Add NPC theater poses: sit, photo, film, perform
Once an NPC reaches its intent waypoint it now does something instead of standing in an idle T-pose: - sit: the rig settles 0.34 m into a seat and the legs swing forward on the steps - photo/film: influencers and tourists raise their camera prop briefly (a sine pulse, so it reads as taking a shot rather than a permanently raised arm) - perform: performers sway the sign board they carry Pose selection lives in NpcAvatar.theater_pose() (intent + arrived); the math is in pure helpers (crouch_for_pose, prop_lift_for_pose, sway_for_pose) so it is headless-testable. Prop/leg nodes are captured at build time and animated from their rest offsets. Performers also get a hand-held board and post. Tests/docs - Headless suite 120 -> 127 (test_npc_theater.gd). - Verified visually with a staged sit/photo/perform lineup in front of the entrance. - README, TODO section moved to DONE, MEMORY. Version 0.2.7.
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@@ -91,6 +91,13 @@ var _bob_phase := 0.0
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var _guard_ref: Node3D = null
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var _ring: MeshInstance3D = null
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var _name_tag: Label3D = null
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## Theater props and limbs for the idle poses (ADR-0010 rig).
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var _photo_prop: MeshInstance3D = null
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var _sign_prop: MeshInstance3D = null
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var _legs: Array[MeshInstance3D] = []
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var _theater_t := 0.0
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var _photo_prop_base_y := 0.0
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var _sign_prop_base_y := 0.0
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const SKIN_TONE := Color(0.88, 0.72, 0.60)
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const PANTS_COLOR := Color(0.22, 0.22, 0.26)
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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)]
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@@ -111,8 +118,8 @@ func _build_body(npc_type: int) -> void:
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# Torso
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_add_capsule(_rig, 0.30, 0.95, Vector3(0, 1.05, 0), base_color)
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# Legs
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_add_capsule(_rig, 0.12, 0.8, Vector3(-0.16, 0.4, 0), PANTS_COLOR)
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_add_capsule(_rig, 0.12, 0.8, Vector3(0.16, 0.4, 0), PANTS_COLOR)
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_legs.append(_add_capsule(_rig, 0.12, 0.8, Vector3(-0.16, 0.4, 0), PANTS_COLOR))
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_legs.append(_add_capsule(_rig, 0.12, 0.8, Vector3(0.16, 0.4, 0), PANTS_COLOR))
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# Arms
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_add_capsule(_rig, 0.09, 0.7, Vector3(-0.42, 1.28, 0), limbs_color, 8.0)
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_add_capsule(_rig, 0.09, 0.7, Vector3(0.42, 1.28, 0), limbs_color, -8.0)
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@@ -170,7 +177,7 @@ func set_focus_visual(focused: bool, menu_open: bool = false) -> void:
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if _name_tag:
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_name_tag.visible = focused
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func _add_capsule(parent: Node3D, radius: float, height: float, pos: Vector3, color: Color, z_rot: float = 0.0) -> void:
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func _add_capsule(parent: Node3D, radius: float, height: float, pos: Vector3, color: Color, z_rot: float = 0.0) -> MeshInstance3D:
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var mi := MeshInstance3D.new()
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var mesh := CapsuleMesh.new()
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mesh.radius = radius
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@@ -180,6 +187,7 @@ func _add_capsule(parent: Node3D, radius: float, height: float, pos: Vector3, co
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mi.rotation_degrees.z = z_rot
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mi.material_override = _material(color)
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parent.add_child(mi)
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return mi
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func _add_sphere(parent: Node3D, radius: float, pos: Vector3, color: Color) -> void:
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var mi := MeshInstance3D.new()
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@@ -201,7 +209,8 @@ func _add_props(npc_type: int) -> void:
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var chest_y := 1.25
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match npc_type:
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Rules.NpcType.INFLUENCER:
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_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))
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_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))
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_photo_prop_base_y = _photo_prop.position.y
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_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))
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Rules.NpcType.DELIVERY:
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_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))
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@@ -216,15 +225,22 @@ func _add_props(npc_type: int) -> void:
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cone.material_override = hat
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cone.position = Vector3(0, 0.26, 0)
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_head.add_child(cone)
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# Hat in one hand and a small board in the other: the performer plays
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# to the sidewalk once at the waypoint.
