Implement control pass: focus cone, action wheel, named inputs, boot fixes
Full build / Import + headless tests (push) Successful in 22s
Full build / Full desktop build + optional release (push) Skipped

- 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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@@ -302,3 +302,91 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
- [x] Regenerate the AI asset set at role-specific aspect ratios and dimensions. - [x] Regenerate the AI asset set at role-specific aspect ratios and dimensions.
- [x] Audit, process, and wire every generated asset into the game runtime. - [x] Audit, process, and wire every generated asset into the game runtime.
- [x] Add screenshot auditing and refresh the README screenshot gallery. - [x] Add screenshot auditing and refresh the README screenshot gallery.
## Access artifacts actually match the venue
Completed in the working tree (uncommitted with the control pass). Headless **74/74**.
- [x] Build artifacts from the event (`override_access`, carried items) and the venue policy,
not from `NpcType` alone. (`src/core/access_loadout.gd`; spawn signal is
`(profile, intent, npc_id, event)`.)
- [x] Joke Shop: valid ID+ticket, ID without ticket, expired/missing ID. Recognition does not
auto-grant on every `AUTHORIZED_GUEST`.
- [x] Wand venues roll `carried_items` per spawn (seeded); override can force a pocket.
- [x] Studio counterfeit / follow-through events carry `override_access`.
- [x] `AccessVerifier.verify(..., already_screened)` so a screened guest is not still denied.
- [x] Joke Shop / Studio `sidewalk` and `steps_end` waypoints so film/photo intents do not walk
to the entrance.
- [x] Wand shortcut is `C`, not `W`. Tests: `src/test/tests/test_access_loadout.gd`.
## Player control, focus ring, and radial action menu
Completed 2026-10-31 with ADR-0007–0010. Headless **77/77**, plus a windowed smoke
(`src/test/smoke_focus_radial.gd`) that opens the wheel and saves screenshots.
### Locomotion
- [x] Wand off `W` (now `C` + wheel). `A`/`D` allow/deny only while inspect/wand is open
(they step the wheel while it is open). `Q` remains a closed-menu polite shortcut.
- [x] Accel/decel on walk; gravity only when airborne; `floor_snap_length` 0.3.
- [x] Mouse look only while captured and `not input_locked`. Freeze walk+look while radial /
inspect / wand / radio / review is up. Recapture on close.
- [x] `cancel` (Esc / RMB) closes the top modal first; with nothing open, Esc toggles mouse
capture and RMB does nothing.
### Focus and head ring
- [x] Focus cone in `src/game/npc_focus.gd` (~10 m, ~10°). Closest-to-forward wins; occlusion
ray skips building hits. `Tab` still cycles 12 m.
- [x] 8-frame miss grace so walk-bob does not drop focus.
- [x] Billboarded torus on `Rig/Head`; gold idle, brighter while the radial is open; `Label3D`
`display_name`. HUD target line uses the display name, not the node name.
- [x] Screen-center crosshair.
### Radial HUD
- [x] `src/game/ui/action_radial.gd`: LMB or `Space` opens when someone is focused. Opening
click ignored for 120 ms. Slices: raise hand, point, head shake, polite, inspect, wand
(grey if no wand), warning, block, radio assist. Emergency stays on `R`.
- [x] Highlight by mouse angle, or `A`/`D` / arrows. Click slice or `Space` confirms. `Esc` /
RMB closes with no action (no recorder event).
- [x] Inspect / wand / radio slices close the wheel then open the existing panels. Freeze until
that panel closes.
- [x] Number keys `1`–`6` still work when the wheel is closed.
### NPC display
- [x] Procedural rig: neck, shoes, hair cap from seed, two eye spheres. Props, height
variation, walk bob, notice-head-turn kept. Collision capsule scaled to rig height.
Named `Head` is the ring attach point. Group `npc`.
### Input, copy, tests
- [x] Named input map: `action_menu` (Space/LMB), `confirm` (Space/Enter), `cancel`
(Esc/RMB), `inspect` (E), `wand` (C). `GameManager` uses `is_action_pressed`.
- [x] Windowed smoke: focus ring + name, wheel open/step/confirm/cancel
(`src/test/smoke_focus_radial.gd`, exits non-zero on failure).
- [x] README controls table, smoke checklist, test count, implemented/not-yet lists.
## Runtime boot and spawn fixes
Found while running the windowed smoke; all verified with a boot run and regenerated
screenshots.
- [x] `GameManager` did not compile: `radial` was typed `CanvasLayer`, so
`radial.is_open` / `confirm_selected()` made `:=` inference fail. Typed as
`ActionRadial` (the parse error would have broken the whole main scene).
- [x] Camera sat at the guard's feet: `Head` had no height offset, and the new gravity pulled
the guard to the floor. `Head` is now at y=1.6, and the guard spawns on the landing.
- [x] Guard spawned inside the building collider and fell through the world. Building volume
moved back to z ∈ [-8, -4] so the door / awning / marquee sit on its front face; the
guard spawns in front of the door facing the street.
- [x] Steps rose away from the door; treads now rise toward the entrance.
- [x] Event scheduler was polled every physics frame (~60 Hz), spawning >1200 NPCs in
seconds. `ShiftCoordinator` now accumulates time and pulls once per simulated second;
regression test in `test_scenarios.gd`.
- [x] Live NPCs capped at `MAX_LIVE_NPCS` (16); routine traffic is dropped at the cap and a
scripted event evicts the oldest unfocused NPC.
- [x] Removed the skyline backdrop planes (opaque black texture). Tracked as a follow-up in
`TODO.md`.
- [x] README screenshots regenerated with the fixed eye height and entrance staging.
+58 -14
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@@ -13,11 +13,41 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
- Shift length is the scenario's `shift_duration_s` (900 s in all three venues). Tests and the screenshot tool override elapsed time; they do not change the default. - Shift length is the scenario's `shift_duration_s` (900 s in all three venues). Tests and the screenshot tool override elapsed time; they do not change the default.
- RNG: NPC reactions and event scheduling are seedable for deterministic tests. - RNG: NPC reactions and event scheduling are seedable for deterministic tests.
## Current State ## Handoff (read this first)
- Next playable pass (planned, not coded): ADR-0007 locomotion/input layers, ADR-0008 cone focus + - Repo: `/run/media/system/DATA/Documents/06-games/security-game`. Godot: `~/.local/bin/godot` (4.3.stable).
head ring, ADR-0009 radial action menu, ADR-0010 procedural NPC presentation. Emergency stays on Tests: `godot --headless --path . --script res://src/test/test_runner.gd` → **77/77**.
`R`. Wand leaves `W`. Host sign-in follow-up is deferred. PLAN.md has the full pass notes. Windowed control smoke: `godot --path . --script res://src/test/smoke_focus_radial.gd` → exit 0.
- `main` is **7 commits ahead of origin**, all committed locally, **not pushed**. The newest commit
is the control pass + boot/spawn fixes (access loadout, focus cone, action wheel, named input
actions, NPC rig, camera/building fixes, scheduler rate, NPC cap, screenshots, docs).
- Nothing is left uncommitted. Ask before pushing if you did not author the earlier commits.
- Next work, in order: (1) session shell in `TODO.md`; (2) world follow-ups listed at the top of
`TODO.md` (guard floats ~0.5 m, step colliders, skyline asset, marquee size); (3) push / release
when the user asks.
- Do not re-open `override_access`. Do not bind wand to `W`. Do not remove the radio easter egg.
## Current State
- Access artifacts: `src/core/access_loadout.gd` builds from event `override_access` + venue policy.
Spawn signal is now `(profile, intent, npc_id, event)`. Recognition is not auto-attached to every
guest. `AccessVerifier.verify(..., already_screened=false)` so Joke Shop scoring uses
`controller.screened`. Joke Shop/Studio gained `sidewalk`/`steps_end` waypoints. Wand venues roll
`carried_items` per spawn (seeded). Tests in `src/test/tests/test_access_loadout.gd`.
- Wand shortcut is **`C`**, not `W` (`W` is walk). `radio_emergency` input map no longer includes W.
`hud.controls` / `hud.screen_first` updated.
- Control pass (in tree, uncommitted, smoke-tested): cone focus via `src/game/npc_focus.gd`,
accel/decel, gravity only airborne, `input_locked` freeze, Esc no longer on the guard.
`NpcAvatar` in group `npc`; neck/hair/eyes/shoes; torus head ring + `Label3D` name; `set_focus_visual`.
`src/game/ui/action_radial.gd` doughnut (LMB/Space open, A/D/arrows, Space/click confirm, Esc/RMB
cancel). Crosshair CanvasLayer. Emergency still `R` only. Number keys 1–6 when the wheel is closed.
- Named input actions now exist and are used: `action_menu`, `confirm`, `cancel` (Esc + RMB),
`inspect` (E), `wand` (C). The old unused `interact` action was removed.
