Implement control pass: focus cone, action wheel, named inputs, boot fixes
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- Venue-correct access artifacts (AccessLoadout) and screened-aware verify
- Cone focus on NPC heads with billboarded ring + display name (ADR-0008)
- Action wheel with de-escalation-first slices (ADR-0009); Esc/RMB cancel
- Procedural NPC face/hair/neck/shoes (ADR-0010); named input actions
- Fix GameManager parse error (radial typed as ActionRadial)
- Fix first-person camera height and guard spawning inside the building
- Move building volume back so the door/awning/marquee are visible
- Pull the event scheduler once per simulated second; cap live NPCs
- Regenerate README screenshots; update TODO/DONE/MEMORY/README; 77 tests

Adds src/test/smoke_focus_radial.gd for the windowed focus/radial smoke.
This commit is contained in:
zwitschi committed 2026-10-31 15:58:01 +01:00
1 parent 69484866db
commit f11b441c07
28 files changed
+1433 -249

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+22 -5
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@@ -393,6 +393,8 @@ static func joke_shop() -> VenueScenario:
"guard_post": Vector3(0, 0, -3),
"entrance": Vector3(0, 0, 1.0),
"door_area": Vector3(0, 0, 3),
"steps_end": Vector3(0, 0, 3),
"sidewalk": Vector3(0, 0, 9),
"queue_area": Vector3(0, 0, 9),
}
scenario.door_staff_lines = {
@@ -433,7 +435,7 @@ static func joke_shop() -> VenueScenario:
scenario.event_pool = [
_joke_guest("guest_valid", true, true, Vector2(0, 900), 0.30),
_joke_guest("guest_no_ticket", false, true, Vector2(0, 900), 0.18),
_joke_guest("guest_expired_id", true, true, Vector2(0, 900), 0.12),
_joke_guest("guest_expired_id", true, true, Vector2(0, 900), 0.12, {"id_status": Rules.ArtifactStatus.EXPIRED}),
_joke_guest("guest_no_id", true, false, Vector2(0, 900), 0.12),
_joke_staff_entry(Vector2(0, 900), 0.25),
_joke_routine("performer_show", Rules.NpcType.PERFORMER, "perform", Vector2(300, 800), 0.15),
@@ -475,6 +477,8 @@ static func tv_studio() -> VenueScenario:
"guard_post": Vector3(0, 0, -3),
"entrance": Vector3(0, 0, 1.0),
"stage_door": Vector3(6, 0, -2),
"steps_end": Vector3(0, 0, 3),
"sidewalk": Vector3(0, 0, 9),
"queue_area": Vector3(0, 0, 9),
}
@@ -492,9 +496,9 @@ static func tv_studio() -> VenueScenario:
])
scenario.event_pool = [
_studio_routine("audience_ticket", Rules.NpcType.AUTHORIZED_GUEST, "enter", Vector2(0, 900), 0.35),
_studio_guest("audience_ticket", {"has_ticket": true}, Vector2(0, 900), 0.35),
_studio_routine("protest_outside", Rules.NpcType.PROTESTER, "protest", Vector2(300, 900), 0.18),
_studio_routine("celebrity_arrival", Rules.NpcType.AUTHORIZED_GUEST, "arrive", Vector2(300, 700), 0.20),
_studio_guest("celebrity_arrival", {"has_guest_list": true}, Vector2(300, 700), 0.20, "arrive"),
_studio_routine("crew_shift", Rules.NpcType.AUTHORIZED_STAFF, "enter", Vector2(0, 700), 0.30),
_studio_routine("tourist_photo", Rules.NpcType.TOURIST, "photo", Vector2(0, 900), 0.35),
_studio_routine("confused_enter", Rules.NpcType.CONFUSED_VISITOR, "enter", Vector2(0, 900), 0.25),
@@ -509,6 +513,7 @@ static func tv_studio() -> VenueScenario:
"time_range_s": Vector2(620, 780),
"probability": 0.55,
"base_weight": 1.0,
"override_access": {"wristband_status": Rules.ArtifactStatus.COUNTERFEIT, "credential_status": Rules.ArtifactStatus.COUNTERFEIT},
},
{
"id": "studio_follow_through",
@@ -516,6 +521,7 @@ static func tv_studio() -> VenueScenario:
"kind": "scripted",
"npc_type": Rules.NpcType.TRESPASSER,
"intent": "follow_authorized",
"override_access": {"has_ticket": false, "has_wristband": false, "has_credential": false, "has_guest_list": false},
"time_range_s": Vector2(700, 860),
"probability": 0.45,
"base_weight": 1.0,
@@ -549,12 +555,23 @@ static func _building_routine(id: String, npc_type: int, intent: String, time_ra
"time_range_s": time_range, "probability": prob, "base_weight": 1.0,
}
static func _joke_guest(id: String, has_ticket: bool, has_id: bool, time_range: Vector2, prob: float) -> Dictionary:
static func _joke_guest(id: String, has_ticket: bool, has_id: bool, time_range: Vector2, prob: float, extra: Dictionary = {}) -> Dictionary:
var override := {"has_ticket": has_ticket, "has_id": has_id}
for key in extra.keys():
override[key] = extra[key]
return {
"id": id, "phase": _phase_for_range(time_range, 900.0),
"kind": "routine", "npc_type": Rules.NpcType.AUTHORIZED_GUEST, "intent": "enter",
"time_range_s": time_range, "probability": prob, "base_weight": 1.0,
"override_access": {"has_ticket": has_ticket, "has_id": has_id},
"override_access": override,
}
static func _studio_guest(id: String, override_access: Dictionary, time_range: Vector2, prob: float, intent: String = "enter") -> Dictionary:
return {
"id": id, "phase": _phase_for_range(time_range, 900.0),
"kind": "routine", "npc_type": Rules.NpcType.AUTHORIZED_GUEST, "intent": intent,
"time_range_s": time_range, "probability": prob, "base_weight": 1.0,
"override_access": override_access,
}
static func _joke_staff_entry(time_range: Vector2, prob: float) -> Dictionary:
+134
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@@ -0,0 +1,134 @@
extends RefCounted
## Builds the access artifacts a person actually presents.
## Event `override_access` wins; otherwise a venue-appropriate default from
## type + policy. Recognition is never attached to every guest.
const Rules := preload("res://src/core/rules.gd")
const AccessArtifact := preload("res://src/core/access_artifact.gd")
const AccessPolicy := preload("res://src/core/access_policy.gd")
const NpcProfile := preload("res://src/core/npc_profile.gd")
static func build(profile: NpcProfile, policy: AccessPolicy, override: Dictionary = {}) -> Array:
var npc_type: int = profile.npc_type if profile else Rules.NpcType.TOURIST
var out: Array = []
if override.get("recognized", false) or (override.is_empty() and npc_type == Rules.NpcType.AUTHORIZED_STAFF):
out.append(AccessArtifact.new(Rules.AccessKind.RECOGNITION, Rules.ArtifactStatus.VALID, {"known": true}))
if not override.is_empty():
_append_override(out, profile, override)
return out
if policy != null and (policy.require_id or policy.requires(Rules.AccessKind.ID)):
_append_id_ticket_defaults(out, profile, npc_type, policy)
return out
if policy != null and policy.grant_if_any_required:
_append_or_defaults(out, npc_type)
return out
_append_wristband_defaults(out, npc_type)
return out
static func roll_carried_items(seed_value: int, override: Dictionary = {}) -> Array:
if override.has("carried_items"):
return override["carried_items"]
var rng := RandomNumberGenerator.new()
rng.seed = seed_value if seed_value != 0 else 1
var roll := rng.randf()
if roll < 0.08:
return ["keys", "knife"]
if roll < 0.40:
return ["keys"]
if roll < 0.62:
return ["phone"]
if roll < 0.80:
return ["belt"]
return []
static func _append_override(out: Array, profile: NpcProfile, override: Dictionary) -> void:
if override.has("has_id") or override.has("id_status"):
var has_id := bool(override.get("has_id", true))
var status: int = int(override.get("id_status", Rules.ArtifactStatus.VALID if has_id else Rules.ArtifactStatus.MISSING))
if not has_id:
status = Rules.ArtifactStatus.MISSING
var attrs := {}
if status != Rules.ArtifactStatus.MISSING:
attrs["age"] = int(override.get("age", 24))
attrs["name"] = profile.display_name if profile else "Guest"
out.append(AccessArtifact.new(Rules.AccessKind.ID, status, attrs))
if override.has("has_ticket") or override.has("ticket_status"):
var has_ticket := bool(override.get("has_ticket", true))
var status: int = int(override.get("ticket_status", Rules.ArtifactStatus.VALID if has_ticket else Rules.ArtifactStatus.MISSING))
if not has_ticket:
status = Rules.ArtifactStatus.MISSING
out.append(AccessArtifact.new(Rules.AccessKind.TICKET, status, {}))
if override.has("has_wristband") or override.has("wristband_status"):
var status := _present_status(override, "has_wristband", "wristband_status")
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, status, _band_attrs(status)))
if override.has("has_credential") or override.has("credential_status"):
var status := _present_status(override, "has_credential", "credential_status")
out.append(AccessArtifact.new(Rules.AccessKind.CREDENTIAL, status, {"role": "staff"}))
if override.has("has_guest_list") or override.has("guest_list_status"):
var status := _present_status(override, "has_guest_list", "guest_list_status")
out.append(AccessArtifact.new(Rules.AccessKind.GUEST_LIST, status, {}))
static func _present_status(override: Dictionary, has_key: String, status_key: String) -> int:
if override.has(status_key):
return int(override[status_key])
