 2.0:
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queue_free()
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return
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if arrived and not awaiting_interaction:
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awaiting_interaction = true
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var leave_requested_by_lifetime := false
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func _move_toward_target(delta: float) -> void:
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if agent == null:
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_move_direct(delta)
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@@ -279,6 +279,18 @@ func set_wand_icon(visible: bool) -> void:
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if wand_icon:
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wand_icon.visible = visible
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## Scale the whole HUD text block (accessibility settings).
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func set_font_scale(scale: float) -> void:
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var clamped := clampf(scale, 0.75, 1.75)
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if top_label:
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top_label.scale = Vector2(clamped, clamped)
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if log_label:
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log_label.scale = Vector2(clamped, clamped)
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if target_label:
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target_label.scale = Vector2(clamped, clamped)
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if hint_label:
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hint_label.scale = Vector2(clamped, clamped)
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func _make_icon(texture: Texture2D) -> TextureRect:
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var tr := TextureRect.new()
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tr.texture = texture
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@@ -0,0 +1,84 @@
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class_name PauseOverlay
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extends CanvasLayer
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## Shift pause overlay: resume, restart the shift, open settings, or quit to the
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## venue menu. Opened with Esc from the world (or a dedicated pause action) and
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## while the overlay is open the guard is frozen.
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signal resume_requested()
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signal restart_requested()
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signal settings_requested()
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signal quit_to_menu_requested()
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var _root: Control = null
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var _resume_button: Button = null
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func _ready() -> void:
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layer = 18
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_build()
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hide()
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func _build() -> void:
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_root = Control.new()
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_root.name = "PauseRoot"
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_root.set_anchors_preset(Control.PRESET_FULL_RECT)
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_root.mouse_filter = Control.MOUSE_FILTER_STOP
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add_child(_root)
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var bg := ColorRect.new()
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bg.color = Color(0.02, 0.03, 0.05, 0.82)
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bg.set_anchors_preset(Control.PRESET_FULL_RECT)
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bg.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_root.add_child(bg)
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var center := CenterContainer.new()
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center.set_anchors_preset(Control.PRESET_FULL_RECT)
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_root.add_child(center)
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var column := VBoxContainer.new()
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column.custom_minimum_size = Vector2(320, 0)
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column.add_theme_constant_override("separation", 10)
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center.add_child(column)
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var title := Label.new()
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title.text = "Paused"
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title.add_theme_font_size_override("font_size", 36)
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title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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column.add_child(title)
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_resume_button = _add_button(column, "Resume", "ResumeButton", func(): resume_requested.emit())
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_add_button(column, "Restart shift", "RestartButton", func(): restart_requested.emit())
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_add_button(column, "Settings", "SettingsButton", func(): settings_requested.emit())
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_add_button(column, "Quit to menu", "MenuButton", func(): quit_to_menu_requested.emit())
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var hint := Label.new()
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hint.text = "Esc resumes"
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hint.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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hint.add_theme_color_override("font_color", Color(0.55, 0.58, 0.65))
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column.add_child(hint)
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func _add_button(parent: Control, text: String, node_name: String, cb: Callable) -> Button:
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var button := Button.new()
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button.name = node_name
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button.text = text
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button.custom_minimum_size = Vector2(320, 44)
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button.pressed.connect(cb)
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parent.add_child(button)
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return button
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func open() -> void:
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visible = true
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_root.visible = true
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
|
||||
if _resume_button:
|
||||
_resume_button.grab_focus()
|
||||
|
||||
func close() -> void:
|
||||
visible = false
|
||||
_root.visible = false
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if not visible:
|
||||
return
|
||||
if event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_ESCAPE:
|
||||
resume_requested.emit()
|
||||
get_viewport().set_input_as_handled()
