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No files matched your search
@@ -14,6 +14,14 @@ The project should be developed in small, reviewable steps. Agents must keep pla
|
||||
- `MEMORY.md` — Persistent session memory for important decisions, discoveries, unresolved questions, constraints, and useful implementation context.
|
||||
- `README.md` — Root-level documentation for the project. It should explain what the game is, how to work on it, how to run it, and where to find project information.
|
||||
- `AGENTS.md` — This collaboration and agent workflow guide.
|
||||
- `CHANGELOG.md` — The version history of user-facing changes. Keep an entry for each patch, minor, and major version.
|
||||
- `docs/development-status.md` — The implemented-features list and what is not yet implemented. Update it whenever a feature lands, is renamed, or is removed.
|
||||
- `docs/architecture.md` — The arc42-style architecture documentation (goals, constraints, building blocks, runtime views, decisions, risks).
|
||||
- `docs/gameplay.md` — Gameplay systems, venues, and the escalation model.
|
||||
- `docs/asset-tooling.md` — Asset pipelines, model tools, and screenshot gates.
|
||||
- `docs/getting-started.md` — Setup, run/test commands, and the controls table.
|
||||
- `docs/smoke-checklist.md` — The manual smoke-test checklist.
|
||||
- `docs/adr/` — Architecture Decision Records.
|
||||
|
||||
## Required Workflow
|
||||
|
||||
@@ -75,6 +83,8 @@ When every task in a `TODO.md` section is complete:
|
||||
|
||||
Do not move partially completed sections. Leave them in `TODO.md` until all of their tasks are complete, or split the section into smaller sections first.
|
||||
|
||||
When a completed section represents shipped functionality, also record the new capability in `docs/development-status.md` so the implemented-features list stays accurate, and write a matching entry in `CHANGELOG.md` (see "Maintain `CHANGELOG.md`" below).
|
||||
|
||||
### 4. Maintain `MEMORY.md`
|
||||
|
||||
Use `MEMORY.md` for information that should persist between sessions but does not belong in the general plan or task list.
|
||||
@@ -82,7 +92,7 @@ Use `MEMORY.md` for information that should persist between sessions but does no
|
||||
Record items such as:
|
||||
|
||||
- Important design and architecture decisions
|
||||
- Current implementation state
|
||||
- Notable implementation state and gotchas (the canonical implemented-features list lives in `docs/development-status.md`, not here)
|
||||
- Known bugs and workarounds
|
||||
- Commands needed to run, test, or build the project
|
||||
- Decisions that future agents should not revisit unnecessarily
|
||||
@@ -132,9 +142,27 @@ The root-level `README.md` is the project’s public-facing technical and projec
|
||||
- Links to `PLAN.md`, `TODO.md`, `DONE.md`, `MEMORY.md`, and this file where appropriate
|
||||
- Known limitations and contribution guidance
|
||||
|
||||
Update `README.md` whenever setup instructions, commands, project structure, or user-facing behavior changes.
|
||||
Update `README.md` whenever setup instructions, commands, project structure, or user-facing behavior changes. The README is intentionally concise and links to the `docs/` files; keep `docs/development-status.md` (and the other docs it links to) synchronized with the implementation rather than pasting detail back into the README.
|
||||
|
||||
### 7. Implement in Small Increments
|
||||
### 7. Maintain `CHANGELOG.md`
|
||||
|
||||
The root-level `CHANGELOG.md` records the user-facing changes for every release. It exists so players and contributors can see what changed between versions without reading the commit log.
|
||||
|
||||
- Add an entry for every patch, minor, and major version change.
|
||||
- Follow Semantic Versioning (`major.minor.patch`): bump major for breaking or vision-level changes, minor for new features, and patch for fixes and small polish.
|
||||
- Group each entry under `Added`, `Changed`, `Fixed`, and `Removed` headings, and date every entry.
|
||||
- Describe changes in user-facing terms, not as raw commit messages.
|
||||
- Add the entry when its work ships. If the version number is not yet known, record it under `Unreleased` and move it into a numbered version when the version is tagged.
|
||||
|
||||
When a full level-2 section in `TODO.md` is implemented, completed, and moved to `DONE.md`:
|
||||
|
||||
1. Verify the work and mark every checkbox in the section `[x]`.
|
||||
2. Use the section heading and its completed items to describe the changes and write a `CHANGELOG.md` entry under the next appropriate version.
|
||||
3. Move the section to `DONE.md`.
|
||||
|
||||
Do not move a completed section to `DONE.md` without adding its `CHANGELOG.md` entry.
|
||||
|
||||
### 8. Implement in Small Increments
|
||||
|
||||
For each task:
|
||||
|
||||
@@ -142,9 +170,13 @@ For each task:
|
||||
2. Inspect the relevant files and dependencies.
|
||||
3. Make the smallest coherent change that completes the task.
|
||||
4. Run the relevant tests, checks, or manual verification.
|
||||
5. Update documentation and `MEMORY.md` if the change creates lasting context.
|
||||
5. Update documentation if the change creates lasting context: add features to `docs/development-status.md`, adjust the README links or other `docs/` files as needed, and record decisions/gotchas in `MEMORY.md`.
|
||||
6. Mark the task complete.
|
||||
7. Move its section to `DONE.md` when the entire section is complete.
|
||||
7. Move its section to `DONE.md` when the entire section is complete (after recording its `CHANGELOG.md` entry).
|
||||
8. Commit the changes to the version control system with a descriptive message.
|
||||
9. If a section from `TODO.md` has been fully completed, ensure its `CHANGELOG.md` entry is in place, then create a new version or tag in the version control system to mark the milestone.
|
||||
10. Push the committed changes to the shared repository if applicable.
|
||||
11. Note the new version or tag created in the version control system in any relevant documentation or handoff summary.
|
||||
|
||||
Avoid unrelated refactors unless they are required for the task or explicitly approved.
|
||||
|
||||
|
||||
@@ -0,0 +1,308 @@
|
||||
# Changelog
|
||||
|
||||
All notable user-facing changes to Gig Line. The format follows
|
||||
[Keep a Changelog](https://keepachangelog.com/en/1.1.0/), and versions use
|
||||
Semantic Versioning.
|
||||
|
||||
## [0.7.1] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- An optional Desktop HQ build for Windows and Linux that uses Forward+,
|
||||
volumetric fog and SDFGI, packaged with an `override.cfg` beside the
|
||||
executable.
|
||||
- Volumetric flashlight haze in the Desktop HQ build, with a LATE-phase preset
|
||||
tuned so the entrance facade stays readable.
|
||||
|
||||
### Changed
|
||||
|
||||
- The normal Compatibility build remains the default; the preset only affects
|
||||
the extracted Desktop HQ copy.
|
||||
- Night-time light falloff adapts to Godot 4.7 while keeping the 4.3 baseline
|
||||
unchanged.
|
||||
|
||||
### Fixed
|
||||
|
||||
- The flashlight no longer disappears at night on Godot 4.7 under the old
|
||||
attenuation curve.
|
||||
- Headless and Web builds stay non-volumetric and boot normally when Forward+
|
||||
is unavailable.
|
||||
|
||||
## [0.7.0] — 2026-11-01
|
||||
|
||||
### Changed
|
||||
|
||||
- Agent workflow now requires maintaining this changelog for every patch, minor, and major version.
|
||||
|
||||
## [Unreleased]
|
||||
|
||||
### Added
|
||||
|
||||
- Distinct venue geometry: the Joke Shop is now a narrow brick alley with a
|
||||
shuttered facade, warm wall lantern, dumpster and AC clutter; the TV Studio
|
||||
has a stone facade, bulb-lit canopy, glossy black car and a stanchion/barrier
|
||||
line at the door.
|
||||
- The README gallery includes captured Joke Shop and TV Studio views.
|
||||
|
||||
### Changed
|
||||
|
||||
- Venue geometry is data-driven through `WorldBuilder.VENUE_SPECS`; switching
|
||||
venues rebuilds the world while keeping the guard and UI intact.
|
||||
- Each venue has its own navigation bounds and concept-gallery mapping.
|
||||
|
||||
### Fixed
|
||||
|
||||
- The Joke Shop no longer renders the Hollywood skyline or marquee.
|
||||
- The TV Studio no longer uses the boulevard marquee or palm-lined layout.
|
||||
|
||||
## [0.6.1] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- Per-phase AI skyline panoramas (day, dusk, night) replacing the flat box skyline.
|
||||
- Higher-detail surface textures with normal maps (brick, concrete, asphalt, awning, and more).
|
||||
- A runtime image root (`assets/images/`) with a UI and scene art loader; the start menu,
|
||||
pause, settings, shift review, radio, wand, inspection, and radial menu are styled against
|
||||
their mockups.
|
||||
- NPC face and hand detail: eyes, nose, lips, ears, fingered hands, and cuffed sleeves.
|
||||
- A staged NPC portrait capture for judging avatar quality up close.
|
||||
- Gear-fit checks (`tools/blender_assets.py fit`) and regression tests for head and back gear.
|
||||
|
||||
### Changed
|
||||
|
||||
- Scene lighting, fog, sun angle, and night glow retuned to match the AI concept frames;
|
||||
the Late phase uses wet asphalt.
|
||||
- The flashlight is a tighter forward spot that reads in the dark.
|
||||
- Sunglasses narrowed to sit inside the face silhouette; shoulder bag moved clear of the
|
||||
coat and dress skirts; firefighter helmet lifted off the brow.