- Runtime fixes from the smoke: `Head` is +1.6 above the guard root (root sits on the floor); guard
spawns in front of the door facing the street; building volume moved to z ∈ [-8,-4] so the door,
awning, and marquee are visible; step treads rise toward the door; `ShiftCoordinator` pulls the
event scheduler once per simulated second (was every physics frame → >1200 NPCs in seconds);
`GameManager.MAX_LIVE_NPCS = 16` caps live avatars; skyline backdrop removed (opaque black asset).
- Host sign-in follow-up remains deferred. PLAN.md + ADRs 0007–0010 still describe the intended UX.
- **Release v0.2.1 is LIVE** (2026-10-31): CI run 1110 built the NSIS installer + AppImage - **Release v0.2.1 is LIVE** (2026-10-31): CI run 1110 built the NSIS installer + AppImage
and published — installers/AppImage are on the releases page. Releasing = bump version → tag → push. and published — installers/AppImage are on the releases page. Releasing = bump version → tag → push.
- NSIS gotchas (validated in a local ubuntu:24.04 docker repro): makensis uses `-D` defines - NSIS gotchas (validated in a local ubuntu:24.04 docker repro): makensis uses `-D` defines
@@ -39,12 +69,12 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
public (HTTP 200). Caveat: anonymous **asset downloads** redirect to login on this host public (HTTP 200). Caveat: anonymous **asset downloads** redirect to login on this host
(host setting — tracked in TODO). Future releases = bump `config/version`, `git tag vX.Y.Z`, (host setting — tracked in TODO). Future releases = bump `config/version`, `git tag vX.Y.Z`,
push. No local token needed. push. No local token needed.
- Core simulation, three scenarios, headless tests (**57 passing**), and a first-person prototype with interaction HUD, access inspection, radio (assist + emergency hold-to-confirm), debug overlay, and shift review are implemented and green. - Core simulation, three scenarios, v0.2.1 installers/AppImage, first-person prototype (inspect/wand/radio, shift review, Tab targeting, V venue cycle) are on local `main`. Tagged v0.2.1 was 57 tests; this working tree is **74/74**.
- NPC avatars now walk to per-intent waypoints (`VenueScenario.waypoint_for_intent`): enter/trespass/deliver/arrive → entrance, photo/film/perform/wander/roam → sidewalk, sit → steps_end. `NpcAvatar.setup` takes an explicit `door_position`. - NPC avatars now walk to per-intent waypoints (`VenueScenario.waypoint_for_intent`): enter/trespass/deliver/arrive → entrance, photo/film/perform/wander/roam → sidewalk, sit → steps_end. `NpcAvatar.setup` takes an explicit `door_position`.
- Returning-trespasser behavior: `NpcProfile.return_probability` (trespasser 0.6, mental-crisis 0.4, others 0). `NPCController._maybe_schedule_return()` moves a directed-away NPC to `LOITERING_DISTANT`; `tick_return(delta)` fires after 20-60s and transitions back to `APPROACH`. `NpcAvatar._advance_fsm` re-targets the door on return. - Returning-trespasser behavior: `NpcProfile.return_probability` (trespasser 0.6, mental-crisis 0.4, others 0). `NPCController._maybe_schedule_return()` moves a directed-away NPC to `LOITERING_DISTANT`; `tick_return(delta)` fires after 20-60s and transitions back to `APPROACH`. `NpcAvatar._advance_fsm` re-targets the door on return.
- Perception pass: `NPCController.perceive_guard(distance)` returns `{noticed, band, reaction}` with bands `unaware` (>6m), `aware` (2-6m), `near` (<2m). Near + temperament ≥0.6 → ARGUE, else COMPLY. `GameManager._perception_pass()` feeds real guard distance each physics tick and logs first-time notice. - Perception pass: `NPCController.perceive_guard(distance)` returns `{noticed, band, reaction}` with bands `unaware` (>6m), `aware` (2-6m), `near` (<2m). Near + temperament ≥0.6 → ARGUE, else COMPLY. `GameManager._perception_pass()` feeds real guard distance each physics tick and logs first-time notice.
- Responder dispatch: `RadioSystem` tracks `pending_calls` and decrements `arrival_delay_s` in `tick`; emits `responder_arrived` when a call's delay elapses. `RadioSystem.responder_outcome(call)` maps danger/weapons → command/restraint/evacuation/arrest. `GameManager._on_responder_arrived` spawns a `RESPONDER` avatar at the entrance and logs the outcome. HUD shows an emergency-radio cooldown label via `_update_radio_cooldown`. - Responder dispatch: `RadioSystem` tracks `pending_calls` and decrements `arrival_delay_s` in `tick`; emits `responder_arrived` when a call's delay elapses. `RadioSystem.responder_outcome(call)` maps danger/weapons → command/restraint/evacuation/arrest. `GameManager._on_responder_arrived` spawns a `RESPONDER` avatar at the entrance and logs the outcome. HUD shows an emergency-radio cooldown label via `_update_radio_cooldown`.
- Wand screening (Joke Shop): `WandScreener` (new `src/core/wand_screener.gd`) classifies carried items as prohibited (`weapon/knife/gun/blade`) vs false-alarm (`keys/belt/phone/coins/watch/buckle`) vs clear. `NpcProfile.carried_items` holds guest items. `GameManager` binds `W` to `_toggle_wand_screening` and `A`/`D` to `decide_wand`; `decide_access` blocks admission at wand venues until `controller.screened` is true. `VenueScenario.door_staff_lines` holds venue-specific door-staff dialogue (Joke Shop has id/ticket/wand/refusal/prohibited lines). - Wand screening (Joke Shop): `WandScreener` classifies carried items as prohibited vs false-alarm vs clear. `NpcProfile.carried_items` is filled at spawn on wand venues. `GameManager` binds **`C`** to `_toggle_wand_screening` and `A`/`D` to `decide_wand` while inspect/wand is open. `decide_access` still blocks admission until `controller.screened` is true, and `verify` now takes that flag. Door-staff lines log through GameManager.
- Design change (2026-10-31): the selectable dialogue tone-of-voice system was **removed**. - Design change (2026-10-31): the selectable dialogue tone-of-voice system was **removed**.
`Rules.Tone`/`TONE_NAMES`, `NpcProfile.tone_modifiers`, and the tone param on `Rules.Tone`/`TONE_NAMES`, `NpcProfile.tone_modifiers`, and the tone param on
`NPCController.roll_reaction/apply_player_action` no longer exist; `NpcProfile.dialogue_lines` `NPCController.roll_reaction/apply_player_action` no longer exist; `NpcProfile.dialogue_lines`
@@ -119,8 +149,20 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
- Persistence tests write into the real `user://shift_results.json` (harmless local pollution of the demo history). - Persistence tests write into the real `user://shift_results.json` (harmless local pollution of the demo history).
- macOS export required `rendering/textures/vram_compression/import_etc2_astc=true` in `project.godot` (universal build demands ETC2 ASTC enabled). - macOS export required `rendering/textures/vram_compression/import_etc2_astc=true` in `project.godot` (universal build demands ETC2 ASTC enabled).
- Joke Shop `door_staff_lines` are logged through `GameManager` (inspect / wand / refuse). They are not a separate dialogue UI. - Joke Shop `door_staff_lines` are logged through `GameManager` (inspect / wand / refuse). They are not a separate dialogue UI.
- `GameManager._artifacts_for` ignores event `override_access` and maps artifacts by `NpcType`. Joke Shop guests currently inspect as recognized staff. Tracked in TODO "Access artifacts actually match the venue". - Access loadout is implemented in the working tree (see Current State); do not re-fix `override_access` as if it were still unread.
- `Save.SETTINGS_FILE` is declared and unused; no mouse-sensitivity or pause menu yet. - `Save.SETTINGS_FILE` is declared and unused; no mouse-sensitivity or pause menu yet.
- Headless suite is **77/77**; the windowed focus/radial smoke passes. Remaining visual follow-ups are at the top of `TODO.md`.
- Typed spawn signal extra args: handlers must accept the 4th `event: Dictionary` or Godot will not call them (`test_shift_coordinator_runs_a_shift` failed until `_on_spawn` took four args).
- GDScript inference trap that broke the main scene: a `var` typed as a base class
(`radial: CanvasLayer`) exposes script members as `Variant`, so `var x := radial.is_open` is a
parse error. Type it as the script type (`ActionRadial`) or annotate the local explicitly.
`--check-only --script` cannot see the `Save` autoload; use a real boot (`--quit-after 180`) to
verify a full-scene compile.
- Do not snapshot right after changing a transform in the same frame: `capture_screenshots.gd`
needs a state/frame gap or the capture uses the old camera orientation.
- `EventScheduler` probabilities are per simulated second, not per call. Never poll it per frame.
- Screenshot staging lives in `src/test/capture_screenshots.gd` (guard at z≈10.5 facing the door).
`docs/screenshots/` copies are manual: copy from `user://screenshots/`.