return Rules.ArtifactStatus.VALID if bool(override.get(has_key, false)) else Rules.ArtifactStatus.MISSING
static func _append_id_ticket_defaults(out: Array, profile: NpcProfile, npc_type: int, policy: AccessPolicy) -> void:
if npc_type == Rules.NpcType.AUTHORIZED_STAFF:
return
if npc_type == Rules.NpcType.AUTHORIZED_GUEST:
out.append(AccessArtifact.new(Rules.AccessKind.ID, Rules.ArtifactStatus.VALID, {
"age": 24, "name": profile.display_name if profile else "Guest",
}))
if policy.requires(Rules.AccessKind.TICKET):
out.append(AccessArtifact.new(Rules.AccessKind.TICKET, Rules.ArtifactStatus.VALID, {}))
return
out.append(AccessArtifact.new(Rules.AccessKind.ID, Rules.ArtifactStatus.MISSING, {}))
if policy.requires(Rules.AccessKind.TICKET):
out.append(AccessArtifact.new(Rules.AccessKind.TICKET, Rules.ArtifactStatus.MISSING, {}))
static func _append_or_defaults(out: Array, npc_type: int) -> void:
match npc_type:
Rules.NpcType.AUTHORIZED_STAFF, Rules.NpcType.DELIVERY:
if not _has_kind(out, Rules.AccessKind.RECOGNITION):
out.append(AccessArtifact.new(Rules.AccessKind.CREDENTIAL, Rules.ArtifactStatus.VALID, {"role": "staff"}))
Rules.NpcType.AUTHORIZED_GUEST:
out.append(AccessArtifact.new(Rules.AccessKind.TICKET, Rules.ArtifactStatus.VALID, {}))
Rules.NpcType.TRESPASSER:
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.COUNTERFEIT, _band_attrs(Rules.ArtifactStatus.COUNTERFEIT)))
Rules.NpcType.CONFUSED_VISITOR:
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.AMBIGUOUS, _band_attrs(Rules.ArtifactStatus.AMBIGUOUS)))
_:
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.MISSING, {}))
static func _append_wristband_defaults(out: Array, npc_type: int) -> void:
match npc_type:
Rules.NpcType.AUTHORIZED_STAFF:
pass
Rules.NpcType.AUTHORIZED_GUEST, Rules.NpcType.DELIVERY:
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.VALID, _band_attrs(Rules.ArtifactStatus.VALID)))
if npc_type == Rules.NpcType.DELIVERY:
out.append(AccessArtifact.new(Rules.AccessKind.CREDENTIAL, Rules.ArtifactStatus.VALID, {"role": "delivery"}))
Rules.NpcType.TRESPASSER:
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.COUNTERFEIT, _band_attrs(Rules.ArtifactStatus.COUNTERFEIT)))
Rules.NpcType.CONFUSED_VISITOR:
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.AMBIGUOUS, _band_attrs(Rules.ArtifactStatus.AMBIGUOUS)))
_:
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.MISSING, {}))
static func _band_attrs(status: int) -> Dictionary:
match status:
Rules.ArtifactStatus.VALID:
return {"color": "red", "date": "2026-02-13", "event": "gala"}
Rules.ArtifactStatus.COUNTERFEIT:
return {"color": "red", "date": "2024-01-01"}
Rules.ArtifactStatus.AMBIGUOUS:
return {"color": "gold"}
_:
return {}
static func _has_kind(artifacts: Array, kind: int) -> bool:
for artifact in artifacts:
if artifact is AccessArtifact and artifact.kind == kind:
return true
return false
+2 -2
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@@ -15,7 +15,7 @@ func _init() -> void:
pass
## Verify a single person's set of artifacts (person_artifacts: Array[AccessArtifact]).
func verify(person_artifacts: Array, policy: AccessPolicy) -> Dictionary:
func verify(person_artifacts: Array, policy: AccessPolicy, already_screened: bool = false) -> Dictionary:
var reasons: Array[String] = []
var issues: Array[String] = []
var checked: Array[String] = []
@@ -48,7 +48,7 @@ func verify(person_artifacts: Array, policy: AccessPolicy) -> Dictionary:
# Wand screening is processed by the interaction layer (false alarms), but a
# policy can hard-require it; a refused screen blocks entry.
if policy.wand_screening_required and not person_screened(person_artifacts):
if policy.wand_screening_required and not already_screened and not person_screened(person_artifacts):
issues.append("Screening required")
return _result(false, reasons, issues, checked)
+3
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@@ -34,6 +34,9 @@ var guard_noticed := false
## Whether this NPC has passed the handheld wand screening (The Joke Shop).
var screened := false
## Event-level access payload (`has_id`, `has_ticket`, statuses). Empty means
## venue/type defaults from AccessLoadout.
var access_override: Dictionary = {}
func _init() -> void:
fsm = FSM.new(self)
+13 -3
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@@ -13,7 +13,7 @@ const EventScheduler := preload("res://src/core/event_scheduler.gd")
## Drives one shift: advances time, schedules events, owns the shared systems
## (recorder, reputation, radio, crowd), and produces the shift review.
signal npc_spawn_requested(profile: NpcProfile, intent: String, npc_id: String)
signal npc_spawn_requested(profile: NpcProfile, intent: String, npc_id: String, event: Dictionary)
signal shift_started(payload: Dictionary)
signal shift_ended(review: Dictionary)
signal phase_changed(phase: int)
@@ -34,6 +34,10 @@ var scheduler := EventScheduler.new()
var spawned_count := 0
var spawn_seed := 0
var _shift_finished := false
## The scheduler rolls once per simulated second. `tick()` runs at physics rate,
## so accumulate time and only pull due events on whole-second boundaries.
const SPAWN_INTERVAL_S := 1.0
var _spawn_accum_s := 0.0
func setup(p_scenario: VenueScenario, p_duration_s: float = 900.0, p_seed: int = 0) -> void:
scenario = p_scenario
@@ -56,6 +60,7 @@ func start() -> void:
running = true
_shift_finished = false
elapsed_s = 0.0
_spawn_accum_s = 0.0
current_phase = _phase_for_time(0.0)
event_bus.shift_state_changed.emit({"running": true, "elapsed_s": elapsed_s, "phase": current_phase})
shift_started.emit({"scenario_id": scenario.id, "duration_s": duration_s})
@@ -77,7 +82,12 @@ func tick(delta: float) -> void:
if elapsed_s >= duration_s:
_finish_shift()
return
_spawn_due(delta)
_spawn_accum_s += delta
if _spawn_accum_s >= SPAWN_INTERVAL_S:
_spawn_accum_s -= SPAWN_INTERVAL_S
if _spawn_accum_s > SPAWN_INTERVAL_S:
_spawn_accum_s = 0.0
_spawn_due(SPAWN_INTERVAL_S)
func _phase_for_time(t: float) -> int:
if scenario == null or scenario.shift_phases.is_empty():
@@ -102,7 +112,7 @@ func _spawn_due(delta: float) -> void:
var profile := scenario.profile_for(event.get("npc_type", Rules.NpcType.TOURIST))
if profile == null:
continue
npc_spawn_requested.emit(profile, event.get("intent", "roam"), npc_id)
npc_spawn_requested.emit(profile, event.get("intent", "roam"), npc_id, event)
func _finish_shift() -> void:
if _shift_finished:
+272 -35
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@@ -6,6 +6,7 @@ extends Node
const Rules := preload("res://src/core/rules.gd")
const Strings := preload("res://src/core/strings.gd")
const AccessArtifact := preload("res://src/core/access_artifact.gd")
const AccessLoadout := preload("res://src/core/access_loadout.gd")
const AccessVerifier := preload("res://src/core/access_verifier.gd")
const DoorState := preload("res://src/core/door_state.gd")
const WandScreener := preload("res://src/core/wand_screener.gd")
@@ -19,6 +20,7 @@ const NpcAvatar := preload("res://src/game/npc_avatar.gd")
const NpcProfile := preload("res://src/core/npc_profile.gd")
const AudioFeedback := preload("res://src/game/audio_feedback.gd")
const Hud := preload("res://src/game/ui/hud.gd")
const ActionRadial := preload("res://src/game/ui/action_radial.gd")
const RadioPanel := preload("res://src/game/ui/radio_panel.gd")
const ShiftReview := preload("res://src/game/ui/shift_review.gd")
@@ -57,8 +59,10 @@ const PHASE_LIGHTING := {
},
}
var hud: Hud = null
var radial: ActionRadial = null
var radio_panel: RadioPanel = null
var shift_review_panel: ShiftReview = null
var _focused_avatar: Node3D = null
var audio: AudioFeedback = null
var verifier := AccessVerifier.new()
var wand_screener := WandScreener.new()
@@ -88,6 +92,9 @@ var _door_rng := RandomNumberGenerator.new()
## Aim-free targeting: cycle through nearby NPCs with Tab (accessibility).
const NEARBY_RADIUS := 12.0
## Upper bound on live avatars. Routine traffic is dropped at the cap; scripted
## events evict the oldest unfocused NPC so authored moments still spawn.
const MAX_LIVE_NPCS := 16
var _nearby_index := -1
func _ready() -> void:
@@ -102,7 +109,10 @@ func _ready() -> void:
guard = _build_guard()
scene_root.add_child(guard)
guard.global_position = Vector3(0, 1.6, -2.5)
# Stand on the landing in front of the door, facing the street where guests
# arrive. The building volume now starts behind the door (world_builder).
guard.global_position = Vector3(0, 0.1, -2.0)
guard.rotation.y = PI
guard.picked_target.connect(_on_guard_target)
guard.cleared_target.connect(_on_guard_clear)
@@ -126,6 +136,9 @@ func _build_guard() -> GuardController:
g.name = "Guard"
var head := Node3D.new()
head.name = "Head"