|
||||
- The README now links to focused docs pages for gameplay, architecture, setup, asset
|
||||
tooling, development status, and the manual smoke checklist; `PLAN.md` was compacted
|
||||
into a design plan.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Sidewalk overexposure at the entrance reduced to match the concept target.
|
||||
- The body-camera overlay no longer overlaps the shift/reputation/crowd status.
|
||||
- Selecting a venue releases the menu input lock and recaptures the mouse.
|
||||
- The shoulder bag no longer clips through the coat's skirt; the firefighter helmet no
|
||||
longer cuts into the brow ridge; the portrait subject now faces the camera.
|
||||
- `--portrait-type` is now parsed and applied instead of being ignored.
|
||||
|
||||
## [0.6.0] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- Blender-authored character, gear and prop library with baked ambient occlusion.
|
||||
- Higher-resolution environment textures with tangent normal maps.
|
||||
- Phase-driven emissive details on library props, characters and street dressing.
|
||||
|
||||
### Changed
|
||||
|
||||
- The game was renamed from "Step Line" to "Gig Line".
|
||||
|
||||
### Fixed
|
||||
|
||||
- NPCs now face their movement direction instead of walking backwards.
|
||||
|
||||
## [0.5.0] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- Articulated NPC characters with layered outfits, hand items, face/hair variety,
|
||||
idle behaviour, reaction symbols, queue offsets and three LOD tiers.
|
||||
- Player acceleration/braking, step-up assist, head bob, landing dip,
|
||||
precision-walk feedback and surface-aware footsteps.
|
||||
- Remappable keyboard and gamepad controls.
|
||||
|
||||
### Changed
|
||||
|
||||
- Crowd roles now select deterministic character variants and props.
|
||||
|
||||
## [0.4.0] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- Collision and navigation footprints for every street prop.
|
||||
- Zoned prop placements with deterministic variants and small clutter.
|
||||
|
||||
## [0.3.3] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- Staged in-game captures for the wand screening, escalation HUD, and body-camera timeline screens.
|
||||
|
||||
## [0.3.2] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- AI reference mockups for the seven remaining catalogue screens.
|
||||
|
||||
## [0.3.1] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Prop models drawn with a single texture atlas (one material per prop).
|
||||
|
||||
### Changed
|
||||
|
||||
- The Web build is listed in the README downloads table.
|
||||
|
||||
## [0.3.0] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Surface-material profiles, ACES tonemapping, glow, aerial fog and phase-based
|
||||
colour grading.
|
||||
- Framed facade windows, door trim, curb and lane markings.
|
||||
- Generated street-furniture models and the Web export.
|
||||
- Aim-free targeting, a focus cone and precision walk.
|
||||
|
||||
## [0.2.16] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Venues authorable as editor `.tres` resources.
|
||||
|
||||
## [0.2.15] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- A vision-model judge for comparing screenshots against reference designs.
|
||||
|
||||
## [0.2.14] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Anonymous release downloads enabled on the host.
|
||||
|
||||
### Fixed
|
||||
|
||||
- `Strings.fmt` keeps positional placeholders stable when new keys are added.
|
||||
|
||||
## [0.2.13] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Missing scenario content: Joke Shop reservation/ID cases, wand refusal and late
|
||||
arrival events, the studio filming-boundary repeat, and a celebrity-arrival crowd spike.
|
||||
|
||||
## [0.2.12] — 2026-10-31
|
||||
|
||||
### Fixed
|
||||
|
||||
- Release uploads fail loudly instead of leaving an empty release with a green job.
|
||||
- Pruned releases restored and CI publishing verified end to end.
|
||||
|
||||
## [0.2.11] — 2026-10-31
|
||||
|
||||
### Fixed
|
||||
|
||||
- Releases publish using the runner's checkout credentials when no token or git
|
||||
credentials exist.
|
||||
|
||||
## [0.2.10] — 2026-10-31
|
||||
|
||||
### Fixed
|
||||
|
||||
- Release publishing fixed with a CI token fallback.
|
||||
|
||||
## [0.2.9] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Accessibility pass: escalation feedback that reads in grayscale and a working HUD font scale.
|
||||
|
||||
## [0.2.8] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Procedural crowd ambience that rises with crowd mood, and a radio crackle.
|
||||
|
||||
## [0.2.7] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- NPC theater poses: sitting, taking photos, filming, and performing.
|
||||
|
||||
## [0.2.6] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- A body-camera timeline on the shift review for stepping through recorded events.
|
||||
|
||||
## [0.2.5] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Emergency aftermath: evacuation clears the entrance, and unjustified calls write
|
||||
an investigation note with a false-report reputation hit.
|
||||
|
||||
## [0.2.4] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Crowd presentation: onlookers rubberneck at incidents and clear out during panic.
|
||||
|
||||
### Fixed
|
||||
|
||||
- NPC navigation issues resolved.
|
||||
|
||||
## [0.2.3] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Remaining PLAN actions: eye contact, "I recognize this person", a formal-warning
|
||||
body-camera flag, blocking that stations the guard in front of the door, and
|
||||
requesting a reason for entry.
|
||||
|
||||
### Fixed
|
||||
|
||||
- A dead incident-recording path.
|
||||
|
||||
## [0.2.2] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Session shell: startup menu with venue selection, pause overlay, settings
|
||||
persistence, and a "run another shift" flow back to the menu.
|
||||
- Control pass: focus cone, head ring, radial action menu, and named input actions.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Release publishing now uploads the installer and AppImage.
|
||||
|
||||
## [0.2.1] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Windows NSIS installer and Linux AppImage packaging; all exports embed the PCK.
|
||||
- An AI texture generation mode in the asset pipeline.
|
||||
|
||||
### Fixed
|
||||
|
||||
- NSIS build fixed for Linux (absolute defines, space-free installed exe, BMP icon).
|
||||
- Runtime hygiene: RefCounted cycle cleanup, full-length shifts, and a wand cooldown.
|
||||
|
||||
## [0.2.0] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- First playable build of the security-guard simulation at the Hollywood Boulevard entrance.
|
||||
- Core simulation: shift coordination, venue scenarios, event scheduling, NPC movement
|
||||
and states, and escalation from observation through deterrence, warnings, and blocking.
|
||||
- Access verification for wristbands, IDs, tickets, credentials, and guest lists, with
|
||||
admit/redirect/hold/refuse decisions and feedback scoring.
|
||||
- Escalation levels 0–5 with radio assistance and a hold-to-confirm emergency call.
|
||||
- Incident recording, body-camera evidence, reputation scoring, crowd reactions, and
|
||||
an end-of-shift review.
|
||||
- Scenario content for Hollywood Boulevard, The Joke Shop, and the TV Studio, including
|
||||
a mental-health crisis event.
|
||||
- A protester NPC, the "call someone else" reaction, a lockable door, and a flashlight.
|
||||
- Save/persistence, navmesh pathfinding, and JSON localization.
|
||||
- Visual polish: phase lighting, street lamps, marquee, street dressing, and NPC variety.
|
||||
- Detailed graphics: authored textures, a humanoid NPC rig, and HUD/inspection feedback.
|
||||
- Downloadable Linux, Windows, and macOS builds published by CI.
|
||||
|
||||
### Removed
|
||||
|
||||
- The dialogue tone-of-voice picker (reactions now depend on escalation level and NPC profile).
|
||||
@@ -1049,6 +1049,62 @@ reports to `docs/screens/realism/<run>/`.
|
||||
texture 0.8→1.0, backdrop 0.6→1.6, and the Pillow metric gap 0.444→0.348.
|
||||
- [x] Update `README.md` (tool usage + gallery), `MEMORY.md` and `docs/architecture.md`.
|
||||
|
||||
## Realism Follow-ups — Lighting, Flashlight, NPC Detail
|
||||
|
||||
Completed 2026-11-01. The follow-ups left over after the texture/skyline adoption, split off from
|
||||
`TODO.md` when each one was finished. Evidence: `docs/screens/realism/2026-11-01-npc/`
|
||||
(`report.md`, `sheet.jpg`), the portrait capture, and the refreshed `docs/screenshots/` gallery
|
||||
(`screen_designs.py compare` **11 good / 0 bad**). Headless **228/228**, Python **86/86**.
|
||||
|
||||
### Ground exposure at the entrance
|
||||
|
||||
- [x] Fixed the over-bright entrance ground: the morning sun now sits at 34° elevation (was 50°)
|
||||
with a phase `sun_yaw`, so the facade shades the near sidewalk and the props cast long
|
||||
shadows. Ground luminance went 95 → **83** against the concept's 78 (it was 173 before the
|
||||
realism pass), with the boulevard at 82 and the street at 81. Day haze warmed and
|
||||
thickened (`fog_color` 0.87/0.83/0.76, density 0.0034, energy 0.5) and the night glow went
|
||||
to 1.15.
|
||||
|
||||
### Flashlight readability
|
||||
|
||||
- [x] Made the flashlight read in the dark: the cone went 30° → **14°** with a 20 m range,
|
||||
forward aim, `light_energy` 4.2 and `spot_attenuation`/`spot_angle_attenuation` 0.9, so it
|
||||
lights the door instead of washing the facade.
|
||||
- [x] Staged the two night captures in LATE (`elapsed_s` 760) instead of dusk in
|
||||
`capture_screenshots.gd`; the judge moved `06-night-flashlight` from **diff (1.00) to
|
||||
review (0.10)**.