## Open Questions ## Open Questions
@@ -130,13 +172,15 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
## Plan vs code (re-evaluated) ## Plan vs code (re-evaluated)
Shipped and tested: simulation core, three venues, 57 headless tests, v0.2.1 installers/AppImage, On local `main` (6 commits not on origin): v0.2.1 packages, ADRs 0007–0010, asset pipeline wired to
procedural world, HUD inspect/wand/radio, shift review (summary only), Tab targeting, V venue cycle. `assets/textures/ai/game_ready/`, screenshots refreshed.
Still missing (now in `TODO.md`, control pass first): ADR-0007–0010 input/focus/radial/NPC face; Uncommitted: `AccessLoadout`, control pass (cone, ring, radial, NPC face, named input actions),
venue-correct access artifacts (`override_access` unread); startup/pause/settings; eye contact, and boot/spawn fixes. Headless 77/77; windowed smoke passes. Access-artifact and control-pass
recognize-as-verb, body-cam toggle, real blocking, request-reason; crowd rubberneck; emergency sections moved to `DONE.md`.
aftermath; body-cam replay timeline; sit/photo/film poses; real crowd audio; a few Joke Shop /
Studio scripted cases; README test-count drift (says 52). Still in `TODO.md`: world follow-ups (guard float, step colliders, skyline asset, marquee size);
session shell; leftover PLAN verbs; crowd rubberneck; emergency aftermath; body-cam replay;
sit/photo/film poses; real crowd audio; Joke Shop/Studio extra events; PLAN.md says GUT/GitHub.
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@@ -201,6 +201,9 @@ godot --headless --path . --script res://src/test/test_runner.gd
# Save a screenshot to user:// (windowed) # Save a screenshot to user:// (windowed)
godot --path . --script res://src/test/take_screenshot.gd godot --path . --script res://src/test/take_screenshot.gd
# Windowed control smoke: focus ring + action wheel, saves PNGs, exits 1 on failure
godot --path . --script res://src/test/smoke_focus_radial.gd
``` ```
The unit test runner is the project's own lightweight harness (no editor plugin required) so CI can run it without the editor. The unit test runner is the project's own lightweight harness (no editor plugin required) so CI can run it without the editor.
@@ -210,15 +213,18 @@ The unit test runner is the project's own lightweight harness (no editor plugin
| Input | Action | | Input | Action |
| --- | --- | | --- | --- |
| W/A/S/D + mouse | Move and look | | W/A/S/D + mouse | Move and look |
| Esc | Release / capture mouse | | Space / left click | Action wheel for the focused person |
| A / D or ←/→ | Step through the action wheel (while it is open) |
| Space / left click | Confirm the highlighted action (while the wheel is open) |
| Esc / right click | Close the top panel; Esc with nothing open releases / captures the mouse |
| 1 / 2 / 3 | Quick gestures without the wheel: raise hand, point, head shake (Level 1) |
| Q | Polite direction (Level 1) | | Q | Polite direction (Level 1) |
| 1 / 2 / 3 | Simple gestures: raise hand, point, head shake (Level 1) |
| 4 | Formal warning (Level 2) | | 4 | Formal warning (Level 2) |
| 5 | Blocking and positioning (Level 3) | | 5 | Blocking and positioning (Level 3) |
| 6 | Security assistance radio (Level 4) | | 6 | Security assistance radio (Level 4) |
| R | Emergency radio, hold on-screen button ~1.6s (Level 5) | | R | Emergency radio, hold on-screen button ~1.6s (Level 5) |
| E | Inspect access artifacts / close inspection | | E | Inspect access artifacts / close inspection |
| W | Handheld wand screening (wand venues only) | | C | Handheld wand screening (wand venues only) |
| A / D | Allow / deny entry during inspection or wand check | | A / D | Allow / deny entry during inspection or wand check |
| V | Cycle venue: Hollywood Blvd → The Joke Shop → TV Studio (restarts shift) | | V | Cycle venue: Hollywood Blvd → The Joke Shop → TV Studio (restarts shift) |
| Tab | Cycle target among nearby NPCs (aim-free alternative) | | Tab | Cycle target among nearby NPCs (aim-free alternative) |
@@ -247,28 +253,31 @@ Implemented so far:
- Godot 4.3 project scaffold, input map, procedural world builder - Godot 4.3 project scaffold, input map, procedural world builder
- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem` - Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools - Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
- Headless unit tests: **52 passing** (access rules, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, navmesh, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings) - Headless unit tests: **77 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, navmesh, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone and action wheel)
- Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event - Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event
- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review - First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
- Control pass: focus cone on NPC heads with a billboarded gold ring and name, action wheel (LMB/Space) with de-escalation-first slices, mouse-look freeze while a panel is open, acceleration-based walking, and named input actions (`action_menu`, `confirm`, `cancel`, `inspect`, `wand`)
- Visual polish pass (v0.2.0): phase-based lighting (sun/sky/ambient per shift phase), street lamps with night-mode bulbs and omni lights, glowing marquee signage, crosswalk, planters and low-poly street trees, NPC height/brightness variety, denser routine traffic — day and late-night screenshot sets - Visual polish pass (v0.2.0): phase-based lighting (sun/sky/ambient per shift phase), street lamps with night-mode bulbs and omni lights, glowing marquee signage, crosswalk, planters and low-poly street trees, NPC height/brightness variety, denser routine traffic — day and late-night screenshot sets
- Assets pass: authored textures in `assets/textures/` (brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art) generated by `tools/generate_textures.py`, soft sun shadows, humanoid NPC rigs with archetype props + procedural walk bob and attention head-turn, inspection artifact cards, escalation vignette, mode icons, and a body-camera overlay (REC + shift clock) - Assets pass: authored textures in `assets/textures/` (brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art) generated by `tools/generate_textures.py`, soft sun shadows, humanoid NPC rigs with archetype props + procedural walk bob and attention head-turn, inspection artifact cards, escalation vignette, mode icons, and a body-camera overlay (REC + shift clock)
Not yet implemented: body-camera replay timeline, venue selection startup menu, editor-based GUT integration, and crowd performance profiling/LOD (see `TODO.md`). Not yet implemented: body-camera replay timeline, venue selection startup menu, pause/settings shell, eye-contact and request-reason verbs, crowd rubbernecking, emergency aftermath, editor-based GUT integration, and crowd performance profiling/LOD (see `TODO.md`).
### Smoke Test Checklist ### Smoke Test Checklist
1. `godot --path .` starts the game without script errors. 1. `godot --path .` starts the game without script errors.
2. The guard moves and looks around; the building, steps, and sidewalk are visible. 2. The guard moves and looks around; the building, steps, and sidewalk are visible.
3. NPCs spawn and approach the entrance during the first minutes. 3. NPCs spawn and approach the entrance during the first minutes.
4. Aiming at an NPC shows its archetype and intent in the HUD. 4. Looking at an NPC inside the focus cone shows a gold head ring, the person's name, and the HUD target line.
5. Pressing `Q` produces a reaction log entry and reputation feedback. 5. `Space` or left click opens the action wheel; `A`/`D` highlight a slice, `Space` confirms it, `Esc`/right click cancels without a log entry.
6. `E` opens access inspection showing artifacts and policy result; `A`/`D` record a decision. 6. `E`/`C` open the inspection/wand panels from the wheel and freeze movement until they close; walking never fires the wand.
7. `6` opens the assistance form; submitting shows dispatch feedback. 7. Pressing `Q` produces a reaction log entry and reputation feedback.
8. `R` opens the emergency form; the button must be held ~1.6s or the call cancels. 8. `E` opens access inspection showing venue-correct artifacts and policy result; `A`/`D` record a decision.
9. `G` toggles the flashlight (indicator appears in the HUD); `L` toggles the door lock (indicator turns red when locked). 9. `6` opens the assistance form; submitting shows dispatch feedback.
10. `F` toggles the debug overlay with NPC states and shift stats. 10. `R` opens the emergency form; the button must be held ~1.6s or the call cancels.
11. NPCs route around the building using the navigation mesh (no stuck-at-wall behavior during a smoke run). 11. `G` toggles the flashlight (indicator appears in the HUD); `L` toggles the door lock (indicator turns red when locked).
12. When the shift timer reaches 0, the shift review screen shows grade, incident summary, and persisted shift history. 12. `F` toggles the debug overlay with NPC states and shift stats.
13. NPCs route around the building using the navigation mesh (no stuck-at-wall behavior during a smoke run).
14. When the shift timer reaches 0, the shift review screen shows grade, incident summary, and persisted shift history.
## Development Workflow ## Development Workflow
+30 -85
View File
@@ -1,76 +1,25 @@
# TODO # TODO
Checked against `PLAN.md`, ADRs 0001–0010, `README.md`, `DONE.md`, and `src/` (Godot 4.3 Godot 4.3 prototype. Release **v0.2.1** is live on the host. The working tree (uncommitted)
prototype, release **v0.2.1**, 57 headless tests). Do the control pass first; it unblocks has the access-loadout fix and the ADR-0007–0010 control pass; headless suite **77/77** and a
everything that uses focus or verbs. windowed focus/radial smoke pass.