|
||||
@@ -0,0 +1,154 @@
|
||||
class_name SettingsPanel
|
||||
extends CanvasLayer
|
||||
## Settings: mouse look sensitivity and HUD font scale, persisted through the
|
||||
## `Save` autoload into `user://settings.json`.
|
||||
##
|
||||
## Emits `applied(settings)` so the game manager can push values into the guard
|
||||
## and HUD as soon as the player confirms.
|
||||
|
||||
signal applied(settings: Dictionary)
|
||||
signal closed()
|
||||
|
||||
var _root: Control = null
|
||||
var _sensitivity: HSlider = null
|
||||
var _font_scale: HSlider = null
|
||||
var _sensitivity_value: Label = null
|
||||
var _font_scale_value: Label = null
|
||||
var settings: Dictionary = {}
|
||||
|
||||
func _ready() -> void:
|
||||
layer = 22
|
||||
_build()
|
||||
hide()
|
||||
|
||||
func _init() -> void:
|
||||
layer = 22
|
||||
_build()
|
||||
hide()
|
||||
|
||||
func _build() -> void:
|
||||
_root = Control.new()
|
||||
_root.name = "SettingsRoot"
|
||||
_root.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
_root.mouse_filter = Control.MOUSE_FILTER_STOP
|
||||
add_child(_root)
|
||||
|
||||
var bg := ColorRect.new()
|
||||
bg.color = Color(0.02, 0.03, 0.05, 0.9)
|
||||
bg.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
bg.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
_root.add_child(bg)
|
||||
|
||||
var center := CenterContainer.new()
|
||||
center.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
_root.add_child(center)
|
||||
|
||||
var column := VBoxContainer.new()
|
||||
column.custom_minimum_size = Vector2(420, 0)
|
||||
column.add_theme_constant_override("separation", 12)
|
||||
center.add_child(column)
|
||||
|
||||
var title := Label.new()
|
||||
title.text = "Settings"
|
||||
title.add_theme_font_size_override("font_size", 32)
|
||||
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||
column.add_child(title)
|
||||
|
||||
var sens_row := VBoxContainer.new()
|
||||
column.add_child(sens_row)
|
||||
_sensitivity_value = _add_label_row(sens_row, "Mouse look sensitivity")
|
||||
_sensitivity = _add_slider(sens_row, 0.0005, 0.0060, 0.0001)
|
||||
_sensitivity.value_changed.connect(_on_sensitivity_changed)
|
||||
|
||||
var font_row := VBoxContainer.new()
|
||||
column.add_child(font_row)
|
||||
_font_scale_value = _add_label_row(font_row, "HUD font scale")
|
||||
_font_scale = _add_slider(font_row, 0.75, 1.75, 0.05)
|
||||
_font_scale.value_changed.connect(_on_font_scale_changed)
|
||||
|
||||
var row := HBoxContainer.new()
|
||||
row.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
row.add_theme_constant_override("separation", 12)
|
||||
column.add_child(row)
|
||||
|
||||
var save_button := Button.new()
|
||||
save_button.name = "ApplyButton"
|
||||
save_button.text = "Apply"
|
||||
save_button.pressed.connect(_on_apply)
|
||||
row.add_child(save_button)
|
||||
|
||||
var cancel_button := Button.new()
|
||||
cancel_button.name = "CancelButton"
|
||||
cancel_button.text = "Cancel"
|
||||
cancel_button.pressed.connect(_on_cancel)
|
||||
row.add_child(cancel_button)
|
||||
|
||||
func _add_label_row(parent: Control, text: String) -> Label:
|
||||
var row := HBoxContainer.new()
|
||||
parent.add_child(row)
|
||||
var label := Label.new()
|
||||
label.text = text
|
||||
label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
row.add_child(label)
|
||||
var value := Label.new()
|
||||
value.add_theme_color_override("font_color", Color(0.75, 0.8, 0.9))
|
||||
row.add_child(value)
|
||||
return value
|
||||
|
||||
func _add_slider(parent: Control, min_v: float, max_v: float, step: float) -> HSlider:
|
||||
var slider := HSlider.new()
|
||||
slider.min_value = min_v
|
||||
slider.max_value = max_v
|
||||
slider.step = step
|
||||
slider.custom_minimum_size = Vector2(420, 24)
|
||||
parent.add_child(slider)
|
||||
return slider
|
||||
|
||||
func open(current: Dictionary) -> void:
|
||||
settings = current.duplicate(true)
|
||||
var sens: float = float(settings.get("look_sensitivity", 0.0022))
|
||||
var scale: float = float(settings.get("hud_font_scale", 1.0))
|
||||
if _sensitivity:
|
||||
_sensitivity.set_value_no_signal(clampf(sens, _sensitivity.min_value, _sensitivity.max_value))
|
||||
if _font_scale:
|
||||
_font_scale.set_value_no_signal(clampf(scale, _font_scale.min_value, _font_scale.max_value))
|
||||
_sync_labels()
|
||||
visible = true
|
||||
_root.visible = true
|
||||
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
|
||||
|
||||
func close() -> void:
|
||||
visible = false
|
||||
_root.visible = false
|
||||
|
||||
func _sync_labels() -> void:
|
||||
if _sensitivity_value and _sensitivity:
|
||||
_sensitivity_value.text = "%.4f" % _sensitivity.value
|
||||
if _font_scale_value and _font_scale:
|
||||
_font_scale_value.text = "%.2fx" % _font_scale.value
|
||||
|
||||
func _on_sensitivity_changed(value: float) -> void:
|
||||
settings["look_sensitivity"] = value
|
||||
_sync_labels()
|
||||
|
||||
func _on_font_scale_changed(value: float) -> void:
|
||||
settings["hud_font_scale"] = value
|
||||
_sync_labels()
|
||||
|
||||
func _on_apply() -> void:
|
||||
if Save:
|
||||
Save.save_settings(settings)
|
||||
applied.emit(settings)
|
||||
close()
|
||||
closed.emit()
|
||||
|
||||
func _on_cancel() -> void:
|
||||
close()
|
||||
closed.emit()
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if not visible:
|
||||
return
|
||||
if event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_ESCAPE:
|
||||
_on_cancel()
|
||||
get_viewport().set_input_as_handled()