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_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))
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_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))
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_sign_prop_base_y = _sign_prop.position.y
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Rules.NpcType.PROTESTER:
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_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))
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_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))
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_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))
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_sign_prop_base_y = _sign_prop.position.y
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Rules.NpcType.TOURIST:
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_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))
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_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))
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_photo_prop_base_y = _photo_prop.position.y
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Rules.NpcType.CONFUSED_VISITOR:
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_add_box_prop(_rig, Vector3(0.3, 0.05, 0.34), Vector3(0, 0.92, 0.06), Color(0.9, 0.88, 0.8))
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func _add_box_prop(parent: Node3D, size: Vector3, pos: Vector3, color: Color) -> void:
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func _add_box_prop(parent: Node3D, size: Vector3, pos: Vector3, color: Color) -> MeshInstance3D:
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var mi := MeshInstance3D.new()
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var mesh := BoxMesh.new()
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mesh.size = size
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@@ -232,6 +248,7 @@ func _add_box_prop(parent: Node3D, size: Vector3, pos: Vector3, color: Color) ->
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mi.position = pos
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mi.material_override = _material(color)
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parent.add_child(mi)
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return mi
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## Rubberneck: idle people stop and turn toward the incident. Returns false when
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## this NPC is too engaged (walking, being talked to, already leaving) to watch.
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@@ -309,14 +326,70 @@ func _physics_process(delta: float) -> void:
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_animate(delta)
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## Procedural walk bob + head-toward-guard cue when the NPC is aware.
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## Theater pose for the current intent once the NPC has stopped walking.
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## "sit" at the steps, "photo" for camera props, "perform" for the hat/sign,
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## "film" for a slow pan, otherwise "idle".
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func theater_pose() -> String:
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if not arrived:
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return "idle"
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match npc.intent:
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"sit":
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return "sit"
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"photo":
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return "photo"
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"film":
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return "film"
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"perform":
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return "perform"
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_:
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return "idle"
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## How far the rig drops for a seated pose. Pure so it is headless-testable.
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static func crouch_for_pose(pose: String) -> float:
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return -0.34 if pose == "sit" else 0.0
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## Vertical lift of a held camera prop. `phase` is seconds; the raise is brief so
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## it reads as taking a photo rather than a permanently raised arm.
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static func prop_lift_for_pose(pose: String, phase: float) -> float:
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if pose != "photo" and pose != "film":
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return 0.0
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return maxf(0.0, sin(phase * 1.7)) * 0.16
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## Sway amount for a performer playing to the sidewalk.
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static func sway_for_pose(pose: String, phase: float) -> float:
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if pose != "perform":
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return 0.0
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return sin(phase * 2.2) * 0.09
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func _animate(delta: float) -> void:
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if _rig == null:
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return
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var speed := Vector2(velocity.x, velocity.z).length()
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var pose := theater_pose()
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var crouch := crouch_for_pose(pose)
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if speed > 0.3:
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_bob_phase += delta * (6.0 + speed)
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_rig.position.y = sin(_bob_phase) * 0.035
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_rig.rotation.x = sin(_bob_phase * 0.5) * 0.04
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elif pose != "idle" or not is_zero_approx(_rig.position.y):
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# Idle theater: seated, photographing, filming, or performing.
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_theater_t += delta
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_bob_phase = 0.0
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_rig.position.y = lerpf(_rig.position.y, crouch, 0.12)
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_rig.rotation.x = lerpf(_rig.rotation.x, 0.0, 0.2)
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var lift := prop_lift_for_pose(pose, _theater_t)
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if _photo_prop:
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_photo_prop.position.y = _photo_prop_base_y + lift
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_photo_prop.rotation.x = -lift * 1.4
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var sway := sway_for_pose(pose, _theater_t)
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if _sign_prop:
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_sign_prop.rotation.z = sway
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_sign_prop.position.y = _sign_prop_base_y + absf(sway) * 0.25
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if _legs.size() == 2:
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# Negative pitch swings the legs forward (toward the way the body faces).
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var leg_angle := deg_to_rad(-78.0) if pose == "sit" else 0.0
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_legs[0].rotation.x = lerpf(_legs[0].rotation.x, leg_angle, 0.12)
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_legs[1].rotation.x = lerpf(_legs[1].rotation.x, leg_angle, 0.12)
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else:
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_bob_phase = 0.0
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_rig.position.y = lerpf(_rig.position.y, 0.0, 0.2)
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@@ -0,0 +1,98 @@
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extends RefCounted
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## NPC theater: seated guests, camera raises, and performers playing to the
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## sidewalk once their intent's waypoint is reached (PLAN.md: NPC Behavior Types).