Host `REQUIRE_SIGNIN_VIEW` stays deferred. Host `REQUIRE_SIGNIN_VIEW` stays deferred.
## Player control, focus ring, and radial action menu ## World and presentation follow-ups (found during the control smoke)
Design: `PLAN.md` → "Player Control, Focus, and Action Menu" and ADRs 0007–0010. - [ ] The skyline backdrop was removed: `assets/textures/ai/game_ready/skyline.png` has an
opaque black background, so the planes rendered as black slabs with window dots. Re-add
### Locomotion the backdrop only with a transparent asset or a keyed shader.
- [ ] Guard settles ~0.5 m above the ground after spawning on the landing. Check the capsule
- [ ] Stop stealing WASD: wand off `W` (wheel + optional `C`); allow/deny `A`/`D` only while offset and the spawn `y`, and verify eye height while walking the steps.
inspect/wand is open; polite direction off `Q` as a required bind. - [ ] Steps and the landing are visual-only (no collider). The guard walks through them; add
- [ ] Accel/decel on walk; gravity only when airborne; `floor_snap_length` for the steps. simple step colliders or restage the landing so it does not intersect the walk path.
- [ ] Mouse look only while captured and no modal UI is open. Freeze walk+look while the radial - [ ] Marquee text (`STEP LINE`) is tiny from the sidewalk. Scale the Label3D up.
(and inspect/wand opened from it) is up. Recapture on close. - [ ] Focus ring and name tag are small at 2–3 m. Consider a larger torus / font after a
- [ ] `Esc` closes the top modal first; with nothing open it still toggles mouse capture. real playtest.
- [ ] NPC crowd cap (`MAX_LIVE_NPCS`) silently drops routine traffic at 16. Add a short
### Focus and head ring despawn/lifetime for ordinary guests so the entrance does not fill up with standers.
- [ ] Replace the 8 m hairline ray as the primary picker with a focus cone (range ~10 m, head
inside a ~90 px / 10° circle around the crosshair; closest to center wins; occluded heads
skipped). Keep `Tab` as the 12 m cycle.
- [ ] Small grace so walk-bob does not drop focus.
- [ ] Billboarded ring on the focused avatar `Head`; gold idle, brighter while the radial is open;
one at a time. Optional `display_name` under the ring. No internal type name in the world.
- [ ] Add a small screen-center crosshair so the focus circle has a visible origin.
### Radial HUD
- [ ] New `src/game/ui/action_radial.gd` doughnut: open on LMB or `Space` when someone is focused.
Opening click does not pick a slice. Slices (top, clockwise, de-escalation first): raise
hand, point, head shake, polite direction, inspect, wand (grey if no wand), warning, block,
radio assist. Emergency stays on `R` only.
- [ ] Highlight by mouse angle, or `A`/`D` / arrows. Click slice or `Space` confirms. `Esc` / RMB
closes with no action and no recorder event.
- [ ] Inspect / wand / radio slices close the wheel then open the existing panels. Freeze until
that panel closes.
- [ ] Number keys `1`–`6` may remain as closed-menu shortcuts; they must not fire while the wheel
is open.
### NPC display
- [ ] Procedural rig: neck, shoes, hair cap from seed, two eye spheres so the head has a front.
Keep props, height variation, walk bob, notice-head-turn. Collision capsule matches height.
Named `Head` node stays the attach point.
### Input, copy, tests
- [ ] Update `project.godot` input map (`action_menu`, `confirm`, `cancel` includes RMB, wand on
`C`). Update `hud.controls` and the README table + smoke checklist.
- [ ] Headless tests `src/test/tests/test_focus_and_radial.gd`: cone picks the centered head;
highlight wrap; cancel writes no recorder event; `W` does not open wand.
## Access artifacts actually match the venue
`GameManager._artifacts_for` maps `NpcType` → a wristband or free `RECOGNITION`. Joke Shop
events set `override_access` `{has_ticket, has_id}` and nobody reads it, so club guests inspect
as "recognized staff" instead of ID/ticket. Studio counterfeit/follow events have the same hole.
- [ ] Build artifacts from the event (`override_access`, carried items) and the venue policy,
not from `NpcType` alone.
- [ ] Joke Shop: valid ID+ticket, ID without ticket, expired/mismatched/missing ID, no ID when
required. Recognition must not auto-grant on every `AUTHORIZED_GUEST`.
- [ ] Give some guests `carried_items` (keys / belt / phone / prohibited) so wand alerts are not
always clear.
- [ ] Studio: counterfeit wristband/credential and "follow authorized guest" use the scripted
event data, not the generic type map.
- [ ] Headless tests: Joke Shop `guest_no_id` is not granted by recognition; `guest_valid`
grants only with ID+ticket; wand venues still require `controller.screened`.
## Session shell ## Session shell
@@ -85,11 +34,13 @@ The game boots into a live 900 s shift. `Save` declares `settings.json` and neve
- [ ] Shift review "Run another shift" returns to the venue menu, not a silent restart of the - [ ] Shift review "Run another shift" returns to the venue menu, not a silent restart of the
same scenario. same scenario.
## Remaining PLAN verbs (after the radial exists) ## Remaining PLAN verbs (radial exists)
- [ ] Eye contact as a Level 1 action (PLAN / glossary). Distinct from raise-hand. - [ ] Eye contact as a Level 1 action (PLAN / glossary). Distinct from raise-hand. Add a
radial slice if it ships.
- [ ] "I recognize this person" is a player decision recorded as evidence, not a pre-attached - [ ] "I recognize this person" is a player decision recorded as evidence, not a pre-attached
artifact on every staff/guest type. artifact on every staff/guest type. Staff still auto-recognize when `override_access` is
empty (`AccessLoadout`).
- [ ] Formal warning can activate the body-camera / security-light flag (PLAN Level 2). Overlay - [ ] Formal warning can activate the body-camera / security-light flag (PLAN Level 2). Overlay
is currently always on; toggling should write an incident event. is currently always on; toggling should write an incident event.
- [ ] Blocking stations the guard between the person and the door (PLAN Level 3). Today it only - [ ] Blocking stations the guard between the person and the door (PLAN Level 3). Today it only
@@ -122,10 +73,11 @@ wants evacuation, a closed street, and an investigation when the call was unjust
## NPC theater ## NPC theater
Intents `sit` / `photo` / `film` / `perform` already pick waypoints. Bodies still idle-stand. Intents `sit` / `photo` / `film` / `perform` already pick waypoints. ADR-0010 rig (face/hair)
is in the working tree. Bodies still idle-stand at those spots.
- [ ] Sit pose at `steps_end`. Photo: brief raise of the influencer/tourist prop. Performer - [ ] Sit pose at `steps_end`. Photo: brief raise of the influencer/tourist prop. Performer
stays put and plays the hat/sign. After the ADR-0010 rig pass, not before. stays put and plays the hat/sign.
## Audio ## Audio
@@ -151,12 +103,11 @@ Intents `sit` / `photo` / `film` / `perform` already pick waypoints. Bodies stil
## Documentation drift ## Documentation drift
- [ ] README Development Status: test count is **57**, not 52. "Not yet implemented" should - [x] README controls table, smoke checklist, test count, and implemented/not-yet lists
match this file (control pass, artifact wiring, session shell, replay, crowd presentation). refreshed for the control pass (77 tests).
- [ ] `PLAN.md` Tech Stack / Planned Commands still say GUT and GitHub Actions; the project - [ ] `PLAN.md` Tech Stack / Planned Commands still say GUT and GitHub Actions; the project
uses `src/test/test_runner.gd` and `.gitea/workflows/build.yml`. uses `src/test/test_runner.gd` and `.gitea/workflows/build.yml`.
- [ ] MEMORY: drop "door_staff_lines not surfaced" (they log through `GameManager`) and the - [x] MEMORY: door_staff_lines log through `GameManager`; 300 s default removed.
obsolete "prototype defaults to 300 s" decision.
## Distribution follow-up (host config, deferred) ## Distribution follow-up (host config, deferred)
@@ -164,15 +115,10 @@ Verified via API+host credentials (2026-10-31):
- [x] Repo is **public** (`private:false`) and account has admin rights. - [x] Repo is **public** (`private:false`) and account has admin rights.
- [x] Release `v0.2.1` now carries all five artifacts (portable binaries + NSIS installer + - [x] Release `v0.2.1` now carries all five artifacts (portable binaries + NSIS installer +
AppImage) — the two installers were missing after CI publish (script uploaded only the AppImage).
portables); `tools/publish_release.sh` fixed to include them and re-uploaded via API.
- [ ] **Remaining host setting**: instance-wide `[service] REQUIRE_SIGNIN_VIEW=true` makes - [ ] **Remaining host setting**: instance-wide `[service] REQUIRE_SIGNIN_VIEW=true` makes
anonymous browsing/downloads redirect to login (API-confirmed repo is public; this is a anonymous browsing/downloads redirect to login. Host admin: `REQUIRE_SIGNIN_VIEW = false`
server `app.ini` setting, not an API or repo option). under `[service]` in `app.ini`, restart Gitea. Alternative: mirror downloads.
