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.
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zwitschi committed 2026-10-31 15:58:01 +01:00
1 parent 69484866db
commit f11b441c07
28 files changed
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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