# Eye height. The guard root sits on the floor, so this keeps the camera at
# ~1.7 m while gravity/floor snapping handles the steps (ADR-0007).
head.position = Vector3(0, 1.6, 0)
g.add_child(head)
var camera := Camera3D.new()
camera.name = "Camera3D"
@@ -185,20 +198,52 @@ var inspector_current_events: Array = []
func _build_ui() -> void:
hud = Hud.new()
add_child(hud)
_add_crosshair()
audio = AudioFeedback.new()
add_child(audio)
radial = ActionRadial.new()
add_child(radial)
radial.confirmed.connect(_on_radial_confirmed)
radial.cancelled.connect(_cancel_radial)
radio_panel = RadioPanel.new()
add_child(radio_panel)
radio_panel.hide()
radio_panel.submitted.connect(_on_radio_submitted)
radio_panel.cancelled.connect(func():
radio_panel.hide()
hud.set_action_hint(""))
hud.set_action_hint("")
_refresh_freeze())
shift_review_panel = ShiftReview.new()
add_child(shift_review_panel)
shift_review_panel.hide()
shift_review_panel.restart_requested.connect(restart_shift)
func _add_crosshair() -> void:
var layer := CanvasLayer.new()
layer.layer = 9
layer.name = "Crosshair"
var center := CenterContainer.new()
center.set_anchors_preset(Control.PRESET_FULL_RECT)
center.mouse_filter = Control.MOUSE_FILTER_IGNORE
layer.add_child(center)
var box := Control.new()
box.custom_minimum_size = Vector2(16, 16)
box.mouse_filter = Control.MOUSE_FILTER_IGNORE
center.add_child(box)
var h := ColorRect.new()
h.color = Color(1, 1, 1, 0.75)
h.size = Vector2(12, 2)
h.position = Vector2(2, 7)
h.mouse_filter = Control.MOUSE_FILTER_IGNORE
box.add_child(h)
var v := ColorRect.new()
v.color = Color(1, 1, 1, 0.75)
v.size = Vector2(2, 12)
v.position = Vector2(7, 2)
v.mouse_filter = Control.MOUSE_FILTER_IGNORE
box.add_child(v)
add_child(layer)
func _ensure_lighting() -> void:
_sun = DirectionalLight3D.new()
_sun.name = "Sun"
@@ -239,7 +284,12 @@ func _apply_phase_lighting() -> void:
if world_builder:
world_builder.set_night_mode(cfg.get("night", false))
func _spawn_npc(profile: NpcProfile, intent: String, _npc_id: String) -> void:
func _spawn_npc(profile: NpcProfile, intent: String, npc_id: String, event: Dictionary = {}) -> void:
_purge_npcs()
if npcs.size() >= MAX_LIVE_NPCS and event.get("kind", "routine") == "routine":
return
if npcs.size() >= MAX_LIVE_NPCS:
_evict_oldest_npc()
npc_counter += 1
var avatar := NpcAvatar.new()
avatar.name = "Npc_%d" % npc_counter
@@ -250,10 +300,35 @@ func _spawn_npc(profile: NpcProfile, intent: String, _npc_id: String) -> void:
# of every NPC walking to the entrance (TODO: Core Simulation — NPC Perception).
var target_pos: Vector3 = selected_scenario.waypoint_for_intent(intent)
var door_pos: Vector3 = selected_scenario._location_or_default("entrance", Vector3(0, 0.5, 1.2))
avatar.setup(profile, intent, npc_counter * 991 + 17, spawn_pos, target_pos, door_pos)
var spawn_profile: NpcProfile = profile.duplicate(true) if profile else profile
var override: Dictionary = event.get("override_access", {})
var seed_value := npc_counter * 991 + 17
if spawn_profile and selected_scenario.access_policy.wand_screening_required:
var items: Array[String] = []
for item in AccessLoadout.roll_carried_items(seed_value, override):
items.append(str(item))
spawn_profile.carried_items = items
avatar.setup(spawn_profile, intent, seed_value, spawn_pos, target_pos, door_pos, npc_id, override)
scene_root.add_child(avatar)
npcs.append(avatar)
## Drop references to freed avatars so the cap and Tab cycling stay accurate.
func _purge_npcs() -> void:
for i in range(npcs.size() - 1, -1, -1):
if not is_instance_valid(npcs[i]):
npcs.remove_at(i)
## Make room for a scripted event by removing the oldest NPC the player is not
## currently focused on.
func _evict_oldest_npc() -> void:
for i in npcs.size():
var npc: Node = npcs[i]
if npc == targeted_npc or npc == _focused_avatar:
continue
npcs.remove_at(i)
npc.queue_free()
return
## Spawn a dispatched responder avatar when a radio call's arrival delay elapses
## (TODO: Escalation and Radio — Responder Dispatch). The responder walks to the
## entrance and resolves the incident with command/restraint/evacuation/arrest.
@@ -291,16 +366,27 @@ func _on_shift_ended(review: Dictionary) -> void:
if Save:
Save.save_shift_result(review)
shift_review_panel.show_review(review, selected_scenario, Save.load_shift_results() if Save else [])
_refresh_freeze()
func _on_guard_target(target: Node3D) -> void:
targeted_npc = target
_set_focused_avatar(target)
_begin_incident(target)
func _on_guard_clear() -> void:
targeted_npc = null
_set_focused_avatar(null)
hud.set_target_label("")
hud.set_action_hint("")
func _set_focused_avatar(avatar: Node3D) -> void:
if _focused_avatar and is_instance_valid(_focused_avatar) and _focused_avatar.has_method("set_focus_visual"):
_focused_avatar.set_focus_visual(false, false)
_focused_avatar = avatar
var menu_open := radial != null and radial.is_open
if avatar and avatar.has_method("set_focus_visual"):
avatar.set_focus_visual(true, menu_open)
func _begin_incident(avatar: Node3D) -> void:
var controller: Object = avatar.get_npc_controller() if avatar.has_method("get_npc_controller") else null
if controller == null:
@@ -309,8 +395,7 @@ func _begin_incident(avatar: Node3D) -> void:
current_incident_active = true
current_npc_truth = _read_npc_truth(controller)
var profile: Object = controller.profile
var label := "[%s] %s — %s" % [
Rules.NPC_TYPE_NAMES.get((profile.npc_type if profile else -1), "?"),
var label := "%s — %s" % [
profile.display_name if profile else "?",
controller.intent,
]
@@ -327,20 +412,62 @@ func _begin_incident(avatar: Node3D) -> void:
# ------------------------------------------------------------------ input ---
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and not event.echo:
_handle_key(event.keycode)
if event is InputEventKey and event.echo:
return
if event.is_action_pressed("cancel"):
_handle_cancel(event is InputEventMouseButton)
return
if event is InputEventMouseButton and event.pressed:
_handle_mouse_button(event)
return
if event is InputEventKey and event.pressed:
_handle_key(event)
func _handle_key(keycode: Key) -> void:
func _handle_mouse_button(event: InputEventMouseButton) -> void:
if event.button_index != MOUSE_BUTTON_LEFT:
return
if radial and radial.is_open:
return
if not _modal_blocks_radial() and targeted_npc != null:
_open_radial()
func _modal_blocks_radial() -> bool:
if inspection_open or wand_open:
return true
if radio_panel and radio_panel.visible:
return true
if shift_review_panel and shift_review_panel.visible:
return true
return false
func _handle_key(event: InputEvent) -> void:
var keycode: Key = event.keycode
if radial and radial.is_open:
if event.is_action_pressed("confirm"):
_confirm_radial()
return
match keycode:
KEY_A, KEY_LEFT:
radial.step(-1)
KEY_D, KEY_RIGHT:
radial.step(1)
return
if event.is_action_pressed("action_menu"):
if targeted_npc != null and not _modal_blocks_radial():
_open_radial()
return
if event.is_action_pressed("inspect"):
if targeted_npc != null and not inspection_open and not wand_open:
_toggle_inspection()
return
if event.is_action_pressed("wand"):
if targeted_npc != null and not inspection_open and not wand_open:
_toggle_wand_screening()
return
match keycode:
KEY_E:
if targeted_npc != null and not inspection_open:
_toggle_inspection()
KEY_Q:
if targeted_npc != null and not inspection_open:
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "polite direction")
KEY_W:
if targeted_npc != null and not inspection_open:
_toggle_wand_screening()
KEY_TAB:
_cycle_nearby_target()
KEY_F:
@@ -383,6 +510,113 @@ func _handle_action_key(keycode: Key) -> void:
_:
pass
## `cancel` (Esc, RMB) closes the top modal. With nothing open, Esc toggles mouse
## capture; RMB does nothing so it never grabs the mouse by accident.
func _handle_cancel(from_mouse: bool) -> void:
if _close_top_modal():
return
if from_mouse:
return
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _close_top_modal() -> bool:
if radial and radial.is_open:
_cancel_radial()
return true
if inspection_open:
hud.hide_inspection()
inspection_open = false
_refresh_freeze()
return true
if wand_open:
hud.hide_wand()
wand_open = false
_refresh_freeze()
return true
if radio_panel and radio_panel.visible:
radio_panel.hide()
hud.set_action_hint("")
_refresh_freeze()
return true
return false
func _open_radial() -> void:
if targeted_npc == null:
hud.log(Strings.lookup("hud.aim_first"))
return
var controller: Object = _targeted_controller()
var p_name := "Person"
if controller and controller.profile:
p_name = str(controller.profile.display_name)
var wand_ok := selected_scenario != null and selected_scenario.equipment.has("wand")
radial.open_menu(p_name, wand_ok)
if targeted_npc and targeted_npc.has_method("set_focus_visual"):
targeted_npc.set_focus_visual(true, true)
_refresh_freeze()
func _confirm_radial() -> void:
if radial == null or not radial.is_open:
return
var slice := radial.confirm_selected()
radial.close_menu()
if targeted_npc and targeted_npc.has_method("set_focus_visual"):
targeted_npc.set_focus_visual(true, false)
_refresh_freeze()
if slice != "":
_on_radial_confirmed(slice)
func _cancel_radial() -> void:
if radial == null or not radial.is_open:
return
radial.close_menu()
if targeted_npc and targeted_npc.has_method("set_focus_visual"):
targeted_npc.set_focus_visual(true, false)
_refresh_freeze()
func _on_radial_confirmed(slice_id: String) -> void:
if radial and radial.is_open:
radial.close_menu()
if targeted_npc and targeted_npc.has_method("set_focus_visual"):
targeted_npc.set_focus_visual(true, false)
_refresh_freeze()
match slice_id:
"raise_hand":
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "raise hand")
"point":
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "point")
"head_shake":
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "head shake")
"polite":
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "polite direction")
"inspect":
_toggle_inspection()
"wand":
_toggle_wand_screening()
"warning":
_apply_interaction(Rules.Level.FORMAL_WARNING, "formal warning")
"block":
_apply_interaction(Rules.Level.BLOCKING, "blocking")
"radio":
_open_radio(false)
func _refresh_freeze() -> void:
var freeze := inspection_open or wand_open
if radial and radial.is_open:
freeze = true
if radio_panel and radio_panel.visible:
freeze = true
if shift_review_panel and shift_review_panel.visible:
freeze = true
if guard:
guard.input_locked = freeze
if freeze:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
## Toggle the guard's flashlight. In evening/late phases it widens NPC
## perception radius (PLAN.md: Level 3 — flashlight at night).
func _toggle_flashlight() -> void:
@@ -429,8 +663,13 @@ func _cycle_nearby_target() -> void:
_nearby_index = (_nearby_index + 1) % nearby.size()
var next_target: Node3D = nearby[_nearby_index]
targeted_npc = next_target
_set_focused_avatar(next_target)
_begin_incident(next_target)
hud.log(Strings.fmt("hud.targeting", [next_target.name]))
var controller: Object = _targeted_controller()
var who: String = next_target.name
if controller and controller.profile and controller.profile.display_name != "":
who = str(controller.profile.display_name)
hud.log(Strings.fmt("hud.targeting", [who]))
func _apply_interaction(level: int, action_name: String) -> void:
if targeted_npc == null:
@@ -506,9 +745,11 @@ func _open_radio(emergency: bool) -> void:
return
radio_panel.open(controller, emergency, current_npc_truth)
hud.set_action_hint("Fill in the radio report on screen.")
_refresh_freeze()
func _on_radio_submitted(report: Dictionary, emergency: bool) -> void:
hud.set_action_hint("")
_refresh_freeze()
var result: Dictionary = coordinator.radio.request_emergency(report) if emergency else coordinator.radio.request_assistance(report)
if not result.get("ok", false):
hud.log(Strings.fmt("radio.blocked", [result.get("reason", "unknown")]))
@@ -540,14 +781,16 @@ func _toggle_inspection() -> void:
if inspection_open:
hud.hide_inspection()
inspection_open = false
_refresh_freeze()
return
var controller: Object = _targeted_controller()
if controller == null:
return
inspection_open = true
var artifacts := _artifacts_for(controller)
var result: Dictionary = verifier.verify(artifacts, selected_scenario.access_policy)
var result: Dictionary = verifier.verify(artifacts, selected_scenario.access_policy, controller.screened)
hud.show_inspection(controller, artifacts, result)
_refresh_freeze()
# Venue door-staff flavor: an applicable check line (PLAN.md: door-staff dialogue).
var line := _door_context_line()
if line != "":
@@ -565,6 +808,7 @@ func _toggle_wand_screening() -> void:
hud.hide_wand()
hud.set_wand_icon(false)
wand_open = false
_refresh_freeze()
return
if not selected_scenario.equipment.has("wand"):
hud.log(Strings.lookup("hud.no_wand"))
@@ -579,6 +823,7 @@ func _toggle_wand_screening() -> void:
var result: Dictionary = wand_screener.screen(items)
wand_open = true
hud.show_wand(controller, result)
_refresh_freeze()
var wand_line := selected_scenario.door_staff_line("wand_check", _door_rng)
if wand_line != "":
hud.log(wand_line)
@@ -589,6 +834,7 @@ func decide_wand(allowed: bool) -> void:
if controller == null:
hud.hide_wand()
wand_open = false
_refresh_freeze()
return
var profile: Object = controller.profile
var items: Array = profile.carried_items if profile else []
@@ -624,6 +870,7 @@ func decide_wand(allowed: bool) -> void:
controller.screened = true
hud.hide_wand()
wand_open = false
_refresh_freeze()
# Short scan cooldown: the wand must “recharge” between guests (PLAN.md: feel).
_wand_cooldown = WAND_COOLDOWN_S
@@ -632,15 +879,17 @@ func decide_access(allowed: bool) -> void:
if controller == null:
hud.hide_inspection()
inspection_open = false
_refresh_freeze()
return
# Screening-before-entry: at wand venues, a guest must be screened first.
if allowed and selected_scenario.access_policy.wand_screening_required and not controller.screened:
hud.log(Strings.lookup("hud.screen_first"))
hud.hide_inspection()
inspection_open = false
_refresh_freeze()
return
var artifacts := _artifacts_for(controller)
var result: Dictionary = verifier.verify(artifacts, selected_scenario.access_policy)
var result: Dictionary = verifier.verify(artifacts, selected_scenario.access_policy, controller.screened)
var granted: bool = result.get("granted", false)
coordinator.recorder.add_access_evidence(controller.npc_id, {
"decided": allowed,
@@ -672,6 +921,7 @@ func decide_access(allowed: bool) -> void:
audio.play_deny()
hud.hide_inspection()
inspection_open = false
_refresh_freeze()
## Venue-specific opening line for the access inspection (e.g. The Joke Shop's
## ID / ticket check lines). Returns "" when the venue has no matching lines.
@@ -685,23 +935,10 @@ func _door_context_line() -> String:
return ""
func _artifacts_for(controller: Object) -> Array:
var profile: Object = controller.profile
var npc_type: int = profile.npc_type if profile else -1
var out: Array = []
match npc_type:
Rules.NpcType.AUTHORIZED_GUEST, Rules.NpcType.AUTHORIZED_STAFF:
out.append(AccessArtifact.new(Rules.AccessKind.RECOGNITION, Rules.ArtifactStatus.VALID, {"known": true}))
Rules.NpcType.DELIVERY:
out.append(AccessArtifact.new(Rules.AccessKind.CREDENTIAL, Rules.ArtifactStatus.VALID, {"role": "delivery"}))
Rules.NpcType.TRESPASSER:
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.COUNTERFEIT, {"color": "red", "date": "2024-01-01"}))
Rules.NpcType.TOURIST:
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.MISSING, {}))
Rules.NpcType.CONFUSED_VISITOR:
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.AMBIGUOUS, {"color": "gold"}))
_:
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.MISSING, {}))
return out
var profile: NpcProfile = controller.profile as NpcProfile
var override: Dictionary = controller.access_override
var policy = selected_scenario.access_policy if selected_scenario else null
return AccessLoadout.build(profile, policy, override)
func _read_npc_truth(controller: Object) -> Dictionary:
var profile: Object = controller.profile
+74 -34
View File
@@ -1,35 +1,47 @@
class_name GuardController
extends CharacterBody3D
## First-person guard controller: WASD movement, mouse look, interact raycast.
## First-person guard: WASD + mouse look. Focus is a cone on NPC heads (ADR-0007, ADR-0008).
signal picked_target(target: Node)
signal cleared_target()
const NpcFocus := preload("res://src/game/npc_focus.gd")
var move_speed: float = 3.2
var look_sensitivity: float = 0.0022
var accel: float = 12.0
var is_ready := false
var targeted_npc: Node3D = null
var input_locked := false
var _miss_frames := 0
const MISS_GRACE := 8
@onready var camera: Camera3D = $Head/Camera3D
@onready var head: Node3D = $Head
func _ready() -> void:
floor_snap_length = 0.3
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
is_ready = true
func _unhandled_input(event: InputEvent) -> void:
if input_locked:
return
if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
rotate_y(-event.relative.x * look_sensitivity)
head.rotate_x(-event.relative.y * look_sensitivity)
head.rotation.x = clampf(head.rotation.x, deg_to_rad(-80.0), deg_to_rad(80.0))
elif event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _physics_process(_delta: float) -> void:
# Movement relative to the head's yaw only.
if input_locked:
velocity.x = 0.0
velocity.z = 0.0
if not is_on_floor():
velocity.y -= 9.8 * _delta
else:
velocity.y = 0.0
move_and_slide()
return
var forward := -global_transform.basis.z
forward.y = 0.0
forward = forward.normalized()
@@ -41,28 +53,49 @@ func _physics_process(_delta: float) -> void:
Input.get_axis("move_left", "move_right"),
Input.get_axis("move_forward", "move_back")
)
var direction := (forward * input_dir.y + right * input_dir.x).normalized()
velocity.x = direction.x * move_speed
velocity.z = direction.z * move_speed
velocity.y -= 9.8 * _delta
if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
input_dir = Vector2.ZERO
var desired := (forward * input_dir.y + right * input_dir.x)
if desired.length() > 1.0:
desired = desired.normalized()
desired *= move_speed
velocity.x = move_toward(velocity.x, desired.x, accel * _delta * move_speed)
velocity.z = move_toward(velocity.z, desired.z, accel * _delta * move_speed)
if is_on_floor():
velocity.y = 0.0
else:
velocity.y -= 9.8 * _delta
move_and_slide()
_update_target()
func _update_target() -> void:
var space := get_world_3d().direct_space_state
var from := camera.global_position
var to := from + -camera.global_transform.basis.z * 8.0
var query := PhysicsRayQueryParameters3D.create(from, to)
query.collide_with_areas = true
query.collide_with_bodies = true
query.exclude = [get_rid()]
var hit := space.intersect_ray(query)
if camera == null:
return
var npcs := get_tree().get_nodes_in_group("npc") if get_tree() else []
var heads: Array = []
var avatars: Array = []
for node in npcs:
if not (node is Node3D) or not is_instance_valid(node):
continue
var avatar := node as Node3D
var head_node := avatar.get_node_or_null("Rig/Head") as Node3D
var pos: Vector3 = head_node.global_position if head_node else avatar.global_position + Vector3(0, 1.6, 0)
heads.append(pos)
avatars.append(avatar)
var cam_origin := camera.global_position
var cam_forward := -camera.global_transform.basis.z
var idx := NpcFocus.pick_index(cam_origin, cam_forward, heads)
var new_target: Node3D = null
if hit:
var obj: Object = hit.get("collider")
var parent_avatar: Node3D = _find_avatar(obj)
if parent_avatar != null:
new_target = parent_avatar
if idx >= 0:
var candidate: Node3D = avatars[idx]
if _head_visible(cam_origin, heads[idx]):
new_target = candidate
if new_target == null and targeted_npc != null:
_miss_frames += 1
if _miss_frames < MISS_GRACE:
return
else:
_miss_frames = 0
if new_target != targeted_npc:
targeted_npc = new_target
if new_target != null:
@@ -70,14 +103,21 @@ func _update_target() -> void:
else:
cleared_target.emit()
func _find_avatar(obj: Object) -> Node3D:
# Avatars are CharacterBody3D with a collision shape; guard against self and scene junk.
func _head_visible(from: Vector3, to: Vector3) -> bool:
var space := get_world_3d().direct_space_state
if space == null:
return true
var query := PhysicsRayQueryParameters3D.create(from, to)
query.collide_with_areas = false
query.collide_with_bodies = true
query.exclude = [get_rid()]
var hit := space.intersect_ray(query)
if hit.is_empty():
return true
var obj: Object = hit.get("collider")
var n := obj as Node
if n == null:
return null
var current: Node = n
while current != null:
if current.has_method("get_npc_controller"):
return current as Node3D
current = current.get_parent()
return null
while n != null:
if n.is_in_group("npc"):
return true
n = n.get_parent()
return false
+62 -5
View File
@@ -39,14 +39,17 @@ func _init() -> void:
func get_npc_controller() -> NPCController:
return npc
func setup(profile: NpcProfile, intent: String, seed_value: int, p_spawn: Vector3, p_target: Vector3, p_door: Vector3 = Vector3(0, 0.5, 1.2)) -> void:
npc.setup("npc_%d" % seed_value, profile, intent, seed_value)
func setup(profile: NpcProfile, intent: String, seed_value: int, p_spawn: Vector3, p_target: Vector3, p_door: Vector3 = Vector3(0, 0.5, 1.2), p_npc_id: String = "", p_override: Dictionary = {}) -> void:
var id := p_npc_id if p_npc_id != "" else "npc_%d" % seed_value
npc.setup(id, profile, intent, seed_value)
npc.access_override = p_override
_visual_seed = seed_value
spawn_position = p_spawn
target_position = p_target
door_position = p_door
position = p_spawn
npc.fsm.state_changed.connect(_on_state_changed)
add_to_group("npc")
_build_body(profile.npc_type)
_nav_usable = false
_nav_try_frames = 0
@@ -62,9 +65,10 @@ func setup(profile: NpcProfile, intent: String, seed_value: int, p_spawn: Vector
var collider := CollisionShape3D.new()
var shape := CapsuleShape3D.new()
shape.radius = 0.35
shape.height = 1.6
var height_scale: float = _rig.scale.y if _rig else 1.0
shape.height = 1.6 * height_scale
collider.shape = shape
collider.position = Vector3(0, 0.8, 0)
collider.position = Vector3(0, 0.8 * height_scale, 0)
add_child(collider)
var _visual_seed := 0
@@ -72,8 +76,11 @@ var _rig: Node3D = null
var _head: Node3D = null
var _bob_phase := 0.0
var _guard_ref: Node3D = null
var _ring: MeshInstance3D = null
var _name_tag: Label3D = null
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)]
func _build_body(npc_type: int) -> void:
_rig = Node3D.new()
@@ -96,14 +103,60 @@ func _build_body(npc_type: int) -> void:
# 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)
# Head
# Neck, head, face, hair, shoes so the body reads as a person (ADR-0010).
_add_capsule(_rig, 0.08, 0.16, Vector3(0, 1.48, 0), SKIN_TONE)
_head = Node3D.new()
_head.name = "Head"
_head.position = Vector3(0, 1.62, 0)
_add_sphere(_head, 0.17, Vector3.ZERO, SKIN_TONE)
var hair_i := (_visual_seed * 7) % HAIR_COLORS.size()
_add_sphere(_head, 0.18, Vector3(0, 0.08, -0.02), HAIR_COLORS[hair_i])
_add_sphere(_head, 0.035, Vector3(-0.06, 0.02, 0.14), Color(0.08, 0.08, 0.1))
_add_sphere(_head, 0.035, Vector3(0.06, 0.02, 0.14), Color(0.08, 0.08, 0.1))
_rig.add_child(_head)
_add_box_prop(_rig, Vector3(0.16, 0.08, 0.28), Vector3(-0.16, 0.05, 0.02), Color(0.12, 0.12, 0.14))
_add_box_prop(_rig, Vector3(0.16, 0.08, 0.28), Vector3(0.16, 0.05, 0.02), Color(0.12, 0.12, 0.14))
_build_focus_ring()
_add_props(npc_type)
func _build_focus_ring() -> void:
_ring = MeshInstance3D.new()
_ring.name = "FocusRing"
var torus := TorusMesh.new()
torus.inner_radius = 0.16
torus.outer_radius = 0.20
torus.rings = 12
torus.ring_segments = 16
_ring.mesh = torus
var mat := StandardMaterial3D.new()
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.albedo_color = Color(0.95, 0.82, 0.28, 0.9)
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
_ring.material_override = mat
_ring.position = Vector3(0, 0.28, 0)
_ring.visible = false
_head.add_child(_ring)
_name_tag = Label3D.new()
_name_tag.name = "NameTag"
_name_tag.text = npc.profile.display_name if npc and npc.profile else ""
_name_tag.font_size = 28
_name_tag.pixel_size = 0.004
_name_tag.billboard = BaseMaterial3D.BILLBOARD_ENABLED
_name_tag.position = Vector3(0, 0.42, 0)
_name_tag.modulate = Color(0.95, 0.95, 0.9, 0.9)
_name_tag.visible = false
_head.add_child(_name_tag)
func set_focus_visual(focused: bool, menu_open: bool = false) -> void:
if _ring:
_ring.visible = focused
var mat := _ring.material_override as StandardMaterial3D
if mat:
mat.albedo_color = Color(1.0, 0.92, 0.35, 1.0) if menu_open else Color(0.95, 0.82, 0.28, 0.85)
_ring.scale = Vector3.ONE * (1.15 if menu_open else 1.0)
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:
var mi := MeshInstance3D.new()
var mesh := CapsuleMesh.new()
@@ -187,6 +240,10 @@ func _animate(delta: float) -> void:
_bob_phase = 0.0
_rig.position.y = lerpf(_rig.position.y, 0.0, 0.2)
_rig.rotation.x = lerpf(_rig.rotation.x, 0.0, 0.2)
if _ring and _ring.visible:
var cam := get_viewport().get_camera_3d() if get_viewport() else null
if cam:
_ring.look_at(cam.global_position, Vector3.UP)
# Attention cue: head turns toward the guard when awareness was raised.
if _head != null and npc.guard_noticed:
if _guard_ref == null or not is_instance_valid(_guard_ref):
+33
View File
@@ -0,0 +1,33 @@
extends RefCounted
## World-space focus cone (ADR-0008). Picks the head closest to the camera
## forward vector inside range and angle. No viewport needed, so tests run headless.
const MAX_RANGE := 10.0
const MAX_ANGLE_RAD := 0.175 # ~10 degrees
static func score_head(cam_origin: Vector3, cam_forward: Vector3, head_pos: Vector3, max_range: float = MAX_RANGE, max_angle: float = MAX_ANGLE_RAD) -> float:
var to := head_pos - cam_origin
var dist := to.length()
if dist < 0.05 or dist > max_range:
return -1.0
var dir := to / dist
var dot := cam_forward.dot(dir)
if dot <= 0.0:
return -1.0
var ang := acos(clampf(dot, -1.0, 1.0))
if ang > max_angle:
return -1.0
return ang
static func pick_index(cam_origin: Vector3, cam_forward: Vector3, head_positions: Array, max_range: float = MAX_RANGE, max_angle: float = MAX_ANGLE_RAD) -> int:
var best_i := -1
var best_score := 999.0
for i in head_positions.size():
var pos: Vector3 = head_positions[i]
var score := score_head(cam_origin, cam_forward, pos, max_range, max_angle)
if score < 0.0:
continue
if score < best_score:
