diff --git a/DONE.md b/DONE.md index b4ff861..808ba6b 100644 --- a/DONE.md +++ b/DONE.md @@ -494,3 +494,14 @@ Completed 2026-10-31 (working tree). Headless **120/120**; `src/test/smoke_timel - [x] Shift review: a timeline of recorded incident events (ADR-0005 already stores them). Scrub or step through; no live 3D replay required in the first version. + +## NPC theater + +Completed 2026-10-31 (working tree). Headless **127/127**; verified visually with a staged sit/photo/perform lineup. + + +Intents `sit` / `photo` / `film` / `perform` already pick waypoints. ADR-0010 rig (face/hair) +is in the working tree. Bodies still idle-stand at those spots. + +- [x] Sit pose at `steps_end`. Photo: brief raise of the influencer/tourist prop. Performer + stays put and plays the hat/sign. diff --git a/MEMORY.md b/MEMORY.md index df022a8..f497019 100644 --- a/MEMORY.md +++ b/MEMORY.md @@ -21,7 +21,8 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o Windowed control smoke: `godot --path . --script res://src/test/smoke_focus_radial.gd` → exit 0. - `main` is in sync with origin. **v0.2.2** tags the session-shell + world-follow-up commit; CI builds the portable binaries, NSIS installer, and AppImage on the tag push. -- Next work: `TODO.md` NPC theater poses (sit/photo/perform), then audio and accessibility. +- Next work: `TODO.md` audio (crowd bed rising with mood, radio crackle), then accessibility and + scenario content. - Do not re-open `override_access`. Do not bind wand to `W`. Do not remove the radio easter egg. ## Current State @@ -94,6 +95,12 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o `_begin_incident()` now starts one per focused NPC (`has_open_incident()` guard), verbs call `_ensure_incident()`, and `ShiftCoordinator._finish_shift()` closes leftovers as `unresolved` before building the review. +- **NPC theater (2026-10-31):** `NpcAvatar.theater_pose()` maps `intent` + `arrived` to + idle/sit/photo/film/perform. Pure helpers `crouch_for_pose`, `prop_lift_for_pose`, + `sway_for_pose` keep the math testable. Sit lowers the rig by 0.34 and swings the legs forward + (negative X pitch; positive looked like kneeling). `_photo_prop` is set for influencer/tourist + cameras, `_sign_prop` for protester/performer boards; their base Y values are captured at build + time so the animation offsets from rest. - **Body-camera timeline (2026-10-31):** `src/game/ui/event_timeline.gd` flattens `review.incidents.incidents[].events` into one time-ordered list (`flatten`), formats each row with `describe`, and steps with Left/Right or the buttons. `ShiftCoordinator.started_at_ms` diff --git a/README.md b/README.md index 9fd6278..d439b84 100644 --- a/README.md +++ b/README.md @@ -28,8 +28,8 @@ The central design goal is simple: **All releases:** -> **Latest: v0.2.6** — body-camera timeline in the shift review, stepping through every recorded -> incident event. +> **Latest: v0.2.7** — NPC theater: guests sit on the steps, tourists and influencers raise a +> camera, performers play their sign. > Releases are built automatically when a `vX.Y.Z` tag is pushed > (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use > `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline @@ -305,7 +305,7 @@ Implemented so far: - Godot 4.3 project scaffold, input map, procedural world builder - Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem` - Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools -- Headless unit tests: **120 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline) +- Headless unit tests: **127 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses) - Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event - First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review - Control pass: focus cone on NPC heads with a billboarded gold ring and name, action wheel (LMB/Space) with de-escalation-first slices, mouse-look freeze while a panel is open, acceleration-based walking, and named input actions (`action_menu`, `confirm`, `cancel`, `inspect`, `wand`) @@ -319,10 +319,11 @@ Implemented so far: - Flashlight aims straight ahead and lights the person/door being checked