Implement control pass: focus cone, action wheel, named inputs, boot fixes
- 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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extends RefCounted
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## Focus cone math and radial menu wrap/cancel (ADR-0008, ADR-0009).
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const NpcFocus := preload("res://src/game/npc_focus.gd")
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const ActionRadial := preload("res://src/game/ui/action_radial.gd")
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func test_cone_picks_centered_head() -> bool:
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var origin := Vector3(0, 1.6, 0)
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var forward := Vector3(0, 0, -1)
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var heads: Array = [
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Vector3(3, 1.6, -4),
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Vector3(0.05, 1.6, -4),
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Vector3(-2, 1.6, -4),
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]
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var idx := NpcFocus.pick_index(origin, forward, heads)
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return TestUtils.check_eq(idx, 1, "head nearest the look axis wins")
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func test_cone_rejects_behind_and_far() -> bool:
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var origin := Vector3(0, 1.6, 0)
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var forward := Vector3(0, 0, -1)
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var behind := NpcFocus.score_head(origin, forward, Vector3(0, 1.6, 4))
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var far := NpcFocus.score_head(origin, forward, Vector3(0, 1.6, -40))
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var a := TestUtils.check_eq(behind, -1.0, "behind the camera is ignored")
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var b := TestUtils.check_eq(far, -1.0, "out of range is ignored")
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return a and b
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func test_radial_wrap_and_skip_wand() -> bool:
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var menu: Node = ActionRadial.new()
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menu.open_menu("Guest", false)
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var start: int = menu.selected
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menu.step(-1)
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var a := TestUtils.check(menu.selected != start, "step wrap moves selection")
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var b := TestUtils.check(menu.is_slice_enabled(menu.selected), "landed on an enabled slice")
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# Walk forward until we would hit wand; it must skip.
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menu.selected = 4
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menu.step(1)
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var c := TestUtils.check_eq(menu.slice_id(menu.selected), "warning", "wand skipped when venue has none")
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menu.free()
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return a and b and c
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func test_radial_cancel_does_not_confirm() -> bool:
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var menu: Node = ActionRadial.new()
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menu.open_menu("Guest", true)
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var got := {"id": ""}
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menu.confirmed.connect(func(id): got["id"] = id)
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menu.cancelled.connect(func(): got["id"] = "cancelled")
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menu.close_menu()
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var a := TestUtils.check_eq(got["id"], "", "closing without confirm emits nothing")
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var slice: String = menu.confirm_selected()
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var b := TestUtils.check_eq(slice, "", "confirm while closed is empty")
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menu.free()
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return a and b
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func test_radial_confirm_returns_id() -> bool:
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var menu: Node = ActionRadial.new()
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menu.open_menu("Guest", true)
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menu.selected = 0
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var slice: String = menu.confirm_selected()
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menu.free()
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return TestUtils.check_eq(slice, "raise_hand", "space-confirm uses highlighted slice")
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func test_angle_top_is_first_slice() -> bool:
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var menu: Node = ActionRadial.new()
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var idx: int = menu.angle_to_index(-PI / 2.0)
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menu.free()
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return TestUtils.check_eq(idx, 0, "top of the doughnut is slice 0")
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func test_wand_not_on_w() -> bool:
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var src := FileAccess.get_file_as_string("res://src/game/game_manager.gd")
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var a := TestUtils.check(not src.contains("KEY_W:"), "W is not a game-manager action key")
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var b := TestUtils.check(src.contains("is_action_pressed(\"wand\")"), "wand goes through the named action")
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var c := TestUtils.check(not _action_has_key("wand", KEY_W), "wand action is not bound to W")
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var d := TestUtils.check(_action_has_key("wand", KEY_C), "wand action is bound to C")
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return a and b and c and d
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func test_named_input_actions_exist() -> bool:
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var menu_ok := _action_has_key("action_menu", KEY_SPACE)
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var confirm_ok := _action_has_key("confirm", KEY_SPACE) and _action_has_key("confirm", KEY_ENTER)
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var cancel_ok := _action_has_key("cancel", KEY_ESCAPE)
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var inspect_ok := _action_has_key("inspect", KEY_E)
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return TestUtils.check(menu_ok, "action_menu has Space") \
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and TestUtils.check(confirm_ok, "confirm has Space + Enter") \
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and TestUtils.check(cancel_ok, "cancel has Esc") \
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and TestUtils.check(inspect_ok, "inspect has E")
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func test_cancel_has_right_mouse() -> bool:
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var events: Array = InputMap.action_get_events("cancel")
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var found := false
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for event in events:
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if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_RIGHT:
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found = true
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return TestUtils.check(found, "cancel action includes right mouse button")
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func _action_has_key(action: String, keycode: Key) -> bool:
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if not InputMap.has_action(action):
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return false
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for event in InputMap.action_get_events(action):
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if event is InputEventKey and event.physical_keycode == keycode:
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return true
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return false
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