best_score = score
best_i = i
return best_i
+176
View File
@@ -0,0 +1,176 @@
extends CanvasLayer
## Doughnut action menu (ADR-0009). Open on LMB/Space, confirm click/Space,
## cancel Esc/RMB. Emergency is not a slice.
signal confirmed(slice_id: String)
signal cancelled()
const Rules := preload("res://src/core/rules.gd")
const Strings := preload("res://src/core/strings.gd")
const SLICE_DEFS := [
{"id": "raise_hand", "label_key": "radial.raise_hand", "level": Rules.Level.SIMPLE_DETERRENCE, "action": "raise hand"},
{"id": "point", "label_key": "radial.point", "level": Rules.Level.SIMPLE_DETERRENCE, "action": "point"},
{"id": "head_shake", "label_key": "radial.head_shake", "level": Rules.Level.SIMPLE_DETERRENCE, "action": "head shake"},
{"id": "polite", "label_key": "radial.polite", "level": Rules.Level.SIMPLE_DETERRENCE, "action": "polite direction"},
{"id": "inspect", "label_key": "radial.inspect", "level": -1, "action": "inspect"},
{"id": "wand", "label_key": "radial.wand", "level": -1, "action": "wand"},
{"id": "warning", "label_key": "radial.warning", "level": Rules.Level.FORMAL_WARNING, "action": "formal warning"},
{"id": "block", "label_key": "radial.block", "level": Rules.Level.BLOCKING, "action": "blocking"},
{"id": "radio", "label_key": "radial.radio", "level": -1, "action": "radio assist"},
]
var selected := 0
var wand_available := false
var person_name := ""
var is_open := false
var _opened_ms := 0
var _wheel: Control = null
var _center_label: Label = null
func _init() -> void:
name = "ActionRadial"
layer = 25
var wheel := Control.new()
wheel.name = "Wheel"
wheel.set_anchors_preset(Control.PRESET_FULL_RECT)
wheel.mouse_filter = Control.MOUSE_FILTER_STOP
wheel.draw.connect(_on_wheel_draw)
wheel.gui_input.connect(_on_wheel_input)
add_child(wheel)
_wheel = wheel
_center_label = Label.new()
_center_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_center_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
_center_label.set_anchors_preset(Control.PRESET_CENTER)
_center_label.offset_left = -120
_center_label.offset_right = 120
_center_label.offset_top = -24
_center_label.offset_bottom = 24
_center_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(_center_label)
hide()
func slice_count() -> int:
return SLICE_DEFS.size()
func slice_id(index: int) -> String:
if index < 0 or index >= SLICE_DEFS.size():
return ""
return str(SLICE_DEFS[index]["id"])
func slice_def(index: int) -> Dictionary:
if index < 0 or index >= SLICE_DEFS.size():
return {}
return SLICE_DEFS[index]
func is_slice_enabled(index: int) -> bool:
if slice_id(index) == "wand":
return wand_available
return true
func open_menu(p_name: String, p_wand: bool) -> void:
person_name = p_name
wand_available = p_wand
selected = 0
is_open = true
_opened_ms = Time.get_ticks_msec()
_center_label.text = person_name
show()
_wheel.queue_redraw()
func close_menu() -> void:
is_open = false
hide()
func step(direction: int) -> void:
if not is_open or SLICE_DEFS.is_empty():
return
var n := SLICE_DEFS.size()
var next := selected
for i in n:
next = (next + direction) % n
if next < 0:
next += n
if is_slice_enabled(next):
selected = next
_wheel.queue_redraw()
return
func confirm_selected() -> String:
if not is_open:
return ""
if not is_slice_enabled(selected):
return ""
return slice_id(selected)
func angle_to_index(angle: float) -> int:
# angle from atan2, 0 = +x, we want 0 = top (-PI/2).
var n := float(SLICE_DEFS.size())
var shifted := angle + PI / 2.0
while shifted < 0.0:
shifted += TAU
while shifted >= TAU:
shifted -= TAU
var idx := int(floor(shifted / TAU * n)) % SLICE_DEFS.size()
return idx
func _on_wheel_input(event: InputEvent) -> void:
if not is_open:
return
if event is InputEventMouseMotion:
var idx := _index_at_mouse(event.position)
if idx >= 0 and is_slice_enabled(idx):
selected = idx
_wheel.queue_redraw()
elif event is InputEventMouseButton and event.pressed:
if event.button_index == MOUSE_BUTTON_LEFT:
if Time.get_ticks_msec() - _opened_ms < 120:
return
var idx := _index_at_mouse(event.position)
if idx >= 0 and is_slice_enabled(idx):
selected = idx
confirmed.emit(slice_id(selected))
elif event.button_index == MOUSE_BUTTON_RIGHT:
cancelled.emit()
func _index_at_mouse(local_pos: Vector2) -> int:
var center := _wheel.size * 0.5
var delta := local_pos - center
if delta.length() < 36.0:
return -1
return angle_to_index(atan2(delta.y, delta.x))
func _on_wheel_draw() -> void:
if not is_open:
return
var center := _wheel.size * 0.5
var n := SLICE_DEFS.size()
var outer := 150.0
var inner := 58.0
for i in n:
var a0 := -PI / 2.0 + TAU * float(i) / float(n)
var a1 := -PI / 2.0 + TAU * float(i + 1) / float(n)
var col := Color(0.12, 0.14, 0.18, 0.82)
if i == selected:
col = Color(0.92, 0.78, 0.28, 0.9)
if not is_slice_enabled(i):
col = Color(0.2, 0.2, 0.22, 0.45)
_draw_slice(center, inner, outer, a0, a1, col)
var mid := (a0 + a1) * 0.5
var label_pos := center + Vector2(cos(mid), sin(mid)) * ((inner + outer) * 0.5)
var text := Strings.lookup(str(SLICE_DEFS[i]["label_key"]))
_wheel.draw_string(ThemeDB.fallback_font, label_pos + Vector2(-28, 4), text, HORIZONTAL_ALIGNMENT_LEFT, -1, 13, Color.WHITE)
func _draw_slice(center: Vector2, inner: float, outer: float, a0: float, a1: float, color: Color) -> void:
var pts := PackedVector2Array()
var steps := 8
for s in steps + 1:
var t := float(s) / float(steps)
var ang := lerpf(a0, a1, t)
pts.append(center + Vector2(cos(ang), sin(ang)) * outer)
for s in steps + 1:
var t := float(steps - s) / float(steps)
var ang := lerpf(a0, a1, t)
pts.append(center + Vector2(cos(ang), sin(ang)) * inner)
_wheel.draw_colored_polygon(pts, color)
+11 -33
View File
@@ -5,7 +5,6 @@ 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/ai/game_ready/skyline.png")
## steps, building facade, restricted door, sidewalk, pavement, and street edge.
## No art assets required; all geometry is BoxMesh with flat materials.
@@ -33,7 +32,6 @@ func build() -> void:
_build_crosswalk()
_build_street_furniture()
_build_guard_spawn()
_build_skyline_backdrop()
_build_navmesh()
set_night_mode(false)
@@ -68,13 +66,13 @@ func _build_building() -> void:
var building := StaticBody3D.new()
building.name = "Building"
# Main facade (textured brick)
_add_box(building, Vector3(40, 18, 4), Vector3(0, 9, -2), Color(0.85, 0.8, 0.78), false, T_BRICK, Vector2(10, 5))
_add_box(building, Vector3(40, 18, 4), Vector3(0, 9, -6), Color(0.85, 0.8, 0.78), false, T_BRICK, Vector2(10, 5))
# Entrance recess + door recess frame
_add_box(building, Vector3(5.4, 6.4, 0.2), Vector3(0, 3.2, -4.0), Color(0.08, 0.08, 0.09))
_add_box(building, Vector3(5.4, 6.4, 0.2), Vector3(0, 3.2, -3.9), Color(0.08, 0.08, 0.09))
# Door frame and dark door
_add_box(building, Vector3(3.0, 5.2, 0.3), Vector3(0, 2.9, -4.15), Color(0.13, 0.12, 0.11))
_add_box(building, Vector3(3.0, 5.2, 0.3), Vector3(0, 2.9, -3.98), Color(0.13, 0.12, 0.11))
# Door glass (semi-transparent)
var glass := _add_box(building, Vector3(1.8, 1.4, 0.34), Vector3(0, 3.8, -4.0), Color(0.6, 0.75, 0.9, 0.55))
var glass := _add_box(building, Vector3(1.8, 1.4, 0.34), Vector3(0, 3.8, -3.9), Color(0.6, 0.75, 0.9, 0.55))
var glass_mat := StandardMaterial3D.new()
glass_mat.albedo_color = Color(0.6, 0.75, 0.9, 0.45)
glass_mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
@@ -82,13 +80,13 @@ func _build_building() -> void:
glass_mat.metallic = 0.1
glass.material_override = glass_mat
# Door lock indicator (green = open, red = locked), placed beside the handle
door_indicator = _add_box(building, Vector3(0.18, 0.18, 0.24), Vector3(-1.8, 1.7, -4.35), Color(0.1, 0.9, 0.3))
door_indicator = _add_box(building, Vector3(0.18, 0.18, 0.24), Vector3(-1.8, 1.7, -3.82), Color(0.1, 0.9, 0.3))
door_indicator.material_override = _lock_indicator_material(Color(0.1, 0.9, 0.3))
var col := BoxShape3D.new()
col.size = Vector3(40, 18, 4)
var so := building.create_shape_owner(building)
building.shape_owner_add_shape(so, col)
building.shape_owner_set_transform(so, Transform3D(Basis(), Vector3(0, 9, -2)))
building.shape_owner_set_transform(so, Transform3D(Basis(), Vector3(0, 9, -6)))
root.add_child(building)
func _build_steps() -> void:
@@ -102,7 +100,7 @@ func _build_steps() -> void:
var height := 0.16
for i in 4:
var y: float = i * height
var z: float = i * tread
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))
@@ -206,8 +204,10 @@ func _build_street_furniture() -> void:
# Low-poly trees along the street front.
var trunk_color := Color(0.35, 0.25, 0.18)
var leaf_color := Color(0.16, 0.42, 0.2)
# Flank the walkway; keep the sight line to the door clear.
for i in 6:
var x := -11.0 + i * 4.4
var side := -1.0 if i % 2 == 0 else 1.0
var x := side * (6.5 + float(int(i / 2)) * 3.0)
var z := 4.0 + float((i * 7) % 5)
var tree := Node3D.new()
tree.name = "Tree_%d" % (i + 1)
@@ -261,32 +261,10 @@ func _plain_material(color: Color) -> StandardMaterial3D:
mat.albedo_color = color
return mat
func _build_skyline_backdrop() -> void:
## Distant procedural skyline on four unshaded planes around the block.
var mat := StandardMaterial3D.new()
mat.albedo_texture = T_SKYLINE
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
const DIST := 95.0
const HEIGHT := 90.0
for i in 4:
var plane := MeshInstance3D.new()
plane.name = "Skyline_%d" % i
var pm := PlaneMesh.new()
pm.size = Vector2(300, HEIGHT)
plane.mesh = pm
plane.material_override = mat
var angle := i * 90.0
plane.position = Vector3(sin(deg_to_rad(angle)) * DIST, HEIGHT / 2.0, cos(deg_to_rad(angle)) * DIST)
plane.rotation_degrees = Vector3(0, -angle + 90.0, 0)
plane.cast_shadow = (0 as GeometryInstance3D.ShadowCastingSetting)
root.add_child(plane)
func _build_guard_spawn() -> void:
var marker := Marker3D.new()
marker.name = "GuardSpawn"
marker.position = Vector3(0, 1.6, -2.5)
marker.position = Vector3(0, 0.1, -2.0)
root.add_child(marker)
func _lock_indicator_material(color: Color) -> StandardMaterial3D:
+20 -2
View File
@@ -31,8 +31,9 @@ func _process(_delta: float) -> bool:
quit(1)
return true
if gm != null and not camera_staged:
gm.guard.global_position = Vector3(0, 1.6, 5.0)
gm.guard.head.rotation.x = deg_to_rad(-8.0)
gm.guard.global_position = Vector3(0, 0.1, 10.5)
gm.guard.rotation.y = 0.0
gm.guard.head.rotation.x = deg_to_rad(2.0)
camera_staged = true
if frames > MAX_FRAMES:
print("timeout reached")
@@ -54,6 +55,7 @@ func _advance() -> void:
# Wait for a nearby NPC so the interaction HUD has a target.
if gm != null and gm.npcs.size() > 0:
gm.call("_cycle_nearby_target")
_face_target()
targeted = true
state = 2
state_frames = 0
@@ -61,6 +63,7 @@ func _advance() -> void:
if state_frames >= 30:
_shoot("02-targeting-npc.png")
if targeted and gm != null:
_face_target()
gm.call("_toggle_inspection")
state = 3
state_frames = 0
@@ -80,6 +83,8 @@ func _advance() -> void:
# Close the radio form, then jump the shift to the LATE phase.
if gm != null:
gm.radio_panel.hide()
gm.guard.rotation.y = 0.0
gm.guard.head.rotation.x = deg_to_rad(2.0)
gm.coordinator.elapsed_s = 750.0
state = 5
state_frames = 0
@@ -87,6 +92,8 @@ func _advance() -> void:
# Let the phase transition (and street lamps / marquee) settle, then
# take the night avenue shot.
if state_frames >= 90:
gm.guard.rotation.y = 0.0
gm.guard.head.rotation.x = deg_to_rad(2.0)
_shoot("05-late-night-avenue.png")
if gm != null:
gm.call("_toggle_flashlight")
@@ -98,6 +105,17 @@ func _advance() -> void:
state = 7
quit(0)
func _face_target() -> void:
var target: Node3D = gm.targeted_npc
if target == null:
return
var to: Vector3 = target.global_position - gm.guard.global_position
to.y = 0.0
if to.length() < 0.01:
return
gm.guard.rotation.y = atan2(-to.x, -to.z)
gm.guard.head.rotation.x = deg_to_rad(-4.0)
func _shoot(file_name: String) -> void:
var dir := DirAccess.open("user://")
if dir == null or not dir.dir_exists("screenshots"):
+123
View File
@@ -0,0 +1,123 @@
extends SceneTree
## Windowed smoke helper for the ADR-0007–0010 control pass (focus ring + action
## wheel). Boots the real main scene, stages one NPC in front of the guard, opens
## the wheel, and saves two PNGs to user://screenshots/. Exits 1 if the focus or
## radial state did not come up, so it can be used as a smoke check.
## Usage: godot --path . --script res://src/test/smoke_focus_radial.gd
const OUT_DIR := "user://screenshots"
const MAX_FRAMES := 1800
const STAGE_DISTANCE := 2.4
var frames := 0
var gm: Node = null
var state := 0
var state_frames := 0
var stage_npc: Node3D = null
var failures: Array[String] = []
func _initialize() -> void:
root.size = Vector2i(1280, 720)
var packed: PackedScene = load("res://scenes/main.tscn")
root.add_child(packed.instantiate())
func _process(_delta: float) -> bool:
frames += 1
if gm == null:
gm = root.find_child("GameManager", true, false)
if gm == null:
if frames > 600:
_fail("GameManager not found")
return false
if frames > MAX_FRAMES:
_fail("timeout before the radial state")
return true
_advance()
return false
func _advance() -> void:
state_frames += 1
match state:
0:
# Wait for the guard to settle on the ground, then grab one NPC.
if state_frames >= 40 and gm.npcs.size() > 0:
print("smoke: spawn guard_y=%.2f z=%.2f" % [
(gm.guard.global_position as Vector3).y,
(gm.guard.global_position as Vector3).z,
])
_shoot("smoke-00-spawn.png")
stage_npc = gm.npcs[0]
_hide_other_npcs(stage_npc)
state = 1
state_frames = 0
1:
# Keep the staged NPC in front of the guard so the ring is visible.
_stage_target()
if state_frames >= 20:
gm.call("_cycle_nearby_target")
if gm.targeted_npc == null:
_fail("no NPC focused")
elif gm.radial == null:
_fail("radial layer missing")
else:
print("smoke: guard_y=%.2f npc_y=%.2f" % [
(gm.guard.global_position as Vector3).y,
(gm.targeted_npc.global_position as Vector3).y,
])
_shoot("smoke-01-focus-ring.png")
gm.call("_open_radial")
state = 2
state_frames = 0
2:
if state_frames >= 20:
if not gm.radial.is_open:
_fail("action wheel did not open")
else:
_shoot("smoke-02-action-wheel.png")
gm.call("_cancel_radial")
state = 3
state_frames = 0
3:
if state_frames >= 5:
if gm.radial.is_open:
_fail("action wheel did not close on cancel")
_finish()
func _stage_target() -> void:
if stage_npc == null or not is_instance_valid(stage_npc):
stage_npc = gm.npcs[0] if gm.npcs.size() > 0 else null
if stage_npc == null:
return
_hide_other_npcs(stage_npc)
var guard_pos: Vector3 = gm.guard.global_position
var forward: Vector3 = -gm.guard.global_transform.basis.z
forward.y = 0.0
forward = forward.normalized()
stage_npc.global_position = guard_pos + forward * STAGE_DISTANCE + Vector3(0, 0.4, 0)
stage_npc.rotation.y = gm.guard.rotation.y + PI
func _hide_other_npcs(keep: Node3D) -> void:
for npc in gm.npcs:
if is_instance_valid(npc) and npc is Node3D and npc != keep:
(npc as Node3D).visible = false
func _shoot(file_name: String) -> void:
var dir := DirAccess.open("user://")
if dir == null or not dir.dir_exists("screenshots"):
dir.make_dir_recursive("screenshots")
var img: Image = root.get_texture().get_image()
var err: int = img.save_png(OUT_DIR.path_join(file_name))
print("%s -> err=%d (%dx%d)" % [file_name, err, img.get_width(), img.get_height()])
func _fail(message: String) -> void:
failures.append(message)
_finish()
func _finish() -> void:
if failures.is_empty():
print("SMOKE OK: focus ring + action wheel opened and cancelled")
quit(0)
else:
for message in failures:
printerr("SMOKE FAIL: " + message)
quit(1)