Advised path for the host admin: set `REQUIRE_SIGNIN_VIEW = false` in `app.ini` under
`[service]`, restart Gitea, then verify `curl -sI https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.2.1`
returns 200 (not a login redirect) and an anonymous asset download succeeds. Alternative:
mirror downloads (Itch.io / GitHub Releases) for anonymous users.
## Open Polish ## Open Polish
@@ -182,4 +128,3 @@ Verified via API+host credentials (2026-10-31):
- [ ] IDE/editor-based GUT integration. Until then the custom headless runner stays. - [ ] IDE/editor-based GUT integration. Until then the custom headless runner stays.
- [ ] Optional later: author venues as `.tres` resources instead of `ScenarioFactory` functions. - [ ] Optional later: author venues as `.tres` resources instead of `ScenarioFactory` functions.
Not required for the control pass.
+11 -2
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@@ -1,12 +1,21 @@
{ {
"hud.controls": "Q polite direction · 1-3 simple gestures · 4 warning · 5 block · 6 assist · R emergency · E inspect / close · W wand · A allow · D deny · V venue · G flashlight · L lock door · F debug", "hud.controls": "LMB/Space action menu · A/D or arrows highlight · Space confirm · Esc/RMB cancel · R emergency · E inspect · C wand · Q polite · 1-6 shortcuts · Tab cycle · G light · L lock · V venue · F debug",
"radial.raise_hand": "Stop",
"radial.point": "Point",
"radial.head_shake": "No",
"radial.polite": "Ask",
"radial.inspect": "Inspect",
"radial.wand": "Wand",
"radial.warning": "Warn",
"radial.block": "Block",
"radial.radio": "Radio",
"hud.escalation_prefix": "Escalation: %s", "hud.escalation_prefix": "Escalation: %s",
"hud.cooldown": "EMERGENCY RADIO COOLDOWN: %.0fs", "hud.cooldown": "EMERGENCY RADIO COOLDOWN: %.0fs",
"hud.aim_first": "Aim at someone first.", "hud.aim_first": "Aim at someone first.",
"hud.no_one_nearby": "No one nearby.", "hud.no_one_nearby": "No one nearby.",
"hud.targeting": "Targeting %s (Tab to cycle).", "hud.targeting": "Targeting %s (Tab to cycle).",
"hud.no_wand": "No wand at this venue.", "hud.no_wand": "No wand at this venue.",
"hud.screen_first": "Screen this guest with the wand (W) before admitting them.", "hud.screen_first": "Screen this guest with the wand (C) before admitting them.",
"access.granted": "Entry granted: %s", "access.granted": "Entry granted: %s",
"access.denied": "Entry denied: %s", "access.denied": "Entry denied: %s",
"access.policy_satisfied": "policy satisfied", "access.policy_satisfied": "policy satisfied",
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+29 -14
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@@ -47,18 +47,6 @@ move_right={
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) , Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
] ]
} }
interact={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
, Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
cancel={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":81,"key_label":0,"unicode":113,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
gesture_raise_hand={ gesture_raise_hand={
"deadzone": 0.5, "deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":49,"key_label":0,"unicode":49,"location":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":49,"key_label":0,"unicode":49,"location":0,"echo":false,"script":null)
@@ -91,8 +79,35 @@ radio_assist={
} }
radio_emergency={ radio_emergency={
"deadzone": 0.5, "deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":87,"location":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":82,"key_label":0,"unicode":114,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":82,"key_label":0,"unicode":114,"location":0,"echo":false,"script":null) ]
}
action_menu={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
, Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
confirm={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194309,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
cancel={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":2,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
inspect={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
]
}
wand={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":67,"key_label":0,"unicode":99,"location":0,"echo":false,"script":null)
] ]
} }
print_debug={ print_debug={
+22 -5
View File
@@ -393,6 +393,8 @@ static func joke_shop() -> VenueScenario:
"guard_post": Vector3(0, 0, -3), "guard_post": Vector3(0, 0, -3),
"entrance": Vector3(0, 0, 1.0), "entrance": Vector3(0, 0, 1.0),
"door_area": Vector3(0, 0, 3), "door_area": Vector3(0, 0, 3),
"steps_end": Vector3(0, 0, 3),
"sidewalk": Vector3(0, 0, 9),
"queue_area": Vector3(0, 0, 9), "queue_area": Vector3(0, 0, 9),
} }
scenario.door_staff_lines = { scenario.door_staff_lines = {
@@ -433,7 +435,7 @@ static func joke_shop() -> VenueScenario:
scenario.event_pool = [ scenario.event_pool = [
_joke_guest("guest_valid", true, true, Vector2(0, 900), 0.30), _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_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_guest("guest_no_id", true, false, Vector2(0, 900), 0.12),
_joke_staff_entry(Vector2(0, 900), 0.25), _joke_staff_entry(Vector2(0, 900), 0.25),
_joke_routine("performer_show", Rules.NpcType.PERFORMER, "perform", Vector2(300, 800), 0.15), _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), "guard_post": Vector3(0, 0, -3),
"entrance": Vector3(0, 0, 1.0), "entrance": Vector3(0, 0, 1.0),
"stage_door": Vector3(6, 0, -2), "stage_door": Vector3(6, 0, -2),
"steps_end": Vector3(0, 0, 3),
"sidewalk": Vector3(0, 0, 9),
"queue_area": Vector3(0, 0, 9), "queue_area": Vector3(0, 0, 9),
} }
@@ -492,9 +496,9 @@ static func tv_studio() -> VenueScenario:
]) ])
scenario.event_pool = [ 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("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("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("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), _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), "time_range_s": Vector2(620, 780),
"probability": 0.55, "probability": 0.55,
"base_weight": 1.0, "base_weight": 1.0,
"override_access": {"wristband_status": Rules.ArtifactStatus.COUNTERFEIT, "credential_status": Rules.ArtifactStatus.COUNTERFEIT},
}, },
{ {
"id": "studio_follow_through", "id": "studio_follow_through",
@@ -516,6 +521,7 @@ static func tv_studio() -> VenueScenario:
"kind": "scripted", "kind": "scripted",
"npc_type": Rules.NpcType.TRESPASSER, "npc_type": Rules.NpcType.TRESPASSER,
"intent": "follow_authorized", "intent": "follow_authorized",
"override_access": {"has_ticket": false, "has_wristband": false, "has_credential": false, "has_guest_list": false},
"time_range_s": Vector2(700, 860), "time_range_s": Vector2(700, 860),
"probability": 0.45, "probability": 0.45,
"base_weight": 1.0, "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, "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 { return {
"id": id, "phase": _phase_for_range(time_range, 900.0), "id": id, "phase": _phase_for_range(time_range, 900.0),
"kind": "routine", "npc_type": Rules.NpcType.AUTHORIZED_GUEST, "intent": "enter", "kind": "routine", "npc_type": Rules.NpcType.AUTHORIZED_GUEST, "intent": "enter",
"time_range_s": time_range, "probability": prob, "base_weight": 1.0, "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: static func _joke_staff_entry(time_range: Vector2, prob: float) -> Dictionary:
+134
View File
@@ -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
View File
@@ -15,7 +15,7 @@ func _init() -> void:
pass pass
## Verify a single person's set of artifacts (person_artifacts: Array[AccessArtifact]). ## 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 reasons: Array[String] = []
var issues: Array[String] = [] var issues: Array[String] = []
var checked: 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 # Wand screening is processed by the interaction layer (false alarms), but a
# policy can hard-require it; a refused screen blocks entry. # 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") issues.append("Screening required")
return _result(false, reasons, issues, checked) return _result(false, reasons, issues, checked)
+3
View File
@@ -34,6 +34,9 @@ var guard_noticed := false
## Whether this NPC has passed the handheld wand screening (The Joke Shop). ## Whether this NPC has passed the handheld wand screening (The Joke Shop).