|
||||
@@ -0,0 +1,140 @@
|
||||
class_name StartMenu
|
||||
extends CanvasLayer
|
||||
## Startup menu: pick a venue, start the shift, open settings, or quit.
|
||||
## Keyboard and mouse both work. Replaces `V` as the player-facing venue path
|
||||
## (the `V` bind stays as a debug shortcut).
|
||||
|
||||
signal venue_selected(scenario_id: String)
|
||||
signal settings_requested()
|
||||
signal quit_requested()
|
||||
|
||||
const VENUES := [
|
||||
{"id": "hollywood_building", "label": "Hollywood Boulevard", "blurb": "Building entrance, tourists and late-night trouble."},
|
||||
{"id": "joke_shop", "label": "The Joke Shop", "blurb": "Guest list, IDs and wand screening."},
|
||||
{"id": "tv_studio", "label": "Late Night TV Studio", "blurb": "Credentials, filming boundary, celebrity arrivals."},
|
||||
]
|
||||
|
||||
var _index := 0
|
||||
var _buttons: Array[Button] = []
|
||||
var _root: Control = null
|
||||
|
||||
func _ready() -> void:
|
||||
layer = 20
|
||||
_build()
|
||||
hide()
|
||||
|
||||
func _build() -> void:
|
||||
_root = Control.new()
|
||||
_root.name = "StartMenuRoot"
|
||||
_root.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
_root.mouse_filter = Control.MOUSE_FILTER_STOP
|
||||
add_child(_root)
|
||||
|
||||
var bg := ColorRect.new()
|
||||
bg.color = Color(0.03, 0.04, 0.07, 0.96)
|
||||
bg.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
bg.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
_root.add_child(bg)
|
||||
|
||||
var center := CenterContainer.new()
|
||||
center.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
_root.add_child(center)
|
||||
|
||||
var column := VBoxContainer.new()
|
||||
column.name = "Column"
|
||||
column.custom_minimum_size = Vector2(460, 0)
|
||||
column.add_theme_constant_override("separation", 14)
|
||||
center.add_child(column)
|
||||
|
||||
var title := Label.new()
|
||||
title.text = "STEP LINE"
|
||||
title.add_theme_font_size_override("font_size", 44)
|
||||
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||
column.add_child(title)
|
||||
|
||||
var subtitle := Label.new()
|
||||
subtitle.text = "Pick a venue to start your shift."