+134
View File
@@ -0,0 +1,134 @@
extends RefCounted
## Venue-correct access artifacts (override_access, no free recognition on guests).
const Rules := preload("res://src/core/rules.gd")
const AccessLoadout := preload("res://src/core/access_loadout.gd")
const AccessVerifier := preload("res://src/core/access_verifier.gd")
const ScenarioFactory := preload("res://src/content/scenario_factory.gd")
const NpcProfile := preload("res://src/core/npc_profile.gd")
var verifier := AccessVerifier.new()
func _guest() -> NpcProfile:
var p := NpcProfile.new()
p.id = "authorized_guest"
p.display_name = "Authorized Guest"
p.npc_type = Rules.NpcType.AUTHORIZED_GUEST
return p
func _staff() -> NpcProfile:
var p := NpcProfile.new()
p.id = "authorized_staff"
p.display_name = "Staff Member"
p.npc_type = Rules.NpcType.AUTHORIZED_STAFF
return p
func _kinds(artifacts: Array) -> Array:
var out: Array = []
for a in artifacts:
out.append(a.kind)
return out
func test_joke_guest_valid_needs_screen_then_grants() -> bool:
var policy = ScenarioFactory.joke_shop().access_policy
var arts: Array = AccessLoadout.build(_guest(), policy, {"has_id": true, "has_ticket": true})
var has_rec := false
for art in arts:
if art.kind == Rules.AccessKind.RECOGNITION:
has_rec = true
var a := TestUtils.check(not has_rec, "no free recognition")
var before := verifier.verify(arts, policy, false)
var after := verifier.verify(arts, policy, true)
var b := TestUtils.check_eq(before["granted"], false, "unscreened valid guest denied")
var c := TestUtils.check_eq(after["granted"], true, "screened valid guest granted")
return a and b and c
func test_joke_guest_no_id_denied_even_when_screened() -> bool:
var policy = ScenarioFactory.joke_shop().access_policy
var arts: Array = AccessLoadout.build(_guest(), policy, {"has_id": false, "has_ticket": true})
var result := verifier.verify(arts, policy, true)
return TestUtils.check_eq(result["granted"], false, "no-id guest denied")
func test_joke_guest_expired_id_denied() -> bool:
var policy = ScenarioFactory.joke_shop().access_policy
var arts: Array = AccessLoadout.build(_guest(), policy, {
"has_id": true, "has_ticket": true, "id_status": Rules.ArtifactStatus.EXPIRED,
})
var result := verifier.verify(arts, policy, true)
return TestUtils.check_eq(result["granted"], false, "expired id denied")
func test_joke_event_payload_matches_factory() -> bool:
var shop = ScenarioFactory.joke_shop()
var found_expired := false
var found_no_id := false
for event in shop.event_pool:
var ov: Dictionary = event.get("override_access", {})
if event.get("id", "") == "guest_expired_id":
found_expired = int(ov.get("id_status", -1)) == Rules.ArtifactStatus.EXPIRED
if event.get("id", "") == "guest_no_id":
found_no_id = ov.get("has_id", true) == false
var a := TestUtils.check(found_expired, "guest_expired_id carries expired status")
var b := TestUtils.check(found_no_id, "guest_no_id has has_id false")
return a and b
func test_joke_staff_recognized_without_override() -> bool:
var policy = ScenarioFactory.joke_shop().access_policy
var arts: Array = AccessLoadout.build(_staff(), policy, {})
var has_rec := false
for a in arts:
if a.kind == Rules.AccessKind.RECOGNITION and a.status == Rules.ArtifactStatus.VALID:
has_rec = true
var screened := verifier.verify(arts, policy, true)
return TestUtils.check(has_rec, "staff are recognized") and TestUtils.check_eq(screened["granted"], true, "recognized staff enter after screen")
func test_building_guest_uses_wristband_not_recognition() -> bool:
var policy = ScenarioFactory.hollywood_building().access_policy
var arts: Array = AccessLoadout.build(_guest(), policy, {})
var has_rec := false
var has_band := false
for a in arts:
if a.kind == Rules.AccessKind.RECOGNITION:
has_rec = true
if a.kind == Rules.AccessKind.WRISTBAND and a.status == Rules.ArtifactStatus.VALID:
has_band = true
var result := verifier.verify(arts, policy)
var a := TestUtils.check(not has_rec, "building guest is not auto-recognized")
var b := TestUtils.check(has_band, "building guest presents a wristband")
var c := TestUtils.check_eq(result["granted"], true, "valid wristband grants")
return a and b and c
func test_studio_ticket_grants_without_recognition() -> bool:
var policy = ScenarioFactory.tv_studio().access_policy
var arts: Array = AccessLoadout.build(_guest(), policy, {"has_ticket": true})
var has_rec := false
for a in arts:
if a.kind == Rules.AccessKind.RECOGNITION:
has_rec = true
var result := verifier.verify(arts, policy)
return TestUtils.check(not has_rec, "audience ticket is not recognition") and TestUtils.check_eq(result["granted"], true, "ticket grants at studio")
func test_studio_counterfeit_denied() -> bool:
var policy = ScenarioFactory.tv_studio().access_policy
var arts: Array = AccessLoadout.build(_guest(), policy, {
"wristband_status": Rules.ArtifactStatus.COUNTERFEIT,
"credential_status": Rules.ArtifactStatus.COUNTERFEIT,
})
var result := verifier.verify(arts, policy)
return TestUtils.check_eq(result["granted"], false, "counterfeit studio artifacts deny")
func test_carried_items_override_and_roll() -> bool:
var forced: Array = AccessLoadout.roll_carried_items(1, {"carried_items": ["weapon"]})
var a := TestUtils.check_eq(forced, ["weapon"], "override items win")
var rolled: Array = AccessLoadout.roll_carried_items(42, {})
var b := TestUtils.check(rolled is Array, "roll returns an array")
var again: Array = AccessLoadout.roll_carried_items(42, {})
var c := TestUtils.check_eq(rolled, again, "same seed same pocket")
return a and b and c
func test_joke_shop_sidewalk_exists() -> bool:
var shop = ScenarioFactory.joke_shop()
var studio = ScenarioFactory.tv_studio()
var a := TestUtils.check(shop.locations.has("sidewalk"), "joke shop sidewalk")
var b := TestUtils.check(studio.locations.has("sidewalk"), "studio sidewalk")
var c := TestUtils.check_eq(shop.waypoint_for_intent("film").z, shop.locations["sidewalk"].z, "film walks to sidewalk")
return a and b and c
+100
View File
@@ -0,0 +1,100 @@
extends RefCounted
## Focus cone math and radial menu wrap/cancel (ADR-0008, ADR-0009).
const NpcFocus := preload("res://src/game/npc_focus.gd")
const ActionRadial := preload("res://src/game/ui/action_radial.gd")
func test_cone_picks_centered_head() -> bool:
var origin := Vector3(0, 1.6, 0)
var forward := Vector3(0, 0, -1)
var heads: Array = [
Vector3(3, 1.6, -4),
Vector3(0.05, 1.6, -4),
Vector3(-2, 1.6, -4),
]
var idx := NpcFocus.pick_index(origin, forward, heads)
return TestUtils.check_eq(idx, 1, "head nearest the look axis wins")
func test_cone_rejects_behind_and_far() -> bool:
var origin := Vector3(0, 1.6, 0)
var forward := Vector3(0, 0, -1)
var behind := NpcFocus.score_head(origin, forward, Vector3(0, 1.6, 4))
var far := NpcFocus.score_head(origin, forward, Vector3(0, 1.6, -40))
var a := TestUtils.check_eq(behind, -1.0, "behind the camera is ignored")
var b := TestUtils.check_eq(far, -1.0, "out of range is ignored")
return a and b
func test_radial_wrap_and_skip_wand() -> bool:
var menu: Node = ActionRadial.new()
menu.open_menu("Guest", false)
var start: int = menu.selected
menu.step(-1)
var a := TestUtils.check(menu.selected != start, "step wrap moves selection")
var b := TestUtils.check(menu.is_slice_enabled(menu.selected), "landed on an enabled slice")
# Walk forward until we would hit wand; it must skip.
menu.selected = 4
menu.step(1)
var c := TestUtils.check_eq(menu.slice_id(menu.selected), "warning", "wand skipped when venue has none")
menu.free()
return a and b and c
func test_radial_cancel_does_not_confirm() -> bool:
var menu: Node = ActionRadial.new()
menu.open_menu("Guest", true)
var got := {"id": ""}
menu.confirmed.connect(func(id): got["id"] = id)
menu.cancelled.connect(func(): got["id"] = "cancelled")
menu.close_menu()
var a := TestUtils.check_eq(got["id"], "", "closing without confirm emits nothing")
var slice: String = menu.confirm_selected()
var b := TestUtils.check_eq(slice, "", "confirm while closed is empty")
menu.free()
return a and b
func test_radial_confirm_returns_id() -> bool:
var menu: Node = ActionRadial.new()
menu.open_menu("Guest", true)
menu.selected = 0
var slice: String = menu.confirm_selected()
menu.free()
return TestUtils.check_eq(slice, "raise_hand", "space-confirm uses highlighted slice")
func test_angle_top_is_first_slice() -> bool:
var menu: Node = ActionRadial.new()
var idx: int = menu.angle_to_index(-PI / 2.0)
menu.free()
return TestUtils.check_eq(idx, 0, "top of the doughnut is slice 0")
func test_wand_not_on_w() -> bool:
var src := FileAccess.get_file_as_string("res://src/game/game_manager.gd")
var a := TestUtils.check(not src.contains("KEY_W:"), "W is not a game-manager action key")
var b := TestUtils.check(src.contains("is_action_pressed(\"wand\")"), "wand goes through the named action")
var c := TestUtils.check(not _action_has_key("wand", KEY_W), "wand action is not bound to W")
var d := TestUtils.check(_action_has_key("wand", KEY_C), "wand action is bound to C")
return a and b and c and d
func test_named_input_actions_exist() -> bool:
var menu_ok := _action_has_key("action_menu", KEY_SPACE)
var confirm_ok := _action_has_key("confirm", KEY_SPACE) and _action_has_key("confirm", KEY_ENTER)
var cancel_ok := _action_has_key("cancel", KEY_ESCAPE)
var inspect_ok := _action_has_key("inspect", KEY_E)
return TestUtils.check(menu_ok, "action_menu has Space") \
and TestUtils.check(confirm_ok, "confirm has Space + Enter") \
and TestUtils.check(cancel_ok, "cancel has Esc") \
and TestUtils.check(inspect_ok, "inspect has E")
func test_cancel_has_right_mouse() -> bool:
var events: Array = InputMap.action_get_events("cancel")
var found := false
for event in events:
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_RIGHT:
found = true
return TestUtils.check(found, "cancel action includes right mouse button")
func _action_has_key(action: String, keycode: Key) -> bool:
if not InputMap.has_action(action):
return false
for event in InputMap.action_get_events(action):
if event is InputEventKey and event.physical_keycode == keycode:
return true
return false
+15 -1
View File
@@ -38,7 +38,7 @@ func test_tv_studio_has_all_npc_types() -> bool:
var _spawn_count := 0
func _on_spawn(_profile: NpcProfile, _intent: String, _id: String) -> void:
func _on_spawn(_profile: NpcProfile, _intent: String, _id: String, _event: Dictionary = {}) -> void:
_spawn_count += 1
func test_late_phase_reaches_violent_event() -> bool:
@@ -137,3 +137,17 @@ func test_waypoints_map_intent_to_location() -> bool:
var d := TestUtils.check_eq(scenario.waypoint_for_intent("sit"), steps_end, "sit -> steps_end")
var e := TestUtils.check_eq(scenario.waypoint_for_intent("unknown_intent"), sidewalk, "unknown -> sidewalk fallback")
return a and b and c and d and e
func test_spawn_rate_is_time_based() -> bool:
# Regression: tick() runs at physics rate. Rolling the event scheduler every
# frame spawned >1000 NPCs in seconds. Ten simulated seconds at 60 Hz must
# stay in the normal single-digit-per-second range.
var scenario: VenueScenario = ScenarioFactory.hollywood_building()
var coordinator := ShiftCoordinator.new()
coordinator.setup(scenario, 60.0, 99)
_spawn_count = 0
coordinator.npc_spawn_requested.connect(_on_spawn)
coordinator.start()
for i in 600:
coordinator.tick(1.0 / 60.0)
return TestUtils.check(_spawn_count <= 60, "spawns stay time-based at physics rate (was %d)" % _spawn_count)