var screened := false 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: func _init() -> void:
fsm = FSM.new(self) fsm = FSM.new(self)
+13 -3
View File
@@ -13,7 +13,7 @@ const EventScheduler := preload("res://src/core/event_scheduler.gd")
## Drives one shift: advances time, schedules events, owns the shared systems ## Drives one shift: advances time, schedules events, owns the shared systems
## (recorder, reputation, radio, crowd), and produces the shift review. ## (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_started(payload: Dictionary)
signal shift_ended(review: Dictionary) signal shift_ended(review: Dictionary)
signal phase_changed(phase: int) signal phase_changed(phase: int)
@@ -34,6 +34,10 @@ var scheduler := EventScheduler.new()
var spawned_count := 0 var spawned_count := 0
var spawn_seed := 0 var spawn_seed := 0
var _shift_finished := false 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: func setup(p_scenario: VenueScenario, p_duration_s: float = 900.0, p_seed: int = 0) -> void:
scenario = p_scenario scenario = p_scenario
@@ -56,6 +60,7 @@ func start() -> void:
running = true running = true
_shift_finished = false _shift_finished = false
elapsed_s = 0.0 elapsed_s = 0.0
_spawn_accum_s = 0.0
current_phase = _phase_for_time(0.0) current_phase = _phase_for_time(0.0)
event_bus.shift_state_changed.emit({"running": true, "elapsed_s": elapsed_s, "phase": current_phase}) 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}) 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: if elapsed_s >= duration_s:
_finish_shift() _finish_shift()
return 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: func _phase_for_time(t: float) -> int:
if scenario == null or scenario.shift_phases.is_empty(): 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)) var profile := scenario.profile_for(event.get("npc_type", Rules.NpcType.TOURIST))
if profile == null: if profile == null:
continue 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: func _finish_shift() -> void:
if _shift_finished: if _shift_finished:
+272 -35
View File
@@ -6,6 +6,7 @@ extends Node
const Rules := preload("res://src/core/rules.gd") const Rules := preload("res://src/core/rules.gd")
const Strings := preload("res://src/core/strings.gd") const Strings := preload("res://src/core/strings.gd")
const AccessArtifact := preload("res://src/core/access_artifact.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 AccessVerifier := preload("res://src/core/access_verifier.gd")
const DoorState := preload("res://src/core/door_state.gd") const DoorState := preload("res://src/core/door_state.gd")
const WandScreener := preload("res://src/core/wand_screener.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 NpcProfile := preload("res://src/core/npc_profile.gd")
const AudioFeedback := preload("res://src/game/audio_feedback.gd") const AudioFeedback := preload("res://src/game/audio_feedback.gd")
const Hud := preload("res://src/game/ui/hud.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 RadioPanel := preload("res://src/game/ui/radio_panel.gd")
const ShiftReview := preload("res://src/game/ui/shift_review.gd") const ShiftReview := preload("res://src/game/ui/shift_review.gd")
@@ -57,8 +59,10 @@ const PHASE_LIGHTING := {
}, },
} }
var hud: Hud = null var hud: Hud = null
var radial: ActionRadial = null
var radio_panel: RadioPanel = null var radio_panel: RadioPanel = null
var shift_review_panel: ShiftReview = null var shift_review_panel: ShiftReview = null
var _focused_avatar: Node3D = null
var audio: AudioFeedback = null var audio: AudioFeedback = null
var verifier := AccessVerifier.new() var verifier := AccessVerifier.new()
var wand_screener := WandScreener.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). ## Aim-free targeting: cycle through nearby NPCs with Tab (accessibility).
const NEARBY_RADIUS := 12.0 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 var _nearby_index := -1
func _ready() -> void: func _ready() -> void:
@@ -102,7 +109,10 @@ func _ready() -> void:
guard = _build_guard() guard = _build_guard()
scene_root.add_child(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.picked_target.connect(_on_guard_target)
guard.cleared_target.connect(_on_guard_clear) guard.cleared_target.connect(_on_guard_clear)
@@ -126,6 +136,9 @@ func _build_guard() -> GuardController:
g.name = "Guard" g.name = "Guard"
var head := Node3D.new() var head := Node3D.new()
head.name = "Head" 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) g.add_child(head)
var camera := Camera3D.new() var camera := Camera3D.new()
camera.name = "Camera3D" camera.name = "Camera3D"
@@ -185,20 +198,52 @@ var inspector_current_events: Array = []
func _build_ui() -> void: func _build_ui() -> void:
hud = Hud.new() hud = Hud.new()
add_child(hud) add_child(hud)
_add_crosshair()
audio = AudioFeedback.new() audio = AudioFeedback.new()
add_child(audio) add_child(audio)
radial = ActionRadial.new()
add_child(radial)
radial.confirmed.connect(_on_radial_confirmed)
radial.cancelled.connect(_cancel_radial)
radio_panel = RadioPanel.new() radio_panel = RadioPanel.new()
add_child(radio_panel) add_child(radio_panel)
radio_panel.hide() radio_panel.hide()
radio_panel.submitted.connect(_on_radio_submitted) radio_panel.submitted.connect(_on_radio_submitted)
radio_panel.cancelled.connect(func(): radio_panel.cancelled.connect(func():
radio_panel.hide() radio_panel.hide()
hud.set_action_hint("")) hud.set_action_hint("")
_refresh_freeze())
shift_review_panel = ShiftReview.new() shift_review_panel = ShiftReview.new()
add_child(shift_review_panel) add_child(shift_review_panel)
shift_review_panel.hide() shift_review_panel.hide()
shift_review_panel.restart_requested.connect(restart_shift) 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: func _ensure_lighting() -> void:
_sun = DirectionalLight3D.new() _sun = DirectionalLight3D.new()
_sun.name = "Sun" _sun.name = "Sun"
@@ -239,7 +284,12 @@ func _apply_phase_lighting() -> void:
if world_builder: if world_builder:
world_builder.set_night_mode(cfg.get("night", false)) 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 npc_counter += 1
var avatar := NpcAvatar.new() var avatar := NpcAvatar.new()
avatar.name = "Npc_%d" % npc_counter 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). # of every NPC walking to the entrance (TODO: Core Simulation — NPC Perception).
var target_pos: Vector3 = selected_scenario.waypoint_for_intent(intent) 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)) 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) scene_root.add_child(avatar)
npcs.append(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 ## Spawn a dispatched responder avatar when a radio call's arrival delay elapses
## (TODO: Escalation and Radio — Responder Dispatch). The responder walks to the ## (TODO: Escalation and Radio — Responder Dispatch). The responder walks to the
## entrance and resolves the incident with command/restraint/evacuation/arrest. ## entrance and resolves the incident with command/restraint/evacuation/arrest.
@@ -291,16 +366,27 @@ func _on_shift_ended(review: Dictionary) -> void:
if Save: if Save:
Save.save_shift_result(review) Save.save_shift_result(review)
shift_review_panel.show_review(review, selected_scenario, Save.load_shift_results() if Save else []) shift_review_panel.show_review(review, selected_scenario, Save.load_shift_results() if Save else [])
_refresh_freeze()
func _on_guard_target(target: Node3D) -> void: func _on_guard_target(target: Node3D) -> void:
targeted_npc = target targeted_npc = target
_set_focused_avatar(target)
_begin_incident(target) _begin_incident(target)
func _on_guard_clear() -> void: func _on_guard_clear() -> void:
targeted_npc = null targeted_npc = null
_set_focused_avatar(null)
hud.set_target_label("") hud.set_target_label("")
hud.set_action_hint("") 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: func _begin_incident(avatar: Node3D) -> void:
var controller: Object = avatar.get_npc_controller() if avatar.has_method("get_npc_controller") else null var controller: Object = avatar.get_npc_controller() if avatar.has_method("get_npc_controller") else null
if controller == null: if controller == null:
@@ -309,8 +395,7 @@ func _begin_incident(avatar: Node3D) -> void:
current_incident_active = true current_incident_active = true
current_npc_truth = _read_npc_truth(controller) current_npc_truth = _read_npc_truth(controller)
var profile: Object = controller.profile var profile: Object = controller.profile
var label := "[%s] %s — %s" % [ var label := "%s — %s" % [
Rules.NPC_TYPE_NAMES.get((profile.npc_type if profile else -1), "?"),
profile.display_name if profile else "?", profile.display_name if profile else "?",
controller.intent, controller.intent,
] ]
@@ -327,20 +412,62 @@ func _begin_incident(avatar: Node3D) -> void:
# ------------------------------------------------------------------ input --- # ------------------------------------------------------------------ input ---
func _unhandled_input(event: InputEvent) -> void: func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and not event.echo: if event is InputEventKey and event.echo:
_handle_key(event.keycode) 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: match keycode:
KEY_E:
if targeted_npc != null and not inspection_open:
_toggle_inspection()
KEY_Q: KEY_Q:
if targeted_npc != null and not inspection_open: if targeted_npc != null and not inspection_open:
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "polite direction") _apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "polite direction")
KEY_W:
if targeted_npc != null and not inspection_open:
_toggle_wand_screening()
KEY_TAB: KEY_TAB:
_cycle_nearby_target() _cycle_nearby_target()
KEY_F: KEY_F:
@@ -383,6 +510,113 @@ func _handle_action_key(keycode: Key) -> void:
_: _:
pass 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 ## Toggle the guard's flashlight. In evening/late phases it widens NPC
## perception radius (PLAN.md: Level 3 — flashlight at night). ## perception radius (PLAN.md: Level 3 — flashlight at night).
func _toggle_flashlight() -> void: func _toggle_flashlight() -> void:
@@ -429,8 +663,13 @@ func _cycle_nearby_target() -> void:
_nearby_index = (_nearby_index + 1) % nearby.size() _nearby_index = (_nearby_index + 1) % nearby.size()
var next_target: Node3D = nearby[_nearby_index] var next_target: Node3D = nearby[_nearby_index]
targeted_npc = next_target targeted_npc = next_target
_set_focused_avatar(next_target)
_begin_incident(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: func _apply_interaction(level: int, action_name: String) -> void:
if targeted_npc == null: if targeted_npc == null:
@@ -506,9 +745,11 @@ func _open_radio(emergency: bool) -> void:
return return
radio_panel.open(controller, emergency, current_npc_truth) radio_panel.open(controller, emergency, current_npc_truth)
hud.set_action_hint("Fill in the radio report on screen.") hud.set_action_hint("Fill in the radio report on screen.")