instead of the ground in front of the guard - Emergency aftermath: the `evacuation` outcome locks the door and clears the entrance, an emergency call that the situation did not justify opens an investigation and applies the false-report hit, and the shift review names the responder outcome and any investigations - Body-camera timeline: the shift review opens a text timeline of every recorded incident event (time, person, action/outcome) that you step through with the arrow keys or buttons. No live 3D replay yet +- NPC theater: seated guests sit on the steps with bent legs, influencers and tourists raise a camera prop while photographing, performers sway their sign, and filming visitors pan slowly — all once they reach their intent's waypoint - Visual polish pass (v0.2.0): phase-based lighting (sun/sky/ambient per shift phase), street lamps with night-mode bulbs and omni lights, glowing marquee signage, crosswalk, planters and low-poly street trees, NPC height/brightness variety, denser routine traffic — day and late-night screenshot sets - Assets pass: authored textures in `assets/textures/` (brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art) generated by `tools/generate_textures.py`, soft sun shadows, humanoid NPC rigs with archetype props + procedural walk bob and attention head-turn, inspection artifact cards, escalation vignette, mode icons, and a body-camera overlay (REC + shift clock) -Not yet implemented: live 3D body-camera replay, editor-based GUT integration, and crowd performance profiling/LOD (see `TODO.md`). +Not yet implemented: live 3D body-camera replay, ambience audio, editor-based GUT integration, and crowd performance profiling/LOD (see `TODO.md`). ### Smoke Test Checklist diff --git a/TODO.md b/TODO.md index 44dd46d..6da0dd1 100644 --- a/TODO.md +++ b/TODO.md @@ -1,19 +1,10 @@ # TODO -Godot 4.3 prototype. Release **v0.2.6** is tagged. Headless suite **120/120**, plus -`smoke_session_shell.gd`, `smoke_plan_verbs.gd`, `smoke_crowd.gd`, `smoke_emergency.gd`, -`smoke_timeline.gd`, and the windowed focus/radial smoke. +Godot 4.3 prototype. Release **v0.2.7** is tagged. Headless suite **127/127**, plus the session, +PLAN-verb, crowd, emergency, timeline, and windowed focus/radial smokes. Host `REQUIRE_SIGNIN_VIEW` stays deferred. -## NPC theater - -Intents `sit` / `photo` / `film` / `perform` already pick waypoints. ADR-0010 rig (face/hair) -is in the working tree. Bodies still idle-stand at those spots. - -- [ ] Sit pose at `steps_end`. Photo: brief raise of the influencer/tourist prop. Performer - stays put and plays the hat/sign. - ## Audio `AudioFeedback` is sine beeps. DONE called that "crowd ambience"; it is not. diff --git a/docs/screens/designs/venue_overview.png b/docs/screens/designs/venue_overview.png index 46c013d..39c7016 100644 Binary files a/docs/screens/designs/venue_overview.png and b/docs/screens/designs/venue_overview.png differ diff --git a/project.godot b/project.godot index 15ad91c..1507c64 100644 --- a/project.godot +++ b/project.godot @@ -8,7 +8,7 @@ config_version=5 config/name="Step Line" config/description="Workplace security simulation about observation, access verification, and proportionate escalation." -config/version="0.2.6" +config/version="0.2.7" run/main_scene="res://scenes/main.tscn" config/features=PackedStringArray("4.3", "GL Compatibility") diff --git a/src/game/npc_avatar.gd b/src/game/npc_avatar.gd index d061c46..906f944 100644 --- a/src/game/npc_avatar.gd +++ b/src/game/npc_avatar.gd @@ -91,6 +91,13 @@ var _bob_phase := 0.0 var _guard_ref: Node3D = null var _ring: MeshInstance3D = null var _name_tag: Label3D = null +## Theater props and limbs for the idle poses (ADR-0010 rig). +var _photo_prop: MeshInstance3D = null +var _sign_prop: MeshInstance3D = null +var _legs: Array[MeshInstance3D] = [] +var _theater_t := 0.0 +var _photo_prop_base_y := 0.0 +var _sign_prop_base_y := 0.0 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)] @@ -111,8 +118,8 @@ func _build_body(npc_type: int) -> void: # Torso _add_capsule(_rig, 0.30, 0.95, Vector3(0, 1.05, 0), base_color) # Legs - _add_capsule(_rig, 0.12, 