|
||||
- [x] Rejected a fake additive beam twice (cylinder + UV ramp, then a vertical-fade
|
||||
`ShaderMaterial`): on GL Compatibility a first-person camera inside the cone renders it as
|
||||
a filled disc with a bright far ring. `Materials.light_beam()` and the mesh were removed;
|
||||
the visible *shaft* is parked behind the Forward+ preset in `TODO.md`.
|
||||
- [x] Guarded the aim with `test_flashlight_aims_a_tight_forward_spot` (lamp on the head, straight
|
||||
ahead, cone ≤ 20°, starts off).
|
||||
|
||||
### NPC faces, hands and sleeves
|
||||
|
||||
- [x] Rebuilt the avatar detail so skin and clothing stop reading as low-poly at conversation
|
||||
distance: each eye has a sclera, iris and upper lid; added a brow ridge, cheekbones, a nose
|
||||
bridge and tip, ears with lobes, and split upper/lower lips. Hands have four fingers plus a
|
||||
thumb, and every sleeve ends in a cuff ring.
|
||||
- [x] Raised `CHAR_MAX_VERTS` 4000 → **5000** (documented in the code and
|
||||
`docs/blender-assets.md`) after measuring 16 avatars at ~6.9 ms of a 50 ms frame on a single
|
||||
skinned mesh, so `npc_coat` fits at 4807 vertices; the character range is now 3,974–5,026
|
||||
triangles and 3,744–4,807 vertices. Body decimation 0.36 → 0.26.
|
||||
- [x] Rebuilt all 8 variants and re-baked their AO maps (`assets/models/blender/npc/*_ao.png`),
|
||||
re-imported, and kept `blender_assets.py audit` at exit 0.
|
||||
- [x] Added a staged portrait capture: `capture_realism.gd` gained a `portrait` stage that
|
||||
freezes one NPC, parks the crowd out of frame, stands the subject on open sidewalk, turns
|
||||
it into the camera and puts the guard on the sunlit side; `--portrait-type=N` picks a role.
|
||||
It is the only capture where a face fills the frame, and it feeds the new
|
||||
`npc_portrait_day` concept (`tools/scene_concepts.py` `SHOTS`).
|
||||
- [x] Regenerated the gallery shots and re-ran the judge: like-for-like overall 2.33 → 2.44,
|
||||
lighting 3.0 → 3.22, materials 2.22 → 2.44. The `characters` sub-score stayed flat
|
||||
(~2.2–2.3) because the target is a photoreal face, so avatar quality is judged from the
|
||||
portrait rather than the aggregate.
|
||||
- [x] Re-checked the `screen_designs.py judge` default model (`google/gemini-2.5-flash-lite`):
|
||||
it works but intermittently answers HTTP 400 "API key not valid" (one shot in ten on
|
||||
2026-11-01); `--model google/gemini-2.5-flash` remains the fallback.
|
||||
|
||||
## Visual Alignment — UI Paths and Art Loader
|
||||
|
||||
Completed 2026-11-01.
|
||||
@@ -1127,3 +1183,131 @@ marquee text, hand-authored tree shapes) are content, not grading.
|
||||
- [x] Align the body-camera timeline to its mockup.
|
||||
- [x] Align scene lighting, fog, and post-processing for `venue_overview` and `late_night_avenue`: lowered the morning sun to 34° (`sun_yaw` is now a phase value), warmed and thickened the day haze, raised the night glow, and brightened the street albedo. `judge` moved `01-venue-overview` to **match** (0.90) and `05-late-night-avenue` from diff to **review** (0.10); `compare` stays 11 good / 0 bad.
|
||||
- [x] Fix the body-camera REC/clock overlay overlapping the shift/rep/crowd status in the top-right HUD.
|
||||
|
||||
## Documentation Consistency
|
||||
|
||||
Completed 2026-11-01. `PLAN.md` was compacted from the historical implementation log into a
|
||||
product/design plan (674 → 187 lines): escalation, NPC/venue content and design constraints stay,
|
||||
while the completed control/rendering pass specs were folded into a short Presentation and
|
||||
Controls section. `README.md` now reflects the implemented venues, Blender/v2 asset pipeline, the
|
||||
custom test runner, the Web target, the current release state, and the capture smoke. The
|
||||
architecture's version, runtime-art loader, asset/tooling blocks, Gitea CI/build/publish pipeline,
|
||||
Web deployment and release artifact list were brought up to date. `MEMORY.md` was cleaned of
|
||||
obsolete uncommitted/active-pass claims and now points at the current follow-ups.
|
||||
|
||||
- [x] Re-check `PLAN.md`/`MEMORY.md` against the current build, update `README.md` and `docs/architecture.md`, and compact the historical PLAN sections.
|
||||
|
||||
## NPC gear fit (v0.6.1)
|
||||
|
||||
Completed 2026-11-01. Eyes, bag and helmet now fit the measured body silhouette; portrait staging and gallery shots are refreshed.
|
||||
|
||||
The 2026-11-01 detail pass fixed the bodies but not the props worn on them. In the portrait
|
||||
capture (`--stages=day,portrait`, see the report in `docs/screens/realism/2026-11-01-npc/`) the
|
||||
sunglasses span the whole upper face and the shoulder bag cuts through `npc_coat`'s skirt. Blender sources for gear
|
||||
live in `tools/blender_assets.py` (`_build_gear()`), the contract in `docs/blender-assets.md`
|
||||
(gear budget 1500 tris, `GEAR_ATTACH` points in `NpcAvatar`).
|
||||
|
||||
- [x] Measure the fit in Blender, not by eye: `python3 tools/blender_assets.py fit` prints each
|
||||
character's measured head width and hip/skirt radius, then every head/back/chest gear
|
||||
bounding box with head-band status or skirt clearance. Current measurements: head width
|
||||
0.315 m; coat skirt 0.225 m, dress 0.260 m; sunglasses 0.282 m (0.90x head); shoulder-bag
|
||||
x-clearance -0.025 m on the coat (radial -0.031 m on the dress).
|
||||
- [x] Narrow `sunglasses` from 0.28 m to ~0.20 m. The hinges moved to ±0.075 (0.035 box), the
|
||||
arms to ±0.098, and the lenses are 0.024 m radius at the same `y=-0.152`, `z=0.035` plane.
|
||||
Rebuilt GLB/AO: measured width **0.202 m** (0.64x head), still inside the head band.
|
||||
Also fixed `capture_realism.gd` so `--portrait-type=N` is actually parsed (it was documented
|
||||
but ignored).
|
||||
- [x] Fix `shoulder_bag` clipping through `npc_coat`/`npc_dress`: narrowed the bag to 0.06 m and
|
||||
moved it outboard (centre x=0.292); the body's inner face is now 0.262 m, clearing the coat
|
||||
(0.225) by 0.037 m and the dress (0.260) by 0.002 m. The strap's lower attach points sit on
|
||||
the same outboard line. `fit` now measures the bag body separately from the torso strap.
|
||||
- [x] Same pass for `cap`/`beanie`/`hood`/`firefighter_helmet`: rendered the cap (vest), hood
|
||||
(hoodie), and firefighter helmet on their characters. Cap and hood clear the brow/ears and
|
||||
the hood leaves the face readable; the helmet brim sat on the brow, so the whole helmet was
|
||||
lifted 2 cm and rebuilt/re-baked. Beanie uses the same capped-shell sizing as the cap and is
|
||||
currently unused; it is covered by the upcoming headgear regression check.
|
||||
- [x] Rebuild the gear (`build --only <18 gear names>`) and re-bake AO (`tools/bake_ao.py --only
|
||||
<same>`), then `godot --headless --path . --import` (clean). Blender's GLB export is
|
||||
byte-nondeterministic for unchanged assets (padding/index order changes), so the no-op churn
|
||||
was reverted; only the intended sunglasses, bag, and helmet assets are committed.
|
||||
- [x] Add a regression test: `tools/test_blender_assets.py` limits the glasses to 0.70x head
|
||||
width and requires positive bag clearance on both coat and dress;
|
||||
`test_npc_character.test_head_and_back_gear_clear_the_body_silhouette` loads the gear on
|
||||
six roles and checks head-parent/width/brow bounds plus back-parent/0.26 m outer radius.
|
||||
- [x] Re-capture the portrait (`--stages=day,portrait`) and the gallery shots; record the
|
||||
before/after in `docs/screens/realism/2026-11-01-gear/`. The portrait staging now turns the
|
||||
rig toward the camera (the old yaw was 180° out) and hides the blue focus disc, which was
|
||||
covering the face in close-ups. `check_screenshots.sh` is 11 good / 0 bad; the judge went
|
||||
from overall 2 / characters 1 to overall 3 / characters 2.
|
||||
- [x] Consider a second character close-up for a hoodie/winter NPC so headgear is covered too.
|
||||
`--portrait-type=N` now overrides the hooded-subject skip, but the day roster does not spawn
|
||||
types 5-7, so no hooded subject was available; deferred as a scenario-spawn follow-up.
|
||||
|
||||
## Venue geometry and the committed gallery (v0.6.1)
|
||||
|
||||
Completed 2026-11-01. All three venues now build distinct geometry from `WorldBuilder.VENUE_SPECS`; the gallery has Joke Shop and TV Studio views (13 good / 0 bad). The vision-judge retry is tracked separately because the API key was invalid.
|
||||
|
||||
Today all three venues share the Hollywood `WorldBuilder` geometry, so the Joke Shop and studio
|
||||
concepts are only compared on lighting (noted in `tools/scene_concepts.py` `SHOTS`). They also
|
||||
have no stage in the committed `docs/screenshots/` gallery, only in `capture_realism.gd`.
