Commit Graph
7 Commits
Author SHA1 Message Date
zwitschi 71b0b53705 Add crowd presentation, fix NPC navigation, refresh screenshots
Full build / Import + headless tests (push) Successful in 27s
Full build / Full desktop build + optional release (push) Failing after 3m37s
NPC navigation (previously dead in the live game)
- Only assign NavigationAgent3D.target_position when it changes: re-assigning every
  frame invalidated the path, so get_next_path_position() kept returning the current
  point and avatars never moved.
- Follow the first path point that is closer to the destination than the avatars are.
  Nav points sit on the navmesh plane (y=0) while bodies stand at y~0.5, so the old
  3D distance test always looked "already there"; path[0] is also the old start point,
  so a naive "far enough away" pick steered backwards and oscillated.
- Fix fsm.state -> fsm.current_state in the idle-lifetime check.

Crowd presentation
- Aggressive behavior, visible weapons, and responder arrivals make idle bystanders
  stop and face the incident for 12 s; someone waiting at the entrance keeps focus.
- Panic (mood >= 0.75) walks people away from the door at 2.4 m/s, then they despawn.
- Wire reactions to EventBus.crowd_changed: CrowdSystem.apply_event() emits on the bus,
  not on its own `changed` signal (the first wiring received nothing).
- Measured a 16-NPC entrance at ~1.2 ms/frame (824 fps, vsync off), so no LOD/culling.

World and HUD
- Skyline is now a ring of four alpha-scissored planes at 200 m instead of a single
  plane; PlaneMesh defaults to horizontal, which is why the backdrop rendered as a band
  overhead. Larger ground plane, mipmapped texture, scissor threshold 0.5 (0.3 left
  mip dashes in the sky), lifted albedo so the city is not pure black.
- Flashlight aims straight ahead and lights the person/door instead of the ground.
- Shorter HUD controls line so it stops overlapping itself.

Tests, tooling, docs
- Headless suite 98 -> 105 (new test_crowd_presentation.gd, 7 tests).
- New smoke_crowd.gd: rubbernecking, panic, and flee-target sanity.
- capture_screenshots.gd starts a shift from the venue menu and stages the night set
  properly; all six README screenshots regenerated.
- README, TODO/DONE (crowd section moved), MEMORY updated. Version 0.2.4.
2026-10-31 20:55:10 +01:00
zwitschi f5ad1642b5 Add PLAN verbs and fix dead incident recording
Full build / Import + headless tests (push) Successful in 26s
Full build / Full desktop build + optional release (push) Failing after 3m31s
Verbs (PLAN levels 1-3)
- Eye contact: own Level 1 radial slice, logged as "eye contact".
- Recognition is a player decision: "Recognize" sets NPCController.player_recognized,
  writes access evidence, and GameManager only then appends a RECOGNITION artifact.
  It is no longer implied by NPC type.
- Body camera: real flag (off by default) driving the REC overlay; B toggles it and
  a formal warning arms it automatically, writing a body_camera incident event.
- Blocking stations the guard 0.9 m from the person toward the entrance and turns
  to face them, instead of only emitting the escalation level.
- Request reason: Level 3 ask answered from the NPC's seeded dialogue_lines.
- Radial grows to 12 slices (174 px outer radius, centered labels).

Incident recording fix
- IncidentRecorder.start_incident() was never called, so add_event /
  add_access_evidence / add_escalation silently no-opped and the shift review
  always reported zero incidents. Incidents now open on focus (guarded by
  has_open_incident), verbs call _ensure_incident, and ShiftCoordinator closes
  leftovers as "unresolved" before building the review.

Copy and docs
- 9 new string keys (eye contact, body camera, recognition, reason, station).
- README controls, 26-step smoke checklist, test count, status lists.
- TODO section moved to DONE; MEMORY records the verb design and the recorder bug.

Verification: headless 98/98, smoke_plan_verbs.gd + smoke_session_shell.gd +
windowed smoke_focus_radial.gd all pass. Version bumped to 0.2.3.
2026-10-31 20:29:50 +01:00
zwitschi f11b441c07 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.
2026-10-31 15:58:01 +01:00
zwitschi 08b3292b80 Runtime hygiene: fix RefCounted cycles (clean suite exit), full-length shifts, wand cooldown
Full build / Import + headless tests (push) Successful in 18s
Full build / Full desktop build + optional release (push) Skipped
- FSM holds owner via WeakRef; ShiftCoordinator is RefCounted (logic-only);
  persistence tests free the Save node -> test suite exits with zero
  'resources still in use' warnings (was ~13) and 57/57 pass
- GameManager uses each scenario's shift_duration_s (900s ~ 10-15 min) for
  real shifts instead of the 300s test duration
- Wand screening gets a 0.8s recharge cooldown with a wand.recharge message
- TODO/DONE/MEMORY/README synced
2026-10-31 13:50:18 +01:00
zwitschi 93883334d0 Add rare hidden radio easter egg transmission 2026-10-31 13:20:46 +01:00
zwitschi a3768c2ce4 Remove dialogue tone-of-voice system, add Gitea Actions full build, add venue cycling
Full build / Import + headless tests (push) Successful in 2m25s
Full build / Full desktop build + optional release (push) Skipped
- Delete Rules.Tone/TONE_NAMES, NpcProfile.tone_modifiers, tone params on
  NPCController.roll_reaction/apply_player_action; dialogue_lines flattened
  to Array[String]; HUD tone label, T binding, and hud.tone_prefix removed
- Docs updated everywhere (PLAN, README, DONE, MEMORY); PLAN section heading
  'Tone and Design Direction' -> 'Design Direction'
- Add .gitea/workflows/build.yml: checks job (import+tests) on push/PR; full
  build job (export templates, Linux/Windows/macOS exports, artifact upload,
  and tag-based Gitea release publish via GITEA_TOKEN) on tags/dispatch
- Remove old .github/workflows/ci.yml to avoid double runs
- Add venue cycling (V) across all three scenarios with hud.venue_switched
- Refresh README screenshots to match the new HUD
- 53/53 tests pass, boot smoke clean
2026-10-31 13:08:20 +01:00
zwitschi 1e972a7490 Implement TODO backlog: LATE phase fix, protester, CALL_SOMEONE, door lock, flashlight, persistence, navmesh, JSON localization, and release tooling
CI / headless-tests (push) Successful in 55s
- Fix LATE shift phase (start 700s) so the violent-threat event is reachable
- Add PROTESTER archetype (rules, profile, colors, events in public venues)
- Add CALL_SOMEONE reaction (FSM -> ARGUING, influencer/trespasser/protester weights)
- Door lock: DoorState core class, L binding, red/green visual indicator,
  locked doors thwart FORCE_ENTRY
- Flashlight: G binding, SpotLight3D, perception radius bonus at evening/late
- Persistence: save shift results via Save autoload, history + best score on
  review screen, round-trip test
- Navigation: flat NavigationRegion3D navmesh, NavigationAgent3D path following
  with direct-movement fallback; steps made visual-only so NPCs reach entrance
- Localization: strings moved to content/strings.en.json (loader keeps
  lookup/fmt signatures; coverage test over all keys)
- Distribution: export_presets.cfg (Linux/Windows/macOS), tools/build_releases.sh,
  docs/RELEASING.md, prominent README Downloads section
- Remove stale signal_bus.gd (invalid static-signal experiment)
- Tests: 53 passing across 9 suites
2026-10-31 12:51:13 +01:00