Pass the pre-build NPC review gate
- Add a review harness that stages all eight library characters at portrait, conversation and crowd distance on both maps in day and night. - Fix the final-context lanyard badge and firefighter helmet fit with runtime attach offsets; the asset-space gear contract is unchanged. - Record the gate sign-off, refresh the gallery, and move the completed review to DONE.
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extends SceneTree
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## Final-context NPC review harness (pre-build gate).
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##
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## Stages all eight authored character models at portrait, conversation and
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## crowd distance on both promoted maps, in day and night lighting. The normal
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## crowd is hidden so each frame isolates the character and the venue behind it.
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## Output is local QA art (put it under `tmp/` or `docs/screens/realism/`).
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##
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## Usage:
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## godot --path . --script res://src/test/capture_npc_review.gd -- \
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## --out=res://tmp/npc-review-1
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##
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## The guard character has no spawned NPC role; it uses the review-only
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## `character_override` on NpcAvatar.
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const Rules := preload("res://src/core/rules.gd")
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const NpcAvatar := preload("res://src/game/npc_avatar.gd")
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const NpcProfile := preload("res://src/core/npc_profile.gd")
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const VARIANTS := [
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{"name": "npc_casual", "type": Rules.NpcType.TOURIST, "seed": 4242, "character": "npc_casual"},
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{"name": "npc_jacket", "type": Rules.NpcType.AUTHORIZED_GUEST, "seed": 4242, "character": "npc_jacket"},
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{"name": "npc_coat", "type": Rules.NpcType.INFLUENCER, "seed": 4242, "character": "npc_coat"},
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{"name": "npc_vest", "type": Rules.NpcType.DELIVERY, "seed": 4242, "character": "npc_vest"},
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{"name": "npc_dress", "type": Rules.NpcType.PERFORMER, "seed": 4242, "character": "npc_dress"},
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{"name": "npc_hoodie", "type": Rules.NpcType.VIOLENT_THREAT, "seed": 4242, "character": "npc_hoodie"},
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{"name": "npc_firefighter", "type": Rules.NpcType.RESPONDER, "seed": 4242, "character": "npc_firefighter"},
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{"name": "npc_guard", "type": Rules.NpcType.CONFUSED_VISITOR, "seed": 4242, "character": "npc_guard"},
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]
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const VENUES := [
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{"name": "hollywood_day", "venue": "hollywood_building", "elapsed": 0.0},
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{"name": "hollywood_night", "venue": "hollywood_building", "elapsed": 760.0},
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{"name": "joke_shop_day", "venue": "joke_shop", "elapsed": 0.0},
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{"name": "joke_shop_night", "venue": "joke_shop", "elapsed": 700.0},
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]
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const CONTEXTS := [
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{"name": "portrait", "distance": 2.0, "pitch": 0.0},
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{"name": "conversation", "distance": 2.8, "pitch": 1.0},
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{"name": "crowd", "distance": 7.5, "pitch": 1.0},
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]
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const SETTLE_FRAMES := 18
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const MAX_FRAMES := 30000
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var gm: Node = null
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var frames := 0
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var out_dir := "user://screenshots/npc_review"
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var _phase := "boot"
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var _wait := 0
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var _venue_i := 0
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var _variant_i := 0
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var _context_i := 0
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var _subject: NpcAvatar = null
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var _subject_pos := Vector3.ZERO
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## Captured at the start of a venue, before the review camera moves the guard.