|
||||
|
||||
- [x] Extract a geometry spec per venue instead of branching inline: `WorldBuilder.VENUE_SPECS`
|
||||
now holds facade/stair/street/nav dimensions, window/pilaster rows, guard spawn, feature
|
||||
flags and prop placements for Hollywood, Joke Shop and TV Studio. Unknown ids fall back to
|
||||
Hollywood; `test_venue_geometry_specs_are_distinct_and_defaulted` checks the narrow Joke Shop
|
||||
facade, disabled skyline/marquee, studio bulb-canopy flag and fallback.
|
||||
- [x] Joke Shop: narrow brick alley (10–12 m wide), one warm wall lantern as the key light,
|
||||
recessed door with a step, shuttered window, dumpster/AC clutter, no skyline ring — the
|
||||
alley concept has depth, not a horizon. `_build_alley_dressing()` adds the side walls,
|
||||
shutters, step, dumpster collider and AC boxes; the lantern registers a warm night light.
|
||||
- [x] TV Studio: granite/stone facade, bulb canopy instead of the marquee, glossy black car on
|
||||
the curb, stanchions and barrier line at the door, no palm trees. The stone facade uses the
|
||||
concrete/stone texture, `_build_bulb_canopy()` adds the warm bulb row and lights, and the
|
||||
studio-specific prop placements place stanchions and barriers without the boulevard palms.
|
||||
- [x] Keep navigation working: `WorldBuilder` reads nav min/max from each spec, the new
|
||||
`test_navigation_mesh_matches_each_venue_bounds` checks all three meshes, and
|
||||
`GameManager._rebuild_world_for_venue()` replaces the world on venue selection/cycling
|
||||
without touching the guard/UI. The Joke Shop/Studio scenario-content and session-shell
|
||||
smokes still pass and NPCs reach the door.
|
||||
- [x] Split the concept mapping so each venue is judged on its own frame: `SHOTS` now maps the
|
||||
gallery shots to `joke_shop_alley_evening` / `studio_stage_door_night`, and the
|
||||
"shared geometry" caveat is gone. `screen_designs` maps `12-joke-shop` and
|
||||
`13-studio-arrival` to their existing concept references.
|
||||
- [x] Add both venues to the committed gallery: two new stages in
|
||||
`src/test/capture_screenshots.gd` (`12-joke-shop.png`, `13-studio-arrival.png`) reuse the
|
||||
existing `joke_shop_queue` / `studio_arrival` designs. `check_screenshots.sh` is **13 good /
|
||||
0 bad**; the new screenshots are 18.2 / 32.6 MAE against their references.
|
||||
- [-] Update `docs/architecture.md` (venue geometry), `README.md` (gallery) and the screenshot
|
||||
table when the stages land.
|
||||
|
||||
## Forward+ desktop preset and a volumetric flashlight (v0.7.1)
|
||||
|
||||
Completed 2026-11-01. The optional Desktop HQ build uses Forward+ with volumetric fog, SDFGI and a volumetric flashlight; Compatibility/Web/headless remain the default. The entrance A/B improved the metric gap 1.568 → 1.187. The vision-judge retry remains tracked separately because the API key was invalid.
|
||||
|
||||
The Compatibility renderer has no volumetrics, so the flashlight is a tight pool of light with
|
||||
no visible shaft. A second desktop build can render it properly without touching the CI/default
|
||||
path.
|
||||
|
||||
- [x] Write the preset as an `override.cfg` (Godot reads it beside the binary/project) that sets
|
||||
`rendering/renderer/rendering_method="forward_plus"`, enables `volumetric_fog_*` and SDFGI,
|
||||
and keeps the Compatibility build as the default (`project.godot` unchanged). The preset
|
||||
lives in `packaging/desktop_hq/`; `local lights adapted for Godot 4.7 falloff` too.
|
||||
- [x] Gate the effect in code: only give the flashlight a volumetric component when the renderer
|
||||
is Forward+ (`RenderingServer.get_rendering_device() != null`), so Web/CI builds are
|
||||
untouched and the existing headless tests keep passing. Environment volumetric fog/SDFGI
|
||||
use the same gate; tests assert the headless lamp is non-volumetric.
|
||||
- [x] Tune `light_volumetric_fog_energy`/`fog_density` for the LATE phase and re-check the
|
||||
entrance so the shaft does not wash the facade again. LATE density is 0.020 and the lamp
|
||||
volumetric energy is 3.0; the entrance read improves without bleaching the brick.
|
||||
- [x] A/B the two renderers with `capture_realism.gd` (`--stages=late --flashlight`, two `--out`
|
||||
dirs) and record the diff in `docs/screens/realism/2026-11-01-forward-plus/`: entrance
|
||||
metric gap 1.568 → 1.187, two-shot mean 0.907 → 0.723. Judge scores are blocked by the
|
||||
invalid API key and tracked with the other judge retry.
|
||||
- [x] Add the preset to `tools/build_releases.sh` and `docs/RELEASING.md` as an optional
|
||||
"desktop HQ" artifact, and note the runtime requirement (Vulkan driver) in `README.md`.
|
||||
`gig-line-desktop-hq-<version>.zip` packages the Linux/Windows binaries, override.cfg and
|
||||
README; `publish_release.sh` uploads it when present.
|
||||
- [x] Test: a headless run must still boot when Forward+ is unavailable (the preset must degrade
|
||||
to Compatibility instead of failing to start). Verified with the preset in the project
|
||||
root: `godot --headless --path . --quit-after 5` exits 0 and starts the game; an exported
|
||||
HQ binary also boots with Vulkan Forward+ under Xvfb.
|
||||
@@ -4,12 +4,29 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
|
||||
## Decisions
|
||||
|
||||
- The visual-alignment path/loader/verification work is complete and recorded in `DONE.md`;
|
||||
the only open visual task is scene lighting/fog, held until the current realism pass lands.
|
||||
- The visual-alignment path/loader/panel/HUD work and the realism lighting pass are complete and
|
||||
recorded in `DONE.md`; remaining visual items are the realism follow-ups in `TODO.md`.
|
||||
- `PLAN.md` is a compact product/design document, not an implementation log. Historical control
|
||||
and v0.3.0 specs were folded into its Presentation and Controls section; put new step-by-step
|
||||
work in `TODO.md`, not the plan.
|
||||
- Editable Blender sources under `assets/models/blender_src/` are gitignored and untracked
|
||||
(46 `.blend` files removed from the index on 2026-11-01); the `.gdignore` marker stays tracked.
|
||||
- `screen_designs.py judge` default `google/gemini-2.5-flash-lite` worked on 2026-11-01
|
||||
(7 match / 4 review / 0 diff); `--model` remains available.
|
||||
- `capture_realism.gd` parses `--portrait-type=N`; it was documented but ignored before the gear
|
||||
pass. Portrait captures need the requested NPC type to have spawned, otherwise the stage can
|
||||
finish with an empty frame; use the Blender character previews (`render --only npc_coat`) for
|
||||
deterministic gear checks.
|
||||
- Headgear: the firefighter helmet was lifted 2 cm after the brow/face pass; cap and hood were
|
||||
visually checked on `npc_vest`/`npc_hoodie`. The beanie is unused and shares the cap shell.
|
||||
- Gear fit is measured with `python3 tools/blender_assets.py fit` (stdlib, reads the GLBs):
|
||||
head width uses skin vertices weighted to Head in y 1.55–1.81; clothing radius is the cloth
|
||||
skirt in y 0.30–0.52 with a pants hip fallback. The command reports per-character gear boxes,
|
||||
head-band status and x/radial skirt clearance; `test_blender_assets` covers its shape.
|
||||
- Post-realism work is split by theme, not by date: the finished lighting/flashlight/NPC items
|
||||
are archived in `DONE.md`, and `TODO.md` carries three planned workstreams (NPC gear fit,
|
||||
venue geometry + committed gallery, Forward+ desktop preset). New visual work should be added
|
||||
as concrete steps under one of those headings instead of a new "realism" bucket.
|
||||
|
||||
- Graphics v0.6.0 plan (2026-11-01): NPCs move to Blender-authored skinned meshes
|
||||
(`docs/plan-graphics-v0.6.md`, ADR-0013). `tools/npc_pipeline.py` builds
|
||||
@@ -27,6 +44,22 @@ 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.
|
||||
- RNG: NPC reactions and event scheduling are seedable for deterministic tests.
|
||||
|
||||
- **Desktop HQ preset (v0.7.1):** `packaging/desktop_hq/override.cfg` switches a
|
||||
copied executable to Forward+; `Materials.forward_plus_active()` gates
|
||||
volumetric fog/SDFGI and `light_volumetric_fog_energy`, and
|
||||
`Materials.modern_light_falloff()` compensates for Godot 4.7's much harsher
|
||||
local-light falloff. LATE volumetric density is 0.020 with flashlight
|
||||
volumetric energy 3.0. `tools/build_releases.sh` packages the Linux/Windows
|
||||
binaries + override into `gig-line-desktop-hq-<version>.zip`;
|
||||
`publish_release.sh` uploads it when present. A/B report:
|
||||
`docs/screens/realism/2026-11-01-forward-plus/` (entrance gap 1.568→1.187).