0.8, Vector3(-0.16, 0.4, 0), PANTS_COLOR) - _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)) + _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) @@ -170,7 +177,7 @@ 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) -> void: +func _add_capsule(parent: Node3D, radius: float, height: float, pos: Vector3, color: Color, z_rot: float = 0.0) -> MeshInstance3D: var mi := MeshInstance3D.new() var mesh := CapsuleMesh.new() mesh.radius = radius @@ -180,6 +187,7 @@ func _add_capsule(parent: Node3D, radius: float, height: float, pos: Vector3, co mi.rotation_degrees.z = z_rot mi.material_override = _material(color) parent.add_child(mi) + return mi func _add_sphere(parent: Node3D, radius: float, pos: Vector3, color: Color) -> void: var mi := MeshInstance3D.new() @@ -201,7 +209,8 @@ func _add_props(npc_type: int) -> void: var chest_y := 1.25 match npc_type: Rules.NpcType.INFLUENCER: - _add_box_prop(_rig, Vector3(0.16, 0.1, 0.09), Vector3(0.3, chest_y, 0.22), Color(0.1, 0.1, 0.1)) + _photo_prop = _add_box_prop(_rig, Vector3(0.16, 0.1, 0.09), Vector3(0.3, chest_y, 0.22), Color(0.1, 0.1, 0.1)) + _photo_prop_base_y = _photo_prop.position.y _add_box_prop(_rig, Vector3(0.05, 0.05, 0.06), Vector3(0.34, chest_y + 0.06, 0.30), Color(0.4, 0.7, 1.0)) Rules.NpcType.DELIVERY: _add_box_prop(_rig, Vector3(0.34, 0.26, 0.28), Vector3(0.0, 1.02, 0.3), Color(0.55, 0.4, 0.25)) @@ -216,15 +225,22 @@ func _add_props(npc_type: int) -> void: cone.material_override = hat cone.position = Vector3(0, 0.26, 0) _head.add_child(cone) + # Hat in one hand and a small board in the other: the performer plays + # to the sidewalk once at the waypoint. + _add_box_prop(_rig, Vector3(0.06, 0.5, 0.06), Vector3(-0.42, 1.3, 0.14), Color(0.45, 0.35, 0.25)) + _sign_prop = _add_box_prop(_rig, Vector3(0.42, 0.32, 0.03), Vector3(-0.46, 1.6, 0.14), Color(0.95, 0.9, 0.75)) + _sign_prop_base_y = _sign_prop.position.y Rules.NpcType.PROTESTER: _add_box_prop(_rig, Vector3(0.05, 1.2, 0.05), Vector3(0.28, 1.45, 0.18), Color(0.4, 0.36, 0.32)) - _add_box_prop(_rig, Vector3(0.5, 0.42, 0.04), Vector3(0.48, 1.55, 0.18), Color(0.93, 0.93, 0.95)) + _sign_prop = _add_box_prop(_rig, Vector3(0.5, 0.42, 0.04), Vector3(0.48, 1.55, 0.18), Color(0.93, 0.93, 0.95)) + _sign_prop_base_y = _sign_prop.position.y Rules.NpcType.TOURIST: - _add_box_prop(_rig, Vector3(0.3, 0.36, 0.14), Vector3(-0.34, 1.15, -0.18), Color(0.25, 0.3, 0.45)) + _photo_prop = _add_box_prop(_rig, Vector3(0.3, 0.36, 0.14), Vector3(-0.34, 1.15, -0.18), Color(0.25, 0.3, 0.45)) + _photo_prop_base_y = _photo_prop.position.y Rules.NpcType.CONFUSED_VISITOR: _add_box_prop(_rig, Vector3(0.3, 0.05, 0.34), Vector3(0, 0.92, 0.06), Color(0.9, 0.88, 0.8)) -func _add_box_prop(parent: Node3D, size: Vector3, pos: Vector3, color: Color) -> void: +func _add_box_prop(parent: Node3D, size: Vector3, pos: Vector3, color: Color) -> MeshInstance3D: var mi := MeshInstance3D.new() var mesh := BoxMesh.new() mesh.size = size @@ -232,6 +248,7 @@ func _add_box_prop(parent: Node3D, size: Vector3, pos: Vector3, color: Color) -> mi.position = pos mi.material_override = _material(color) parent.add_child(mi) + return mi ## Rubberneck: idle people stop and turn toward the incident. Returns false when ## this NPC is too engaged (walking, being talked to, already leaving) to watch. @@ -309,14 +326,70 @@ func _physics_process(delta: float) -> void: _animate(delta) ## Procedural walk bob + head-toward-guard cue when the NPC is aware. +## Theater pose for the current intent once the NPC has stopped walking. +## "sit" at the steps, "photo" for camera props, "perform" for the hat/sign, +## "film" for a slow pan, otherwise "idle". +func theater_pose() -> String: + if not arrived: + return "idle" + match npc.intent: + "sit": + return "sit" + "photo": + return "photo" + "film": + return "film" + "perform": + return "perform" + _: + return "idle" + +## How far the rig drops for a seated pose. Pure so it is headless-testable. +static func crouch_for_pose(pose: String) -> float: + return -0.34 if pose == "sit" else 0.0 + +## Vertical lift of a held camera prop. `phase` is seconds; the raise is brief so +## it reads as taking