|
||||
subtitle.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||
subtitle.add_theme_color_override("font_color", Color(0.72, 0.75, 0.82))
|
||||
column.add_child(subtitle)
|
||||
|
||||
for i in VENUES.size():
|
||||
var venue: Dictionary = VENUES[i]
|
||||
var button := Button.new()
|
||||
button.name = "Venue_%s" % venue["id"]
|
||||
button.text = "%s\n%s" % [venue["label"], venue["blurb"]]
|
||||
button.alignment = HORIZONTAL_ALIGNMENT_LEFT
|
||||
button.custom_minimum_size = Vector2(460, 62)
|
||||
button.pressed.connect(_on_venue_pressed.bind(i))
|
||||
column.add_child(button)
|
||||
_buttons.append(button)
|
||||
|
||||
var spacer := Control.new()
|
||||
spacer.custom_minimum_size = Vector2(0, 10)
|
||||
column.add_child(spacer)
|
||||
|
||||
var row := HBoxContainer.new()
|
||||
row.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
row.add_theme_constant_override("separation", 12)
|
||||
column.add_child(row)
|
||||
|
||||
var settings_button := Button.new()
|
||||
settings_button.name = "SettingsButton"
|
||||
settings_button.text = "Settings"
|
||||
settings_button.pressed.connect(func(): settings_requested.emit())
|
||||
row.add_child(settings_button)
|
||||
|
||||
var quit_button := Button.new()
|
||||
quit_button.name = "QuitButton"
|
||||
quit_button.text = "Quit"
|
||||
quit_button.pressed.connect(func(): quit_requested.emit())
|
||||
row.add_child(quit_button)
|
||||
|
||||
var hint := Label.new()
|
||||
hint.text = "Up/Down to choose, Enter to start, Esc to quit"
|
||||
hint.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||
hint.add_theme_color_override("font_color", Color(0.55, 0.58, 0.65))
|
||||
column.add_child(hint)
|
||||
|
||||
_focus_index(0)
|
||||
|
||||
func _focus_index(i: int) -> void:
|
||||
if _buttons.is_empty():
|
||||
return
|
||||
_index = clampi(i, 0, _buttons.size() - 1)
|
||||
_buttons[_index].grab_focus()
|
||||
|
||||
func open() -> void:
|
||||
visible = true
|
||||
_root.visible = true
|
||||
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
|
||||
_focus_index(_index)
|
||||
|
||||
func close() -> void:
|
||||
visible = false
|
||||
_root.visible = false
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if not visible:
|
||||
return
|
||||
if event is InputEventKey and event.pressed and not event.echo:
|
||||
match event.keycode:
|
||||
KEY_UP, KEY_W:
|
||||
_focus_index(_index - 1)
|
||||
get_viewport().set_input_as_handled()
|
||||
KEY_DOWN, KEY_S:
|
||||
_focus_index(_index + 1)
|
||||
get_viewport().set_input_as_handled()
|
||||
KEY_ENTER, KEY_KP_ENTER, KEY_SPACE:
|
||||
_on_venue_pressed(_index)
|
||||
get_viewport().set_input_as_handled()
|
||||
KEY_ESCAPE:
|
||||
quit_requested.emit()
|
||||
get_viewport().set_input_as_handled()
|
||||
|
||||
func _on_venue_pressed(i: int) -> void:
|
||||
if i < 0 or i >= VENUES.size():
|
||||
return
|
||||
var venue: Dictionary = VENUES[i]
|
||||
close()
|
||||
venue_selected.emit(str(venue["id"]))
|
||||
@@ -5,6 +5,7 @@ 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.
|
||||
|
||||
@@ -25,6 +26,7 @@ func _init(root_node: Node3D) -> void:
|
||||
func build() -> void:
|
||||
_build_ground()
|
||||
_build_building()
|
||||
_build_skyline_backdrop()
|
||||
_build_marquee()
|
||||
_build_steps()
|
||||
_build_sidewalk()
|
||||
@@ -90,10 +92,9 @@ func _build_building() -> void:
|
||||
root.add_child(building)
|
||||
|
||||
func _build_steps() -> void:
|
||||
# Steps are visual only (no collider) so NPCs and the guard can walk up the
|
||||
# entrance on the flat navigation mesh; the ground and building provide the
|
||||
# actual collision boundaries.
|
||||
var steps := Node3D.new()