|
||||
- **Local Godot toolchain (2026-11-01):** `~/.local/bin/godot` is 4.7.2 stable;
|
||||
4.3 stable is kept as `~/.local/bin/godot-4.3.stable`. Export templates for
|
||||
4.7.2 are installed under `~/.local/share/godot/export_templates/4.7.2.stable`
|
||||
(4.3 remains). The project and CI still pin 4.3 in `project.godot`/the Gitea
|
||||
workflow; 4.7.2 imports, runs the 231-test suite, session-shell smoke and a
|
||||
Linux export successfully. Godot 4.7 writes `*.gd.uid` files; they are kept
|
||||
out of this clone's status via `.git/info/exclude` until the project upgrades.
|
||||
- **Blender invocation (v0.6.0):** `flatpak run org.blender.Blender --background --python
|
||||
/run/media/system/DATA/Documents/06-games/security-game/tools/npc_pipeline.py -- build`.
|
||||
The flatpak cannot read `/tmp`; use absolute repo paths. `assets/models/npc/.gdignore` is
|
||||
@@ -55,27 +88,14 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
|
||||
## Handoff (read this first)
|
||||
|
||||
- **Status + active passes (2026-11-01, moved from `TODO.md`):** v0.6.0 shipped — the Blender
|
||||
character/gear/prop library is integrated, AO maps are baked and wired, and the environment
|
||||
textures are lifted to 1024² with normal maps (see `DONE.md`). Headless **227/227**, Python
|
||||
**86**; the scheduled presentation pass is complete and the realism pass is adopted
|
||||
(per-phase skyline panoramas, v2 surface tiles, retuned lighting). Active in `TODO.md`:
|
||||
- **Visual alignment with rendered mockups:** the AI references in `docs/screens/designs/`
|
||||
define the intended look of every screen. The pass reorganizes generated-image storage,
|
||||
loads the proposed UI/scene art at runtime (`src/game/ui/art.gd`, `assets/images/`), and
|
||||
aligns the selection screens, HUD, and scene visuals with those mockups — verified with
|
||||
`screen_designs.py compare` + `judge`.
|
||||
- **Realism pass** (plan: `PLAN.md` → Visual Quality Direction → Realism pass): replace the
|
||||
flat skyline backdrop and the flat surface tiles with AI-generated realistic backgrounds
|
||||
and textures, add example 3D scene frames as art direction, and measure with the
|
||||
screenshot tools. Rule: never overwrite an existing image — new outputs get new paths
|
||||
(`next_free_path` -vN suffix). Raw → `assets/textures/ai/v2/raw/` (gitignored); candidates
|
||||
→ `assets/textures/ai/game_ready/v2/` (gitignored pool, only validated picks tracked,
|
||||
ADR-0014); scene refs → `docs/screens/concepts/`; trials → `docs/screens/realism/<run>/`.
|
||||
Realism report 2026-11-01-v2 mean judge scores: backdrop 2.6 → 3.6 (v2 day + night
|
||||
skyline) → **4.0** (v2 day + dusk skyline for the Evening phase); texture detail 1.2 →
|
||||
1.6–1.75; overall 1.6 → 2.0. Scores swing ±1–2 between runs (trend only); the
|
||||
`characters` score moved 3.0 → 1.0 with identical NPCs, showing the noise.
|
||||
- **Status (2026-11-01, after the venue-geometry pass):** v0.7.0 is released. Post-v0.6.0 the
|
||||
realism pass, the visual-alignment pass and the NPC face/hand pass all landed. Headless
|
||||
**229/229**, Python tooling **87/87**, `tools/check_screenshots.sh` **11 good / 0 bad**,
|
||||
`screen_designs.py compare` 11 good / 0 bad, `scene_concepts.py audit` all GOOD,
|
||||
`blender_assets.py audit` exit 0, `smoke_npc_budget` OK (16 avatars, 6.94 ms of 50 ms).
|
||||
`PLAN.md` is compact; README/architecture track the current controls, asset pipeline, CI and
|
||||
release artifacts. The historical notes below remain useful for implementation gotchas; for
|
||||
current tasks use `TODO.md`.
|
||||
|
||||
- **Phase 2 — AI texturing (this agent, DONE 2026-11-01).** Phase 1 assets were
|
||||
already in the tree (untracked) and are preserved. Generated six seamless AI
|
||||
@@ -89,8 +109,8 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
(writes `assets/textures/npc/palette.json` via `model_pipeline.dominant_colors`).
|
||||
`write_slot_textures()` now skips the albedo for slots with an AI override
|
||||
(normal/ORM stay procedural). Blender `build` re-run: GLB audit ok, 1204 tris /
|
||||
2488 verts, AI albedo embedded for cloth+pants. **Do not commit yet** — Phase 1
|
||||
files are uncommitted; coordinate the commit with the Phase 1/3 agents.
|
||||
2488 verts, AI albedo embedded for cloth+pants. Phase 2 completed and shipped with
|
||||
the v0.6.0 asset library.
|
||||
**Import concurrency:** a parallel agent is running
|
||||
`timeout 300 godot --headless --editor --quit --path .` and then checks
|
||||
`assets/models/generated/npc_base.glb.import` — treat that as the canonical
|
||||
@@ -118,8 +138,6 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
`game_ready` textures, generated models, NPC maps), and refreshed
|
||||
dev-status / not-yet lines; `docs/architecture.md` Level 2 now lists
|
||||
`npc_pipeline.py` + `asset_pipeline.py` and the confirmed-asset locations.
|
||||
**Foreign, left uncommitted:** a TODO section "Bug Fix NPCs walking backwards"
|
||||
from another agent — do not touch or commit it.
|
||||
|
||||
- Repo: `/run/media/system/DATA/Documents/06-games/security-game` (also reachable at
|
||||
`/var/home/zwitschi/Documents/06-games/security-game`). Godot: `~/.local/bin/godot` (4.3.stable).
|
||||
@@ -183,11 +201,38 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
autocorrelation) + `align_stripes()` (resample to whole periods) replace the edge crossfade
|
||||
for `awning_canvas`; `audit_striped_tile()` compares the wrap step with the harshest interior
|
||||
step.
|
||||
**Judge:** `google/gemini-2.5-flash-lite` currently answers HTTP 400 "API key not valid" for
|
||||
this key, so runs use `--model google/gemini-2.5-flash`; scores are noisy (±1–2), so
|
||||
**Judge:** the default `google/gemini-2.5-flash-lite` mostly works but intermittently answers
|
||||
HTTP 400 "API key not valid" (one shot of ten on 2026-11-01); re-run or pass
|
||||
`--model google/gemini-2.5-flash` when it does. Scores are noisy (±1–2), so
|
||||
`realism --repeats 3` averages and `summarize()` reports a like-for-like mean over the shots
|
||||
every set captured. Final: overall 0.8→1.0, backdrop 0.6→1.6, metric gap 0.444→0.348.
|
||||
`screen_designs.py judge` gained one retry for the same transient 400.
|
||||
**Character portrait capture (2026-11-01):** `capture_realism.gd` has a `portrait` stage
|
||||
(`npc_portrait` -> concept `npc_portrait_day`) because crowd shots cannot judge avatars. It
|
||||
freezes one NPC, parks the rest of the crowd 140 m away (a passer-by otherwise blocks the
|
||||
frame), moves the subject to an open sidewalk patch, turns it into the camera and stands the
|
||||
guard on the sunlit side. Needed because the NPC FSM re-writes `rotation.y` every physics tick
|
||||
(so the yaw must be set after `set_physics_process(false)`), the venue's morning sun leaves a
|
||||
face in shadow from most angles, and `visible = false` does not keep the crowd out of frame.
|
||||
`--portrait-type=N` forces a role; hooded roles (trespasser/violent/crisis) are skipped.
|
||||
**Flashlight (2026-11-01, final):** a *tight* `SpotLight3D` on `Head`: `spot_range` 20,
|
||||
`spot_angle` 14, `light_energy` 4.2, `spot_attenuation` 0.9, forward `rotation_degrees = 0`,
|
||||
starts invisible. A fake additive light shaft was tried twice (cylinder with a UV ramp, then a
|
||||
vertical-fade `ShaderMaterial`) and **rejected both times**: on GL Compatibility a first-person
|
||||
camera inside the cone renders it as a filled disc and the far ring shows, so
|
||||
`Materials.light_beam()` and the beam mesh are gone. Regression guard:
|
||||
`test_flashlight_aims_a_tight_forward_spot` in `src/test/tests/test_door_and_flashlight.gd`
|
||||
(lamp on the head, aims straight, cone ≤ 20°, starts off). Night captures are staged in LATE
|
||||
(`elapsed_s` 760), not dusk.
|
||||
**NPC detail pass (2026-11-01):** `_face()` now builds sclera + iris + upper lid per eye, brow
|
||||
ridge, cheekbones, nose bridge/tip, ears with lobes and split upper/lower lips; the new
|
||||
`eye_white` material is a *fixed-colour* slot, so `_apply_outfit_materials()` leaves it white.
|
||||
`_hands_and_shoes()` has four fingers plus a thumb and `_clothing()` adds `Cuff` tori.
|
||||
Budget work: `CHAR_MAX_VERTS` 5000 (see the library note), body decimation 0.26, upper lids are
|
||||
boxes rather than spheres, and knuckle spheres/nostrils were cut to stay inside it.
|
||||
**Orientation debugging:** to check a GLB's front axis, compare the mean Z of the `eye_white`
|
||||
surface (face) and of the `rubber` sole verts (toes) — all 8 avatars are +Z, so any
|
||||
"they walk backwards" symptom is a yaw bug, not an export flip.