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const NpcAvatar := preload("res://src/game/npc_avatar.gd")
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const NpcProfile := preload("res://src/core/npc_profile.gd")
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const Rules := preload("res://src/core/rules.gd")
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func _avatar(intent: String, npc_type: int = Rules.NpcType.TOURIST) -> Node:
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var p := NpcProfile.new()
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p.id = "theater"
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p.display_name = "Theater"
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p.npc_type = npc_type
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var avatar: Node = NpcAvatar.new()
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avatar.setup(p, intent, 1234, Vector3(2, 0.5, 8), Vector3(0, 0.5, 6))
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return avatar
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func test_pose_per_intent() -> bool:
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var cases := {
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"sit": "sit",
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"photo": "photo",
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"film": "film",
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"perform": "perform",
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"enter": "idle",
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}
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var ok := true
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for intent in cases.keys():
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var avatar := _avatar(str(intent))
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avatar.arrived = true
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if avatar.theater_pose() != cases[intent]:
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ok = false
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avatar.free()
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return TestUtils.check(ok, "each intent maps to its theater pose once arrived")
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func test_walking_npc_has_no_pose() -> bool:
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var avatar := _avatar("sit")
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var a := TestUtils.check_eq(avatar.theater_pose(), "idle", "a walking NPC does not sit yet")
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avatar.arrived = true
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var b := TestUtils.check_eq(avatar.theater_pose(), "sit", "arriving starts the pose")
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avatar.free()
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return a and b
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func test_only_sit_crouches() -> bool:
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var a := TestUtils.check(is_equal_approx(NpcAvatar.crouch_for_pose("sit"), -0.34), "sit lowers the rig")
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var b := TestUtils.check_eq(NpcAvatar.crouch_for_pose("photo"), 0.0, "photo keeps standing")
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var c := TestUtils.check_eq(NpcAvatar.crouch_for_pose("perform"), 0.0, "perform keeps standing")
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var d := TestUtils.check_eq(NpcAvatar.crouch_for_pose("idle"), 0.0, "idle keeps standing")
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return a and b and c and d
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func test_photo_lift_is_brief() -> bool:
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var raised := 0.0
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var flat := 0.0
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for i in 120:
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var phase := float(i) / 60.0
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var lift: float = NpcAvatar.prop_lift_for_pose("photo", phase)
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raised = maxf(raised, lift)
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if i == 0:
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flat = lift
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var a := TestUtils.check(raised > 0.1, "the camera prop lifts while photographing")
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var b := TestUtils.check(raised <= 0.16 + 0.001, "the lift stays small")
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var c := TestUtils.check_eq(flat, 0.0, "the lift starts at rest")
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var d := TestUtils.check_eq(NpcAvatar.prop_lift_for_pose("sit", 0.5), 0.0, "seated guests do not lift a prop")
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return a and b and c and d
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func test_performer_sways_only_when_performing() -> bool:
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var peak := 0.0
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for i in 120:
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peak = maxf(peak, absf(NpcAvatar.sway_for_pose("perform", float(i) / 60.0)))
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var a := TestUtils.check(peak > 0.05, "the performer's sign sways")
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var b := TestUtils.check_eq(NpcAvatar.sway_for_pose("photo", 1.0), 0.0, "photographers do not sway")
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var c := TestUtils.check_eq(NpcAvatar.sway_for_pose("sit", 1.0), 0.0, "seated guests do not sway")
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return a and b and c
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func test_photo_prop_is_wired_for_camera_archetypes() -> bool:
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var influencer := _avatar("photo", Rules.NpcType.INFLUENCER)
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var tourist := _avatar("photo", Rules.NpcType.TOURIST)
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var performer := _avatar("perform", Rules.NpcType.PERFORMER)
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var a := TestUtils.check(influencer._photo_prop != null, "influencer carries a camera prop")
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var b := TestUtils.check(tourist._photo_prop != null, "tourist carries a camera prop")
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var c := TestUtils.check(performer._sign_prop != null, "performer carries a sign prop")
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influencer.free()
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tourist.free()
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performer.free()
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return a and b and c
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func test_sitting_rig_actually_lowers() -> bool:
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var avatar := _avatar("sit")
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avatar.arrived = true
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for i in 40:
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avatar._animate(0.016)
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var a := TestUtils.check(avatar._rig.position.y < -0.2, "the rig settles into the crouch")
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var legs_bent := TestUtils.check(absf(avatar._legs[0].rotation.x) > deg_to_rad(30.0), "legs bend for the seat")
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avatar.arrived = false
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for i in 60:
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avatar._animate(0.016)
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var b := TestUtils.check(avatar._rig.position.y > -0.1, "standing back up lifts the rig")
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avatar.free()
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return a and legs_bent and b
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