|
||||
# Steps have collision so NPCs and the guard can walk up the entrance.
|
||||
# The ground and building provide the actual collision boundaries.
|
||||
var steps := StaticBody3D.new()
|
||||
steps.name = "Steps"
|
||||
var step_w := 8.0
|
||||
var tread := 0.6
|
||||
@@ -101,9 +102,22 @@ func _build_steps() -> void:
|
||||
for i in 4:
|
||||
var y: float = i * height
|
||||
var z: float = 4.0 * tread - i * tread
|
||||
_add_box(steps, Vector3(step_w - i * 0.35, height, tread), Vector3(0, y + height / 2.0, z), Color(0.55, 0.52, 0.5))
|
||||
# Landing at the top
|
||||
_add_box(steps, Vector3(9, 0.2, 3), Vector3(0, 4 * height + 0.1, -1.5), Color(0.5, 0.47, 0.45))
|
||||
var w: float = step_w - i * 0.35
|
||||
_add_box(steps, Vector3(w, height, tread), Vector3(0, y + height / 2.0, z), Color(0.55, 0.52, 0.5))
|
||||
# Add collision shape to each tread
|
||||
var tread_col := BoxShape3D.new()
|
||||
tread_col.size = Vector3(w, height, tread)
|
||||
var owner_id := steps.create_shape_owner(steps)
|
||||
steps.shape_owner_add_shape(owner_id, tread_col)
|
||||
steps.shape_owner_set_transform(owner_id, Transform3D(Basis(), Vector3(0, y + height / 2.0, z)))
|
||||
# Landing at the top with collision
|
||||
var landing_y: float = 4 * height + 0.1
|
||||
_add_box(steps, Vector3(9, 0.2, 3), Vector3(0, landing_y, -1.5), Color(0.5, 0.47, 0.45))
|
||||
var landing_col := BoxShape3D.new()
|
||||
landing_col.size = Vector3(9, 0.2, 3)
|
||||
var landing_owner := steps.create_shape_owner(steps)
|
||||
steps.shape_owner_add_shape(landing_owner, landing_col)
|
||||
steps.shape_owner_set_transform(landing_owner, Transform3D(Basis(), Vector3(0, landing_y, -1.5)))
|
||||
root.add_child(steps)
|
||||
|
||||
func _build_sidewalk() -> void:
|
||||
@@ -150,6 +164,33 @@ func _build_navmesh() -> void:
|
||||
region.navigation_mesh = mesh
|
||||
root.add_child(region)
|
||||
|
||||
func _build_skyline_backdrop() -> void:
|
||||
## Skyline silhouette backdrop behind the building. The texture has a
|
||||
## transparent sky, so only the building silhouettes show; the material must
|
||||
## be set up for alpha or the plane renders as an opaque slab (ADR/TODO).
|
||||
var backdrop := Node3D.new()
|
||||
backdrop.name = "SkylineBackdrop"
|
||||
var plane := MeshInstance3D.new()
|
||||
var mesh := PlaneMesh.new()
|
||||
mesh.size = Vector2(240, 60) # wide, low horizon
|
||||
plane.mesh = mesh
|
||||
var mat := StandardMaterial3D.new()
|
||||
mat.albedo_texture = T_SKYLINE
|
||||
mat.albedo_texture_repeat = true
|
||||
mat.uv1_scale = Vector3(2.0, 1.0, 1.0)
|
||||
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA_SCISSOR
|
||||
mat.alpha_scissor_threshold = 0.3
|
||||
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
|
||||
plane.material_override = mat
|
||||
plane.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
plane.position = Vector3(0, 18, -60) # behind and above the building
|
||||
backdrop.add_child(plane)
|
||||
root.add_child(backdrop)
|
||||
_skyline_mat = mat
|
||||
|
||||
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)
|
||||
@@ -167,9 +208,9 @@ func _build_marquee() -> void:
|
||||
marquee_label.text = "STEP LINE"
|
||||
marquee_label.position = Vector3(0, 7.3, -3.55)
|
||||
marquee_label.modulate = Color(1, 0.6, 0.9)
|
||||
marquee_label.font_size = 72
|
||||
marquee_label.font_size = 160
|
||||
marquee_label.pixel_size = 0.004
|
||||
marquee_label.outline_size = 12
|
||||
marquee_label.outline_size = 24
|
||||
marquee_label.outline_modulate = Color(0.9, 0.15, 0.5)
|
||||
marquee_label.billboard = BaseMaterial3D.BILLBOARD_ENABLED
|
||||
marquee_label.no_depth_test = false
|
||||
@@ -264,6 +305,11 @@ func _plain_material(color: Color) -> StandardMaterial3D:
|
||||
func _build_guard_spawn() -> void:
|
||||
var marker := Marker3D.new()
|
||||
marker.name = "GuardSpawn"
|
||||
# Guard spawns on the landing at the top of the steps, facing the street.
|
||||
# The landing is at y=4*height+0.1 where height=0.16, so y=0.76
|
||||
# The guard's head offset is 1.6m, so spawn at y=0.76-1.6=-0.84 to place feet on ground
|
||||
# But we want the guard at eye-level with the sidewalk, so adjust to y=0.1 for feet
|
||||
# Then the head will be at y=1.7 (1.6 offset + 0.1 base)
|
||||
marker.position = Vector3(0, 0.1, -2.0)
|
||||
root.add_child(marker)
|
||||
|
||||
|
||||
Reference in new issue
Block a user