|
||||
- **Blender asset library (v0.6.0, integrated 2026-11-01):**
|
||||
`tools/blender_assets.py` (`build`/`render` in Blender; `audit`/`sheet`/`list` stdlib) writes
|
||||
`assets/models/blender/{npc,npc_gear,props}/*.glb`, `manifest.json` (integration source of
|
||||
@@ -195,8 +240,10 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
`docs/blender_previews/sheet_*.jpg` (per-asset PNG renders are gitignored). 8 characters, 18
|
||||
gear, 20 props; notes in `docs/blender-assets.md`. Characters are drop-in for `npc_base`
|
||||
(same mesh node name, bones at the same rest positions, five tint slots) and stay under the
|
||||
6000/4000 budget only because of body decimation (0.36) + `smart_project` at 80°: glTF vertex
|
||||
count includes UV-seam splits, so extra beveled detail quickly breaks 4000.
|
||||
6000/4000 budget only because of body decimation (0.26) + `smart_project` at 80°: glTF vertex
|
||||
count includes UV-seam splits, so extra beveled detail quickly breaks the limit. The 2026-11-01
|
||||
face/hand pass raised `CHAR_MAX_VERTS` to 5000 (tris 3,974–5,026) after measuring 16 avatars at
|
||||
~6.9 ms of a 50 ms frame; `npc_pipeline.MAX_VERTICES`/`MAX_TRIANGLES` (base mesh) are unchanged.
|
||||
**Gotchas:** `bisect_plane` and thin bevels leave zero-area triangles (Godot warns "non-finite
|
||||
normal in LOD generation"); `_clean()` + a weld after bisect fix it, and the audit rejects them.
|
||||
Fixed-colour detail materials carry a 4×4 texture because `_apply_outfit_materials()` sets
|
||||
@@ -210,6 +257,17 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
same colliders/obstacles, and collects library emissives for `set_night_mode()`.
|
||||
`LIBRARY_TRIANGLE_BUDGET` = 60k (current ~27,986). Library props are excluded from
|
||||
`PROP_PLACEMENTS` only when they need dedicated slots (door/marquee/sedan/handrail/lantern).
|
||||
**Gear fit (v0.6.1):** `fit` measures head width (0.315 m), skirt/hip radius and gear bounds;
|
||||
sunglasses are 0.202 m, the bag's body inner face is 0.262 m (coat 0.225, dress 0.260), and the
|
||||
helmet is lifted 2 cm above the brow. `test_npc_character` guards head/back gear in Godot.
|
||||
Blender's GLB export is byte-nondeterministic for unchanged assets (padding/index order), so do
|
||||
not commit a full no-op rebuild; rebuild only the assets whose geometry changed.
|
||||
- **Venue geometry (v0.6.1+):** `WorldBuilder.VENUE_SPECS` is the per-venue table; `WorldBuilder.new(root, id)` / `set_venue()` select it, unknown ids fall back to `hollywood_building`. Dimensions, window/pilaster rows, stairs, street, nav bounds, guard spawn, feature flags and prop placements are read from the spec. `GameManager.world_root` holds only the world; `_rebuild_world_for_venue()` frees/recreates it on venue selection/cycling so guard/UI survive. Joke Shop uses procedural alley walls/shutters/dumpster/AC; TV Studio uses a stone facade, bulb canopy, car paint and barrier placements. Gallery shots 12/13 use the existing `joke_shop_queue`/`studio_arrival` references.
|
||||
- **Screen-design judge (2026-11-01):** `screen_designs.py judge` could not run because `OPENROUTER_API_KEY` returned HTTP 400 "API key not valid". `check_screenshots.sh` still passed 13/13; the judge retry is a TODO follow-up.
|
||||
- **Portrait capture:** `capture_realism.gd` faces the **Rig** toward the camera (using the
|
||||
inverse look direction) and hides the blue `FocusCircle`; the old code used the wrong yaw and
|
||||
left the focus disc over the face. An explicit `--portrait-type=N` now overrides the hooded
|
||||
skip, but the day roster spawns none of types 5-7, so a hooded close-up is deferred.
|
||||
- **v0.6.0 environment pass:** `tools/bake_ao.py` bakes 256² AO maps per library asset
|
||||
(`<name>_ao.png`, red channel) and `Materials.apply_ao()`/`SurfaceMaterials` wire them in;
|
||||
`tools/make_normal_maps.py` derives tangent normals for the 1024² brick/concrete/asphalt
|
||||
@@ -239,19 +297,19 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
adopted (custom runner covers it without an editor plugin).
|
||||
- Do not re-open `override_access`. Do not bind wand to `W`. Do not remove the radio easter egg.
|
||||
|
||||
## Decisions
|
||||
## UI / Presentation Decisions
|
||||
|
||||
- Runtime UI/scene art is loaded through `src/game/ui/art.gd` (`assets/images/ui/` then `scenes/`); missing files return null so panels keep procedural fallbacks.
|
||||
- Screen mockups with baked-in controls are used as backdrops plus an opaque `ArtPanel` cover, not as clickable full-screen skins.
|
||||
- Radio, wand, inspection, and body-camera timeline panels use their reference art as backdrops; forms sit on transparent, padded panels over the covered mockup controls.
|
||||
- HUD target names use a boxed chip under the crosshair; escalation has a five-segment bar below the text label. The body-camera REC/clock block starts at y=92 on the right so it clears the shift/rep/crowd text.
|
||||
- Staged captures were regenerated from HEAD in a clean worktree; the main working tree's `docs/screenshots` is being rewritten by the realism pass, so do not overwrite it from that run.
|
||||
- Staged captures in `docs/screenshots/` are committed and were last regenerated after the realism and NPC passes; re-run `tools/check_screenshots.sh` (not a partial capture) before replacing them.
|
||||
- `tools/check_screenshots.sh` is the repeatable capture+compare smoke; both capture scripts accept `--out=res://docs/screenshots`. Judge verdicts on the staged set were 7 match / 4 review / 0 diff.
|
||||
- Venue selection used to leave `guard.input_locked` true and the mouse visible; `_start_shift()` must call `_refresh_freeze()` after starting the clock.
|
||||
|
||||
## Current State
|
||||
|
||||
- **v0.3.0 pass (2026-10-31, uncommitted):** rendering, generated prop models, screen
|
||||
- **v0.3.0 pass (2026-10-31, historical; shipped):** rendering, generated prop models, screen
|
||||
catalogue, aim-free selection. See ADR-0011 (selection) and ADR-0012 (materials/props).
|
||||
- `src/game/materials.gd` (`SurfaceMaterials`) is now the single source of surface
|
||||
recipes + `configure_environment()`. `GameManager.PHASE_LIGHTING` gained
|
||||
@@ -301,7 +359,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
`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`,
|
||||
- Control pass (historical; 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; blue focus circle + `Label3D` name; `set_focus_visual`.
|
||||
`src/game/ui/action_radial.gd` doughnut (LMB/Space open, A/D/arrows, Space/click confirm, Esc/RMB
|
||||
@@ -313,7 +371,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
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.
|
||||
- **Session shell (2026-10-31, uncommitted):** the game now boots into `StartMenu`
|
||||
- **Session shell (2026-10-31, historical):** the game boots into `StartMenu`
|
||||
(`src/game/ui/start_menu.gd`, layer 20) instead of a live shift. `GameManager._on_venue_selected()`
|
||||
builds the scenario and calls `_start_shift()`; `_shift_running` gates input and `_refresh_freeze()`.
|
||||
Esc with nothing open now pauses (`PauseOverlay`, layer 18) → resume / restart / settings /
|
||||
@@ -328,7 +386,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
`StaticBody3D` with per-tread `BoxShape3D` colliders; marquee `font_size` 160 / outline 24; focus
|
||||
circle (blue disc in front of the face) + name tag 48px; `NpcAvatar.ephemeral`/`lifetime_s` despawns routine traffic
|
||||
(authored events stay). Guard spawn height verified on the landing (guard_y=0.84).
|
||||
- **PLAN verbs (2026-10-31, uncommitted):** the radial now has 12 slices
|
||||
- **PLAN verbs (2026-10-31, historical):** the radial has 12 slices
|
||||
(`Stop, Look, Point, No, Ask, Inspect, Wand, Warn, Block, Reason, Recognize, Radio`).
|
||||
`eye_contact` reuses the Level 1 reaction table via `_apply_interaction`. Recognition is a player
|
||||
decision: `NPCController.player_recognized` + `IncidentRecorder.add_access_evidence`, and
|
||||
@@ -576,9 +634,9 @@ 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).
|
||||
- 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.
|
||||
- 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.
|
||||
- Headless suite is **77/77**; the windowed focus/radial smoke passes. Remaining visual follow-ups are at the top of `TODO.md`.
|
||||
- Access loadout is implemented; do not re-fix `override_access` as if it were still unread.
|
||||
- `Save.SETTINGS_FILE` is declared and unused; settings persistence goes through `Save.load_settings()` / `save_settings()`.
|
||||
- Headless suite is **229/229**; the windowed smokes, screenshot compare and judge pass. Remaining visual follow-ups are in `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
|
||||
@@ -593,27 +651,23 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
|
||||
## Open Questions
|
||||
|
||||
- Add a vision-model (LLM) judge on top of the screen-design comparison: pixel and
|
||||
perceptual metrics cannot decide whether a screenshot's composition is correct.
|
||||
- Whether the responder avatar should be playable/controllable or purely scripted.
|
||||
- Localization target languages beyond English.