_refresh_freeze()
func _on_radio_submitted(report: Dictionary, emergency: bool) -> void: func _on_radio_submitted(report: Dictionary, emergency: bool) -> void:
hud.set_action_hint("") hud.set_action_hint("")
_refresh_freeze()
var result: Dictionary = coordinator.radio.request_emergency(report) if emergency else coordinator.radio.request_assistance(report) var result: Dictionary = coordinator.radio.request_emergency(report) if emergency else coordinator.radio.request_assistance(report)
if not result.get("ok", false): if not result.get("ok", false):
hud.log(Strings.fmt("radio.blocked", [result.get("reason", "unknown")])) hud.log(Strings.fmt("radio.blocked", [result.get("reason", "unknown")]))
@@ -540,14 +781,16 @@ func _toggle_inspection() -> void:
if inspection_open: if inspection_open:
hud.hide_inspection() hud.hide_inspection()
inspection_open = false inspection_open = false
_refresh_freeze()
return return
var controller: Object = _targeted_controller() var controller: Object = _targeted_controller()
if controller == null: if controller == null:
return return
inspection_open = true inspection_open = true
var artifacts := _artifacts_for(controller) 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) hud.show_inspection(controller, artifacts, result)
_refresh_freeze()
# Venue door-staff flavor: an applicable check line (PLAN.md: door-staff dialogue). # Venue door-staff flavor: an applicable check line (PLAN.md: door-staff dialogue).
var line := _door_context_line() var line := _door_context_line()
if line != "": if line != "":
@@ -565,6 +808,7 @@ func _toggle_wand_screening() -> void:
hud.hide_wand() hud.hide_wand()
hud.set_wand_icon(false) hud.set_wand_icon(false)
wand_open = false wand_open = false
_refresh_freeze()
return return
if not selected_scenario.equipment.has("wand"): if not selected_scenario.equipment.has("wand"):
hud.log(Strings.lookup("hud.no_wand")) hud.log(Strings.lookup("hud.no_wand"))
@@ -579,6 +823,7 @@ func _toggle_wand_screening() -> void:
var result: Dictionary = wand_screener.screen(items) var result: Dictionary = wand_screener.screen(items)
wand_open = true wand_open = true
hud.show_wand(controller, result) hud.show_wand(controller, result)
_refresh_freeze()
var wand_line := selected_scenario.door_staff_line("wand_check", _door_rng) var wand_line := selected_scenario.door_staff_line("wand_check", _door_rng)
if wand_line != "": if wand_line != "":
hud.log(wand_line) hud.log(wand_line)
@@ -589,6 +834,7 @@ func decide_wand(allowed: bool) -> void:
if controller == null: if controller == null:
hud.hide_wand() hud.hide_wand()
wand_open = false wand_open = false
_refresh_freeze()
return return
var profile: Object = controller.profile var profile: Object = controller.profile
var items: Array = profile.carried_items if profile else [] var items: Array = profile.carried_items if profile else []
@@ -624,6 +870,7 @@ func decide_wand(allowed: bool) -> void:
controller.screened = true controller.screened = true
hud.hide_wand() hud.hide_wand()
wand_open = false wand_open = false
_refresh_freeze()
# Short scan cooldown: the wand must “recharge” between guests (PLAN.md: feel). # Short scan cooldown: the wand must “recharge” between guests (PLAN.md: feel).
_wand_cooldown = WAND_COOLDOWN_S _wand_cooldown = WAND_COOLDOWN_S
@@ -632,15 +879,17 @@ func decide_access(allowed: bool) -> void:
if controller == null: if controller == null:
hud.hide_inspection() hud.hide_inspection()
inspection_open = false inspection_open = false
_refresh_freeze()
return return
# Screening-before-entry: at wand venues, a guest must be screened first. # 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: if allowed and selected_scenario.access_policy.wand_screening_required and not controller.screened:
hud.log(Strings.lookup("hud.screen_first")) hud.log(Strings.lookup("hud.screen_first"))
hud.hide_inspection() hud.hide_inspection()
inspection_open = false inspection_open = false
_refresh_freeze()
return return
var artifacts := _artifacts_for(controller) 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) var granted: bool = result.get("granted", false)
coordinator.recorder.add_access_evidence(controller.npc_id, { coordinator.recorder.add_access_evidence(controller.npc_id, {
"decided": allowed, "decided": allowed,
@@ -672,6 +921,7 @@ func decide_access(allowed: bool) -> void:
audio.play_deny() audio.play_deny()
hud.hide_inspection() hud.hide_inspection()
inspection_open = false inspection_open = false
_refresh_freeze()
## Venue-specific opening line for the access inspection (e.g. The Joke Shop's ## 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. ## ID / ticket check lines). Returns "" when the venue has no matching lines.
@@ -685,23 +935,10 @@ func _door_context_line() -> String:
return "" return ""
func _artifacts_for(controller: Object) -> Array: func _artifacts_for(controller: Object) -> Array:
var profile: Object = controller.profile var profile: NpcProfile = controller.profile as NpcProfile
var npc_type: int = profile.npc_type if profile else -1 var override: Dictionary = controller.access_override
var out: Array = [] var policy = selected_scenario.access_policy if selected_scenario else null
match npc_type: return AccessLoadout.build(profile, policy, override)
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
func _read_npc_truth(controller: Object) -> Dictionary: func _read_npc_truth(controller: Object) -> Dictionary:
var profile: Object = controller.profile var profile: Object = controller.profile
+74 -34
View File
@@ -1,35 +1,47 @@
class_name GuardController class_name GuardController
extends CharacterBody3D 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 picked_target(target: Node)
signal cleared_target() signal cleared_target()
const NpcFocus := preload("res://src/game/npc_focus.gd")
var move_speed: float = 3.2 var move_speed: float = 3.2
var look_sensitivity: float = 0.0022 var look_sensitivity: float = 0.0022
var accel: float = 12.0
var is_ready := false var is_ready := false
var targeted_npc: Node3D = null 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 camera: Camera3D = $Head/Camera3D
@onready var head: Node3D = $Head @onready var head: Node3D = $Head
func _ready() -> void: func _ready() -> void:
floor_snap_length = 0.3
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
is_ready = true is_ready = true
func _unhandled_input(event: InputEvent) -> void: func _unhandled_input(event: InputEvent) -> void:
if input_locked:
return
if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
rotate_y(-event.relative.x * look_sensitivity) rotate_y(-event.relative.x * look_sensitivity)
head.rotate_x(-event.relative.y * 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)) 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: 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 var forward := -global_transform.basis.z
forward.y = 0.0 forward.y = 0.0
forward = forward.normalized() forward = forward.normalized()
@@ -41,28 +53,49 @@ func _physics_process(_delta: float) -> void:
Input.get_axis("move_left", "move_right"), Input.get_axis("move_left", "move_right"),
Input.get_axis("move_forward", "move_back") Input.get_axis("move_forward", "move_back")
) )
var direction := (forward * input_dir.y + right * input_dir.x).normalized() if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
velocity.x = direction.x * move_speed input_dir = Vector2.ZERO
velocity.z = direction.z * move_speed var desired := (forward * input_dir.y + right * input_dir.x)
velocity.y -= 9.8 * _delta 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() move_and_slide()
_update_target() _update_target()
func _update_target() -> void: func _update_target() -> void:
var space := get_world_3d().direct_space_state if camera == null:
var from := camera.global_position return
var to := from + -camera.global_transform.basis.z * 8.0 var npcs := get_tree().get_nodes_in_group("npc") if get_tree() else []
var query := PhysicsRayQueryParameters3D.create(from, to) var heads: Array = []
query.collide_with_areas = true var avatars: Array = []
query.collide_with_bodies = true for node in npcs:
query.exclude = [get_rid()] if not (node is Node3D) or not is_instance_valid(node):
var hit := space.intersect_ray(query) 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 var new_target: Node3D = null
if hit: if idx >= 0:
var obj: Object = hit.get("collider") var candidate: Node3D = avatars[idx]
var parent_avatar: Node3D = _find_avatar(obj) if _head_visible(cam_origin, heads[idx]):
if parent_avatar != null: new_target = candidate
new_target = parent_avatar 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: if new_target != targeted_npc:
targeted_npc = new_target targeted_npc = new_target
if new_target != null: if new_target != null:
@@ -70,14 +103,21 @@ func _update_target() -> void:
else: else:
cleared_target.emit() cleared_target.emit()
func _find_avatar(obj: Object) -> Node3D: func _head_visible(from: Vector3, to: Vector3) -> bool:
# Avatars are CharacterBody3D with a collision shape; guard against self and scene junk. 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 var n := obj as Node
if n == null: while n != null:
return null if n.is_in_group("npc"):
var current: Node = n return true
while current != null: n = n.get_parent()
if current.has_method("get_npc_controller"): return false
return current as Node3D
current = current.get_parent()
return null
+62 -5
View File