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var _venue_spawn := Vector3.ZERO
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func _initialize() -> void:
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root.size = Vector2i(1280, 720)
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for arg in OS.get_cmdline_user_args():
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var text := str(arg)
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if text.begins_with("--out="):
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out_dir = text.substr(6)
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var packed: PackedScene = load("res://scenes/main.tscn")
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root.add_child(packed.instantiate())
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func _process(_delta: float) -> bool:
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frames += 1
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if frames > MAX_FRAMES:
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push_error("capture_npc_review timed out")
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quit(1)
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return true
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if gm == null:
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gm = root.find_child("GameManager", true, false)
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return false
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match _phase:
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"boot":
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var menu = gm.get("start_menu")
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if menu != null and menu.visible:
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gm.call("_on_venue_selected", "hollywood_building")
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_wait = 50
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_phase = "boot_wait"
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"boot_wait":
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_wait -= 1
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if _wait <= 0:
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_begin_venue()
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"settle":
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_hide_crowd()
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_wait -= 1
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if _wait <= 0:
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_shoot()
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_context_i += 1
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if _context_i >= CONTEXTS.size():
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_context_i = 0
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_variant_i += 1
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if _variant_i >= VARIANTS.size():
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_variant_i = 0
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_venue_i += 1
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if _venue_i >= VENUES.size():
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_phase = "done"
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print("capture_npc_review done -> %s" % out_dir)
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quit(0)
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return true
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_begin_venue()
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else:
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_stage_variant()
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else:
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_frame_subject()
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_wait = SETTLE_FRAMES
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"done":
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print("capture_npc_review done -> %s" % out_dir)
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quit(0)
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return true
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return false
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func _begin_venue() -> void:
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var venue: Dictionary = VENUES[_venue_i]
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gm.call("switch_scenario", str(venue["venue"]))
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var coordinator = gm.get("coordinator")
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coordinator.elapsed_s = float(venue["elapsed"])
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coordinator.current_phase = coordinator._phase_for_time(coordinator.elapsed_s)
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gm.set("_last_phase", -1)
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gm.call("_apply_phase_lighting")
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coordinator.scheduler.spawn_rate_multiplier = 0.0
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var hud = gm.get("hud")
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if hud != null:
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hud.visible = false
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hud.clear_log()
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hud.set_target_label("")
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hud.set_action_hint("")
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var guard = gm.get("guard")
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_venue_spawn = Vector3(0.0, 0.1, 8.0) \
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if str(venue["venue"]) == "hollywood_building" else Vector3(-2.0, 0.1, 4.5)
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guard.set_physics_process(false)
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var night := str(venue["name"]).ends_with("night")
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if bool(gm.get("flashlight_on")) != night:
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gm.call("_toggle_flashlight")
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_variant_i = 0
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_context_i = 0
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_wait = 15
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_phase = "settle"
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_stage_variant()
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print("capture_npc_review: venue %s at %d ms" % [venue["name"], Time.get_ticks_msec()])
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func _stage_variant() -> void:
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if _subject != null and is_instance_valid(_subject):
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_subject.queue_free()
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_subject = null
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var variant: Dictionary = VARIANTS[_variant_i]
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var pos := _venue_spawn + Vector3(0.0, 0.0, -2.0)
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_subject_pos = pos
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var profile := NpcProfile.new()
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profile.id = "review_" + str(variant["name"])
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profile.display_name = str(variant["name"]).to_upper()
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profile.npc_type = int(variant["type"])
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var avatar := NpcAvatar.new()
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avatar.name = "ReviewSubject"
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avatar.character_override = str(variant["character"])
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avatar.setup(profile, "roam", int(variant["seed"]), pos,
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pos + Vector3(0, 0, 2), Vector3(0, 0.5, 1.2), str(profile.id))
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gm.scene_root.add_child(avatar)
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avatar.global_position = pos
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avatar.rotation.y = 0.0
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avatar.set_physics_process(false)
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avatar.set_process(false)
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for node in avatar.find_children("*", "Label3D", true, false):
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(node as Label3D).visible = false