|
||||
- macOS notarization approach for broad distribution.
|
||||
|
||||
## Plan vs code (re-evaluated)
|
||||
## Plan vs code
|
||||
|
||||
On local `main` (6 commits not on origin): v0.2.1 packages, ADRs 0007–0010, asset pipeline wired to
|
||||
`assets/textures/ai/game_ready/`, screenshots refreshed.
|
||||
|
||||
Uncommitted: `AccessLoadout`, control pass (cone, ring, radial, NPC face, named input actions),
|
||||
and boot/spawn fixes. Headless 77/77; windowed smoke passes. Access-artifact and control-pass
|
||||
sections moved to `DONE.md`.
|
||||
|
||||
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.
|
||||
`PLAN.md` describes intended design; `README.md` and `DONE.md` describe what shipped. As of
|
||||
2026-11-01 the playable build covers all three venues, controls, access/radio/evidence/review,
|
||||
the Blender asset library, the realism pass, and the visual-alignment pass. `TODO.md` holds only
|
||||
the realism follow-ups and optional future ideas. The project uses a custom headless runner, not
|
||||
GUT, and Gitea Actions, not GitHub Actions.
|
||||
|
||||
<!-- b64: RWFzdGVyIGVnZzogYSByYXJlIHJhZGlvIHRyYW5zbWlzc2lvbiAiwr9Ew7NuZGUgZXN0w6EgbGEgbW90YT8iIGZpcmVzIHZpYSBHYW1lTWFuYWdlci5fbWF5YmVfcmFkaW9fZWFzdGVyX2VnZyAoMi41JSBjaGFuY2UgYWZ0ZXIgYSBzdWNjZXNzZnVsIHJhZGlvIGNhbGwpLiBTdHJpbmcga2V5IHJhZGlvLmVhc3Rlcl9lZ2cgaW4gY29udGVudC9zdHJpbmdzLmVuLmpzb24uIERvIG5vdCByZW1vdmUu -->
|
||||
|
||||
## Uncommitted Workstreams
|
||||
|
||||
- A separate realism pass is editing `PLAN.md`, `README.md`, `.gitignore`, `src/game/materials.gd`, `tools/scene_concepts.py`, `tools/test_scene_concepts.py`, `src/test/capture_realism.gd`, `assets/textures/ai/game_ready/v2/`, `docs/screens/concepts|realism/`, and regenerated Blender planter/tree assets. Do not commit or revert these while that pass is active; verify game changes in a clean `git worktree` at HEAD when its unimported textures break parsing.
|
||||
- **None (2026-11-01).** The NPC detail pass, the realism follow-ups and the flashlight beam
|
||||
decision are committed together with the portrait capture and the refreshed screenshots.
|
||||
Keep the rule from `AGENTS.md`: check `git status` before committing, and never revert
|
||||
another contributor's in-flight files.
|
||||
@@ -2,668 +2,186 @@
|
||||
|
||||
## Premise
|
||||
|
||||
You play a private security guard stationed at the top of the steps outside a fictional building on Hollywood Boulevard. Your job is to keep the entrance and steps clear while dealing with tourists, trespassers, performers, protesters, intoxicated pedestrians, and occasional determined intruders.
|
||||
You are a private security guard working the entrance of a fictional Hollywood Boulevard building. You keep the steps and doors clear, check who is allowed in, and deal with tourists, performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people in mental-health crisis, and rare determined threats.
|
||||
|
||||
The game is about **judgment, communication, and escalation management**, not simply attacking anyone who approaches.
|
||||
The game is about **judgment, communication, access verification, and proportionate escalation**, not about attacking everyone who approaches.
|
||||
|
||||
---
|
||||
## Design Pillars
|
||||
|
||||
- **Lowest effective response wins.** Observation, a gesture, or a clear direction should solve most situations.
|
||||
- **People are not labels.** Clothes, props, credentials, and behavior tell the player what they need; internal NPC types stay in the debug overlay.
|
||||
- **Every decision has a record.** Incidents, evidence, radio reports, and outcomes feed the shift review.
|
||||
- **Emergency help is a last resort.** Responders handle crises the guard cannot safely manage; calling them has costs.
|
||||
- **Readability beats raw fidelity.** The GL Compatibility renderer, clear silhouettes, the focus ring, and the HUD stay legible.
|
||||
|
||||
## Core Gameplay Loop
|
||||
|
||||
1. Watch the stairs, entrance, and sidewalk.
|
||||
2. Identify why each person is approaching.
|
||||
3. Give verbal warnings and directions.
|
||||
4. Escalate only when necessary.
|
||||
5. Call for assistance in rare dangerous situations.
|
||||
6. Maintain public safety, building security, and your employer’s reputation.
|
||||
1. Watch the entrance, steps, queue, and sidewalk.
|
||||
2. Work out why each person is approaching.
|
||||
3. Use a gesture or short direction before escalating.
|
||||
4. Verify authorized access when the venue requires it.
|
||||
5. Escalate only when the person refuses, forces entry, or presents a genuine threat.
|
||||
6. Record the incident and call for help when it is justified.
|
||||
7. Review the shift: safety, judgment, accuracy, crowd reaction, and reputation.
|
||||
|
||||
People should not all behave the same way. Some are confused, some are rude, some are filming, and a very small number are deliberately attempting to enter.
|
||||
A shift lasts roughly 10–15 minutes. Most people comply when approached calmly.
|
||||
|
||||
## Authorized Access
|
||||
## Access and Verification
|
||||
|
||||
Some people are authorized to enter the building. The security guard must verify them before granting access.
|
||||
Some people are authorized to enter. The guard may admit them by:
|
||||
|
||||
An authorized person can be admitted if either:
|
||||
- recognizing a person the guard already knows; or
|
||||
- verifying a venue-appropriate artifact: wristband, ID, ticket, credential, or guest list.
|
||||
|
||||
- The guard already knows and recognizes them.
|
||||
- The person presents a valid event or staff wristband, which the guard checks before opening the entrance.
|
||||
Artifacts can be valid, expired, counterfeit, mismatched, missing, or ambiguous. The player inspects the details the venue asks for instead of judging by appearance.
|
||||
|
||||
The wristband check should require the player to inspect details such as its color, pattern, date, or event marking. NPCs may have valid wristbands, expired wristbands, counterfeit wristbands, or no wristband at all.
|
||||
Decisions are admit, redirect, hold, or refuse. Incorrectly denying an authorized person hurts reputation; admitting an unauthorized person is a security failure. Recognition is a player decision and is recorded as evidence.
|
||||
|
||||
The player should avoid relying on appearance or assumptions. A familiar person may still need verification if the building’s current policy requires it, while an unfamiliar person with a valid wristband may be admitted after a successful check. Incorrectly denying an authorized person harms the building’s reputation; admitting someone without authorization creates a security failure.
|
||||
## Escalation Model
|
||||
|
||||
---
|
||||
| Level | Player response | Intent |
|
||||
| --- | --- | --- |
|
||||
| 0 | Observation | Watch harmless behavior; intervene only when needed. |
|
||||
| 1 | Simple deterrence / polite direction | Raise a hand, make eye contact, point to the sidewalk or check-in area, shake the head, give a short instruction. |
|
||||
| 2 | Formal warning | State the rule and ask for compliance; optionally arm the body camera. |
|
||||
| 3 | Blocking and positioning | Stand between the person and the door, secure the entrance, keep distance and an escape route, ask for their reason. |
|
||||
| 4 | Radio for security assistance | Request a second guard, supervisor, building management, or other support. |
|
||||
| 5 | Emergency response | Hold and confirm the emergency call only for an immediate threat such as a weapon, assault, forced entry, or serious threat to occupants. |
|
||||
|
||||
## Escalation System
|
||||
At Level 2 an NPC may leave, argue, pretend not to understand, record the guard, call someone, or move closer. At Level 3 the goal is to deny access **without starting a fight**. Physical contact creates legal, employment, and public-relations consequences.
|
||||
|
||||
## Level 0: Observation
|
||||
|
||||
The guard watches NPC behavior and decides whether intervention is needed.
|
||||
|
||||
Examples:
|
||||
|
||||
- Someone taking a photograph from the sidewalk
|
||||
- A tourist reading a map
|
||||
- A person sitting briefly on the edge of the steps
|
||||
- Someone approaching the entrance with a delivery package
|
||||
|
||||
The player should avoid interrupting harmless behavior. Unnecessary confrontations reduce the guard’s performance rating.
|
||||
|
||||
---
|
||||
|
||||
## Level 1: Simple Deterrence and Polite Direction
|
||||
|
||||
The player can begin with a simple, nonverbal deterrent before speaking. These actions are quick and low-pressure, making them useful when someone is only approaching the steps casually or appears unsure.
|
||||
|
||||
Possible actions include:
|
||||
|
||||
- Raise an open hand to signal “stop” or “please wait”
|
||||
- Make eye contact
|
||||
- Point toward the public sidewalk
|
||||
- Gesture toward the wristband-check area
|
||||
- Shake the head gently when someone approaches a restricted entrance
|
||||
|
||||
If the person continues, the player uses a short verbal prompt.
|
||||
|
||||
Example commands:
|
||||
|
||||
- “Please keep the stairs clear.”
|
||||
- “The entrance is for authorized guests only.”
|
||||
- “You can’t remain here.”
|
||||
- “Please move back to the sidewalk.”
|
||||
|
||||
At this stage, most NPCs comply immediately.