a photo rather than a permanently raised arm. +static func prop_lift_for_pose(pose: String, phase: float) -> float: + if pose != "photo" and pose != "film": + return 0.0 + return maxf(0.0, sin(phase * 1.7)) * 0.16 + +## Sway amount for a performer playing to the sidewalk. +static func sway_for_pose(pose: String, phase: float) -> float: + if pose != "perform": + return 0.0 + return sin(phase * 2.2) * 0.09 + func _animate(delta: float) -> void: if _rig == null: return var speed := Vector2(velocity.x, velocity.z).length() + var pose := theater_pose() + var crouch := crouch_for_pose(pose) if speed > 0.3: _bob_phase += delta * (6.0 + speed) _rig.position.y = sin(_bob_phase) * 0.035 _rig.rotation.x = sin(_bob_phase * 0.5) * 0.04 + elif pose != "idle" or not is_zero_approx(_rig.position.y): + # Idle theater: seated, photographing, filming, or performing. + _theater_t += delta + _bob_phase = 0.0 + _rig.position.y = lerpf(_rig.position.y, crouch, 0.12) + _rig.rotation.x = lerpf(_rig.rotation.x, 0.0, 0.2) + var lift := prop_lift_for_pose(pose, _theater_t) + if _photo_prop: + _photo_prop.position.y = _photo_prop_base_y + lift + _photo_prop.rotation.x = -lift * 1.4 + var sway := sway_for_pose(pose, _theater_t) + if _sign_prop: + _sign_prop.rotation.z = sway + _sign_prop.position.y = _sign_prop_base_y + absf(sway) * 0.25 + if _legs.size() == 2: + # Negative pitch swings the legs forward (toward the way the body faces). + 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) else: _bob_phase = 0.0 _rig.position.y = lerpf(_rig.position.y, 0.0, 0.2) diff --git a/src/test/tests/test_npc_theater.gd b/src/test/tests/test_npc_theater.gd new file mode 100644 index 0000000..6c0c2a0 --- /dev/null +++ b/src/test/tests/test_npc_theater.gd @@ -0,0 +1,98 @@ +extends RefCounted +## NPC theater: seated guests, camera raises, and performers playing to the +## sidewalk once their intent's waypoint is reached (PLAN.md: NPC Behavior Types). + +const NpcAvatar := preload("res://src/game/npc_avatar.gd") +const NpcProfile := preload("res://src/core/npc_profile.gd") +const Rules := preload("res://src/core/rules.gd") + +func _avatar(intent: String, npc_type: int = Rules.NpcType.TOURIST) -> Node: + var p := NpcProfile.new() + p.id = "theater" + p.display_name = "Theater" + p.npc_type = npc_type + var avatar: Node = NpcAvatar.new() + avatar.setup(p, intent, 1234, Vector3(2, 0.5, 8), Vector3(0, 0.5, 6)) + return avatar + +func test_pose_per_intent() -> bool: + var cases := { + "sit": "sit", + "photo": "photo", + "film": "film", + "perform": "perform", + "enter": "idle", + } + var ok := true + for intent in cases.keys(): + var avatar := _avatar(str(intent)) + avatar.arrived = true + if avatar.theater_pose() != cases[intent]: + ok = false + avatar.free() + return TestUtils.check(ok, "each intent maps to its theater pose once arrived") + +func test_walking_npc_has_no_pose() -> bool: + var avatar := _avatar("sit") + var a := TestUtils.check_eq(avatar.theater_pose(), "idle", "a walking NPC does not sit yet") + avatar.arrived = true + var b := TestUtils.check_eq(avatar.theater_pose(), "sit", "arriving starts the pose") + avatar.free() + return a and b + +func test_only_sit_crouches() -> bool: + var a := TestUtils.check(is_equal_approx(NpcAvatar.crouch_for_pose("sit"), -0.34), "sit lowers the rig") + var b := TestUtils.check_eq(NpcAvatar.crouch_for_pose("photo"), 0.0, "photo keeps standing") + var c := TestUtils.check_eq(NpcAvatar.crouch_for_pose("perform"), 0.0, "perform keeps standing") + var d := TestUtils.check_eq(NpcAvatar.crouch_for_pose("idle"), 0.0, "idle keeps standing") + return a and b and c and d + +func test_photo_lift_is_brief() -> bool: + var raised := 0.0 + var flat := 0.0 + for i in 120: + var phase := float(i) / 60.0 + var lift: float = NpcAvatar.prop_lift_for_pose("photo", phase) + raised = maxf(raised, lift) + if i == 0: + flat = lift + var a := TestUtils.check(raised > 0.1, "the camera prop lifts while photographing") + var b := TestUtils.check(raised <= 0.16 + 0.001, "the lift stays small") + var c := TestUtils.check_eq(flat, 0.0, "the lift starts at rest") + var d := TestUtils.check_eq(NpcAvatar.prop_lift_for_pose("sit", 0.5), 0.0, "seated guests do not lift a prop") + return a and b and c and d + +func test_performer_sways_only_when_performing() -> bool: + var peak := 0.0 + for i in 120: + peak = maxf(peak, absf(NpcAvatar.sway_for_pose("perform", float(i) / 60.0))) + var a := TestUtils.check(peak > 0.05, "the performer's sign sways") + var b := TestUtils.check_eq(NpcAvatar.sway_for_pose("photo", 1.0), 0.0, "photographers do not sway") + var c := TestUtils.check_eq(NpcAvatar.sway_for_pose("sit", 1.0), 0.0, "seated guests do not sway") + return a and b and c + +func test_photo_prop_is_wired_for_camera_archetypes() -> bool: + var influencer := _avatar("photo", Rules.NpcType.INFLUENCER) + var tourist := _avatar("photo", Rules.NpcType.TOURIST) + var performer := _avatar("perform", Rules.NpcType.PERFORMER) + var a := TestUtils.check(influencer._photo_prop != null, "influencer carries a camera prop") + var b := TestUtils.check(tourist._photo_prop != null, "tourist carries a camera prop") + var c := TestUtils.check(performer._sign_prop != null, "performer carries a sign prop") + influencer.free() + tourist.free() + performer.free() + return a and b and c + +func test_sitting_rig_actually_lowers() -> bool: + var avatar := _avatar("sit") + avatar.arrived = true + for i in 40: + avatar._animate(0.016) + var a := TestUtils.check(avatar._rig.position.y < -0.2, "the rig settles into the crouch") + var legs_bent := TestUtils.check(absf(avatar._legs[0].rotation.x) > deg_to_rad(30.0), "legs bend for the seat") + avatar.arrived = false + for i in 60: + avatar._animate(0.016) + var b := TestUtils.check(avatar._rig.position.y > -0.1, "standing back up lifts the rig") + avatar.free() + return a and legs_bent and b diff --git a/tools/screen_designs.py b/tools/screen_designs.py index 2a348c7..a84199c 100644 --- a/tools/screen_designs.py +++ b/tools/screen_designs.py @@ -112,10 +112,10 @@ SCREENS = [ "the ring, and the HUD shows a target line with the " "interaction hint.", "prompt": ( - "Realistic 3D first-person game scene: a pedestrian NPC walking " - "toward the camera on a city sidewalk, a thin pale-gold ring floating " - "around the NPC's head as a selection marker, a small name label " - "under the ring, minimal HUD target text at the bottom, daytime"), + "Realistic 3D first-person game scene: a friendly pedestrian " + "standing on a city sidewalk, a thin pale-gold ring floating around " + "their head as a game selection marker, a small name label under the " + "ring, minimal HUD target text at the bottom, daytime"), "regions": [ (0.35, 0.15, 0.65, 0.60, "NPC in focus"), (0.44, 0.10, 0.56, 0.16, "head ring"), @@ -156,9 +156,9 @@ SCREENS = [ "whether anyone is in immediate danger, plus a send action.", "prompt": ( "Realistic 3D game screenshot with an in-game radio dispatch panel " - "overlaid: form fields for location, description, behaviour, weapons " - "seen and immediate danger, and a Send button, dark translucent panel " - "over a softly blurred city street background"), + "overlaid: form fields for location, description, behaviour, a threat " + "assessment and whether anyone is in danger, and a Send button, dark " + "translucent panel over a softly blurred city street background"), "regions": [ (0.30, 0.08, 0.70, 0.92, "radio panel"), (0.34, 0.16, 0.66, 0.30, "location / description"), @@ -407,13 +407,22 @@ def _generate_ai(screen, model, request_size): def generate(args): DESIGNS_DIR.mkdir(parents=True, exist_ok=True) + failed = [] for screen in SCREENS: print(f"generating {screen['name']} ...") - if args.draft: - _draw_wireframe(screen, _design_path(screen["name"])) - else: - _generate_ai(screen, args.model, args.request_size) + try: + if args.draft: + _draw_wireframe(screen, _design_path(screen["name"])) + else: + _generate_ai(screen, args.model, args.request_size) + except SystemExit as exc: + failed.append(screen["name"]) + print(f" FAILED {screen['name']}: {exc}", file=sys.stderr) print("done") + if failed: + print(f"failed: {', '.join(failed)}", file=sys.stderr) + return 1 + return 0 # ---------------------------------------------------------------------------