@@ -39,14 +39,17 @@ func _init() -> void:
func get_npc_controller() -> NPCController: func get_npc_controller() -> NPCController:
return npc 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: 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:
npc.setup("npc_%d" % seed_value, profile, intent, seed_value) 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 _visual_seed = seed_value
spawn_position = p_spawn spawn_position = p_spawn
target_position = p_target target_position = p_target
door_position = p_door door_position = p_door
position = p_spawn position = p_spawn
npc.fsm.state_changed.connect(_on_state_changed) npc.fsm.state_changed.connect(_on_state_changed)
add_to_group("npc")
_build_body(profile.npc_type) _build_body(profile.npc_type)
_nav_usable = false _nav_usable = false
_nav_try_frames = 0 _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 collider := CollisionShape3D.new()
var shape := CapsuleShape3D.new() var shape := CapsuleShape3D.new()
shape.radius = 0.35 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.shape = shape
collider.position = Vector3(0, 0.8, 0) collider.position = Vector3(0, 0.8 * height_scale, 0)
add_child(collider) add_child(collider)
var _visual_seed := 0 var _visual_seed := 0
@@ -72,8 +76,11 @@ var _rig: Node3D = null
var _head: Node3D = null var _head: Node3D = null
var _bob_phase := 0.0 var _bob_phase := 0.0
var _guard_ref: Node3D = null 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 SKIN_TONE := Color(0.88, 0.72, 0.60)
const PANTS_COLOR := Color(0.22, 0.22, 0.26) 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: func _build_body(npc_type: int) -> void:
_rig = Node3D.new() _rig = Node3D.new()
@@ -96,14 +103,60 @@ func _build_body(npc_type: int) -> void:
# Arms # 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)
_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 = Node3D.new()
_head.name = "Head" _head.name = "Head"
_head.position = Vector3(0, 1.62, 0) _head.position = Vector3(0, 1.62, 0)
_add_sphere(_head, 0.17, Vector3.ZERO, SKIN_TONE) _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) _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) _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: func _add_capsule(parent: Node3D, radius: float, height: float, pos: Vector3, color: Color, z_rot: float = 0.0) -> void:
var mi := MeshInstance3D.new() var mi := MeshInstance3D.new()
var mesh := CapsuleMesh.new() var mesh := CapsuleMesh.new()
@@ -187,6 +240,10 @@ func _animate(delta: float) -> void:
_bob_phase = 0.0 _bob_phase = 0.0
_rig.position.y = lerpf(_rig.position.y, 0.0, 0.2) _rig.position.y = lerpf(_rig.position.y, 0.0, 0.2)
_rig.rotation.x = lerpf(_rig.rotation.x, 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. # Attention cue: head turns toward the guard when awareness was raised.
if _head != null and npc.guard_noticed: if _head != null and npc.guard_noticed:
if _guard_ref == null or not is_instance_valid(_guard_ref): 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_CONCRETE := preload("res://assets/textures/ai/game_ready/concrete.png")
const T_ASPHALT := preload("res://assets/textures/ai/game_ready/asphalt.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_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. ## steps, building facade, restricted door, sidewalk, pavement, and street edge.
## No art assets required; all geometry is BoxMesh with flat materials. ## No art assets required; all geometry is BoxMesh with flat materials.
@@ -33,7 +32,6 @@ func build() -> void:
_build_crosswalk() _build_crosswalk()
_build_street_furniture() _build_street_furniture()
_build_guard_spawn() _build_guard_spawn()
_build_skyline_backdrop()
_build_navmesh() _build_navmesh()
set_night_mode(false) set_night_mode(false)
@@ -68,13 +66,13 @@ func _build_building() -> void:
var building := StaticBody3D.new() var building := StaticBody3D.new()
building.name = "Building" building.name = "Building"
# Main facade (textured brick) # 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 # 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 # 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) # 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() var glass_mat := StandardMaterial3D.new()
glass_mat.albedo_color = Color(0.6, 0.75, 0.9, 0.45) glass_mat.albedo_color = Color(0.6, 0.75, 0.9, 0.45)
glass_mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA glass_mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
@@ -82,13 +80,13 @@ func _build_building() -> void:
glass_mat.metallic = 0.1 glass_mat.metallic = 0.1
glass.material_override = glass_mat glass.material_override = glass_mat
# Door lock indicator (green = open, red = locked), placed beside the handle # 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)) door_indicator.material_override = _lock_indicator_material(Color(0.1, 0.9, 0.3))
var col := BoxShape3D.new() var col := BoxShape3D.new()
col.size = Vector3(40, 18, 4) col.size = Vector3(40, 18, 4)
var so := building.create_shape_owner(building) var so := building.create_shape_owner(building)
building.shape_owner_add_shape(so, col) 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) root.add_child(building)
func _build_steps() -> void: func _build_steps() -> void:
@@ -102,7 +100,7 @@ func _build_steps() -> void:
var height := 0.16 var height := 0.16
for i in 4: for i in 4:
var y: float = i * height 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)) _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 # 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)) _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. # Low-poly trees along the street front.
var trunk_color := Color(0.35, 0.25, 0.18) var trunk_color := Color(0.35, 0.25, 0.18)
var leaf_color := Color(0.16, 0.42, 0.2) 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: 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 z := 4.0 + float((i * 7) % 5)
var tree := Node3D.new() var tree := Node3D.new()
tree.name = "Tree_%d" % (i + 1) tree.name = "Tree_%d" % (i + 1)
@@ -261,32 +261,10 @@ func _plain_material(color: Color) -> StandardMaterial3D:
mat.albedo_color = color mat.albedo_color = color
return mat 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: func _build_guard_spawn() -> void:
var marker := Marker3D.new() var marker := Marker3D.new()
marker.name = "GuardSpawn" marker.name = "GuardSpawn"
marker.position = Vector3(0, 1.6, -2.5) marker.position = Vector3(0, 0.1, -2.0)
root.add_child(marker) root.add_child(marker)
func _lock_indicator_material(color: Color) -> StandardMaterial3D: func _lock_indicator_material(color: Color) -> StandardMaterial3D:
+20 -2
View File
@@ -31,8 +31,9 @@ func _process(_delta: float) -> bool:
quit(1) quit(1)
return true return true
if gm != null and not camera_staged: if gm != null and not camera_staged:
gm.guard.global_position = Vector3(0, 1.6, 5.0) gm.guard.global_position = Vector3(0, 0.1, 10.5)
gm.guard.head.rotation.x = deg_to_rad(-8.0) gm.guard.rotation.y = 0.0
gm.guard.head.rotation.x = deg_to_rad(2.0)
camera_staged = true camera_staged = true
if frames > MAX_FRAMES: if frames > MAX_FRAMES:
print("timeout reached") print("timeout reached")
@@ -54,6 +55,7 @@ func _advance() -> void:
# Wait for a nearby NPC so the interaction HUD has a target. # Wait for a nearby NPC so the interaction HUD has a target.
if gm != null and gm.npcs.size() > 0: if gm != null and gm.npcs.size() > 0:
gm.call("_cycle_nearby_target") gm.call("_cycle_nearby_target")
_face_target()
targeted = true targeted = true
state = 2 state = 2
state_frames = 0 state_frames = 0
@@ -61,6 +63,7 @@ func _advance() -> void:
if state_frames >= 30: if state_frames >= 30:
_shoot("02-targeting-npc.png") _shoot("02-targeting-npc.png")
if targeted and gm != null: if targeted and gm != null:
_face_target()
gm.call("_toggle_inspection") gm.call("_toggle_inspection")
state = 3 state = 3
state_frames = 0 state_frames = 0
@@ -80,6 +83,8 @@ func _advance() -> void:
# Close the radio form, then jump the shift to the LATE phase. # Close the radio form, then jump the shift to the LATE phase.
if gm != null: if gm != null:
gm.radio_panel.hide() 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 gm.coordinator.elapsed_s = 750.0
state = 5 state = 5
state_frames = 0 state_frames = 0
@@ -87,6 +92,8 @@ func _advance() -> void:
# Let the phase transition (and street lamps / marquee) settle, then # Let the phase transition (and street lamps / marquee) settle, then
# take the night avenue shot. # take the night avenue shot.
if state_frames >= 90: 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") _shoot("05-late-night-avenue.png")
if gm != null: if gm != null:
gm.call("_toggle_flashlight") gm.call("_toggle_flashlight")
@@ -98,6 +105,17 @@ func _advance() -> void:
state = 7 state = 7
quit(0) 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: func _shoot(file_name: String) -> void:
var dir := DirAccess.open("user://") var dir := DirAccess.open("user://")
if dir == null or not dir.dir_exists("screenshots"): 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 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 _spawn_count += 1
func test_late_phase_reaches_violent_event() -> bool: 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 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") 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 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)