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for node in avatar.find_children("FocusCircle", "MeshInstance3D", true, false):
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(node as MeshInstance3D).visible = false
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_subject = avatar
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_frame_subject()
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_wait = SETTLE_FRAMES
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_phase = "settle"
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func _frame_subject() -> void:
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if _subject == null or not is_instance_valid(_subject):
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return
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var context: Dictionary = CONTEXTS[_context_i]
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var distance := float(context["distance"])
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var guard = gm.get("guard")
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guard.global_position = _subject_pos + Vector3(0, 0.1, distance)
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guard.rotation.y = 0.0
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guard.head.rotation.x = deg_to_rad(float(context["pitch"]))
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_hide_crowd()
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func _hide_crowd() -> void:
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for node in get_nodes_in_group("npc"):
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var npc := node as Node3D
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if npc == null or npc == _subject:
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continue
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npc.visible = false
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npc.set_physics_process(false)
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npc.global_position = Vector3(0, -100, 0)
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if gm != null:
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var hud = gm.get("hud")
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if hud != null:
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hud.clear_log()
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hud.set_target_label("")
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func _shoot() -> void:
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var venue: Dictionary = VENUES[_venue_i]
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var variant: Dictionary = VARIANTS[_variant_i]
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var context: Dictionary = CONTEXTS[_context_i]
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var dir := ProjectSettings.globalize_path(out_dir)
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DirAccess.make_dir_recursive_absolute(dir)
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var base := "%s__%s__%s" % [variant["name"], venue["name"], context["name"]]
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var path := dir.path_join(base + ".png")
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var index := 2
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while FileAccess.file_exists(path):
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path = dir.path_join("%s-v%d.png" % [base, index])
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index += 1
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var img: Image = root.get_texture().get_image()
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var err := img.save_png(path)
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print("%s -> err=%d" % [base, err])
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@@ -6,12 +6,13 @@ const NpcAvatar := preload("res://src/game/npc_avatar.gd")
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const NpcProfile := preload("res://src/core/npc_profile.gd")
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const Rules := preload("res://src/core/rules.gd")
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func _avatar(npc_type: int, seed_value: int) -> NpcAvatar:
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func _avatar(npc_type: int, seed_value: int, character: String = "") -> NpcAvatar:
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var profile := NpcProfile.new()
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profile.id = "char_test"
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profile.npc_type = npc_type
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profile.display_name = "Test Person"
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var avatar := NpcAvatar.new()
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avatar.character_override = character
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avatar.setup(profile, "enter", seed_value,
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Vector3(0, 0.5, 6), Vector3(0, 0.5, 1.5), Vector3(0, 0.5, 1.2), "char_test")
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return avatar
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@@ -167,7 +168,23 @@ func test_character_selection_is_deterministic_and_complete() -> bool:
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return TestUtils.check(problems.is_empty(),
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"every role selects an existing library character (%s)" % str(problems))
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func test_review_override_can_stage_the_guard_model() -> bool:
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## The guard character has no spawned NPC role, so the final-context review
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## forces it explicitly instead of remapping a role.
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var avatar := _avatar(Rules.NpcType.CONFUSED_VISITOR, 12, "npc_guard")
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var a := TestUtils.check_eq(avatar.character_model, "npc_guard",
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"override selects the guard model")
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var b := TestUtils.check(avatar.loaded_model and not avatar.fallback_avatar,
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"the guard GLB loads through the normal skinned path")
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avatar.free()
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return a and b
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func test_library_gear_attaches_to_the_contract_points() -> bool:
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var guest := _avatar(Rules.NpcType.AUTHORIZED_GUEST, 12)
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var lanyard := guest.find_child("Gear_lanyard", true, false) as Node3D
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var e := TestUtils.check(lanyard != null and lanyard.position.z > 0.03,
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"the lanyard badge clears the jacket front")
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guest.free()
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var tourist := _avatar(Rules.NpcType.TOURIST, 12)
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var backpack := tourist.find_child("Gear_backpack", true, false) as Node3D
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var camera := tourist.find_child("Gear_camera", true, false) as Node3D
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@@ -188,8 +205,10 @@ func test_library_gear_attaches_to_the_contract_points() -> bool:
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"firefighter helmet attaches to Rig/Head")
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var d := TestUtils.check(tank != null and flashlight != null,
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"responder gets SCBA tank and flashlight")
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var e2 := TestUtils.check(helmet != null and helmet.position.y > 0.02,
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"the firefighter helmet clears the brow")
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responder.free()
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return a and b and c and d
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return a and b and c and d and e and e2
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## Horizontal bounds of a gear GLB in its attach-node space. The head/back
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## contract is measured against the Blender fit report (head width 0.315 m,
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