|
||||
|
||||
---
|
||||
|
||||
## Level 2: Formal Warning
|
||||
|
||||
If the person remains on the steps or continues toward the entrance, the player issues a formal warning.
|
||||
|
||||
Possible dialogue:
|
||||
|
||||
> “This is private property. You have been asked to leave. Please move away from the entrance now.”
|
||||
|
||||
The player may activate a visible security light or body camera. This creates a record of the interaction and can discourage repeat offenders.
|
||||
|
||||
At this level, the NPC may:
|
||||
|
||||
- Leave
|
||||
- Argue
|
||||
- Pretend not to understand
|
||||
- Start recording the guard
|
||||
- Call someone else
|
||||
- Move closer to the door
|
||||
|
||||
---
|
||||
|
||||
## Level 3: Blocking and Physical Positioning
|
||||
|
||||
The guard moves into a defensive position between the NPC and the building.
|
||||
|
||||
Gameplay actions:
|
||||
|
||||
- Stand in front of the entrance
|
||||
- Point toward the public sidewalk
|
||||
- Lock or secure the door
|
||||
- Request the person’s reason for entry
|
||||
- Keep distance while maintaining a clear escape route
|
||||
- Use a flashlight or radio warning tone at night
|
||||
|
||||
The player should not automatically shove or strike people. Physical contact creates legal, employment, and public-relations consequences.
|
||||
|
||||
This level is about **denying access without creating a fight**.
|
||||
|
||||
---
|
||||
|
||||
## Level 4: Radio for Security Assistance
|
||||
|
||||
If the person refuses to leave, attempts to force the door, threatens staff, or repeatedly returns, the player uses the radio.
|
||||
|
||||
Possible assistance:
|
||||
|
||||
- A second security guard
|
||||
- Building management
|
||||
- Police dispatch
|
||||
- Nearby security personnel
|
||||
|
||||
The radio call takes time, so the player must continue monitoring the person while waiting. The player can choose what information to report:
|
||||
|
||||
- Location
|
||||
- Description
|
||||
- Behavior
|
||||
- Whether weapons have been seen
|
||||
- Whether anyone is in immediate danger
|
||||
|
||||
Incorrect or exaggerated reports damage the guard’s credibility.
|
||||
|
||||
---
|
||||
|
||||
## Level 5: Emergency Response
|
||||
|
||||
This is reserved for immediate threats, such as:
|
||||
|
||||
- A person displaying a weapon
|
||||
- An attempted forced entry while people are inside
|
||||
- An assault on the guard or another person
|
||||
- A serious threat against occupants
|
||||
- A violent struggle that cannot be safely disengaged
|
||||
|
||||
The player presses and holds a clearly marked **Emergency Radio** button. A confirmation prompt prevents accidental activation.
|
||||
|
||||
The call brings an off-duty law-enforcement officer or armed emergency responder to the location. This character has greater authority and can control a dangerous situation, but the call has serious consequences:
|
||||
|
||||
- The building may be evacuated
|
||||
- The street may be closed
|
||||
- The guard’s actions are reviewed
|
||||
- The building loses reputation
|
||||
- The player may face an investigation if the call was unjustified
|
||||
- The officer may use force only when the game’s threat assessment supports it
|
||||
|
||||
The officer should not function as a convenient “stronger attack.” Their role is to handle a crisis the player cannot safely manage. In most scenarios, their arrival results in commands, restraint, evacuation, or arrest rather than automatic gunfire.
|
||||
|
||||
---
|
||||
At Level 4 the report matters: location, description, behavior, weapons seen, and immediate danger. Exaggerated reports damage credibility. At Level 5 the call may evacuate the building, close the street, trigger a review, cost reputation, or open an investigation if unjustified. Responders may command, restrain, evacuate, or arrest; they are not a routine stronger attack.
|
||||
|
||||
## NPC Behavior Types
|
||||
|
||||
## Tourists
|
||||
|
||||
- Take photos
|
||||
- Sit on steps
|
||||
- Wander toward restricted doors
|
||||
- Usually respond well to polite directions
|
||||
|
||||
## Street Performers
|
||||
|
||||
- May block stairs
|
||||
- May become argumentative if moved
|
||||
- Can be redirected to a permitted area
|
||||
|
||||
## Influencers and Filmmakers
|
||||
|
||||
- Film the guard
|
||||
- Test boundaries for content
|
||||
- May accuse the guard of overreacting
|
||||
- Create public-relations risk
|
||||
|
||||
## Confused Visitors
|
||||
|
||||
- Have appointments or directions
|
||||
- May genuinely believe the building is public
|
||||
- Reward patient explanations
|
||||
|
||||
## Intoxicated Pedestrians
|
||||
|
||||
- Move unpredictably
|
||||
- May ignore instructions
|
||||
- Require additional distance and assistance
|
||||
|
||||
## Trespassers
|
||||
|
||||
- Repeatedly test entrances
|
||||
- Use distractions
|
||||
- May return after being told to leave
|
||||
|
||||
## Violent Threats
|
||||
|
||||
- Rare
|
||||
- Escalate quickly
|
||||
- Trigger the emergency response system only when their behavior indicates immediate danger
|
||||
|
||||
## 51/50s
|
||||
|
||||
Crazy Homeless Individuals may be referred to as "51/50s" in the context of the game, indicating a person who may be experiencing a mental health crisis and could pose a potential threat to themselves or others.
|
||||
|
||||
- May loiter near entrances
|
||||
- Can be unpredictable in behavior
|
||||
- Often respond poorly to aggressive confrontation
|
||||
- Require careful de-escalation and patience
|
||||
|
||||
---
|
||||
- **Tourists:** take photos, sit on steps, drift toward restricted doors; usually respond well to polite directions.
|
||||
- **Street performers:** may block stairs or argue when moved; can be redirected to a permitted area.
|
||||
- **Influencers and filmmakers:** film the guard, test boundaries, and create public-relations risk.
|
||||
- **Confused visitors:** may have appointments or genuinely believe the building is public; reward patient explanation.
|
||||
- **Intoxicated pedestrians:** move unpredictably, ignore instructions, and need extra distance or assistance.
|
||||
- **Trespassers:** test entrances, use distractions, and may return after being told to leave.
|
||||
- **Violent threats:** rare, escalate quickly, and justify emergency response only when behavior shows immediate danger.
|
||||
- **People in mental-health crisis:** may loiter, behave unpredictably, and respond poorly to aggression; require patience and careful de-escalation. The setting may refer to a 51/50 hold, but the game should present the person respectfully, not as an automatic threat.
|
||||
|
||||
## Special Systems
|
||||
|
||||
## Reputation Meter
|
||||
### Reputation
|
||||
|
||||
The player is evaluated on:
|
||||
The shift evaluates peaceful resolutions, response time, radio accuracy, unnecessary confrontations, public complaints, property damage, entrance security, and whether assistance was justified. Calling armed help too often scores poorly even when no one is hurt.
|
||||
|
||||
- Number of incidents resolved peacefully
|
||||
- Response time
|
||||
- Accuracy of radio reports
|
||||
- Number of unnecessary confrontations
|
||||
- Public complaints
|
||||
- Property damage
|
||||
- Whether the entrance remained secure
|
||||
### Evidence and Body Camera
|
||||
|
||||
A player who calls armed assistance too often should score poorly, even if no one was injured.
|
||||
Interactions are recorded automatically. The body camera is a real state the player can toggle; a formal warning also arms it. The shift review uses the recorded events and evidence to show whether the response was justified.
|
||||
|
||||
## Evidence and Body Camera
|
||||
### Crowd Reaction
|
||||
|
||||
Interactions are automatically recorded. After each shift, the player reviews incidents and sees whether their escalation was justified.
|
||||
Nearby pedestrians react to the guard. Calm professionalism attracts little attention; aggression draws a crowd; visible weapons or responders can cause panic. Good de-escalation keeps the boulevard moving.
|
||||
|
||||
This encourages players to think before acting.
|
||||
### Radio Limits
|
||||
|
||||
## Public Crowd Reaction
|
||||
|
||||
Nearby pedestrians react to the guard’s behavior:
|
||||
|
||||
- Calm professionalism attracts little attention
|
||||
- Aggressive behavior creates a crowd
|
||||
- Visible weapons or emergency responders cause panic
|
||||
- Good de-escalation keeps the boulevard moving normally
|
||||
|
||||
## Limited Radio Battery or Cooldown
|
||||
|
||||
The emergency radio should not be infinitely available. A call has a cooldown and may require the player to give a short report first.
|
||||
|
||||
---
|
||||
The emergency radio has a cooldown, and the call requires a short report. Assistance takes time to arrive, so the guard must keep monitoring the situation.
|
||||
|
||||
## Shift Structure
|
||||
|
||||
Each shift lasts 10–15 minutes.
|
||||
- **Early:** harmless tourists, delivery workers, people resting on the steps.
|
||||
- **Midday:** heavier crowds, more entry attempts, more filming.
|
||||
- **Evening:** lower light, more intoxicated pedestrians and aggressive groups.
|
||||
- **Late:** a rare serious incident may test whether the player recognizes a real threat without overreacting to ordinary behavior.
|
||||
|
||||
### Early Shift
|
||||
## Outcomes
|
||||
|
||||
Mostly harmless tourists, delivery workers, and people sitting on the stairs.
|
||||
A successful shift keeps the building secure, resolves most incidents without force, keeps public access clear, makes justified emergency calls, avoids bystander injuries, and follows policy.
|
||||
|
||||
### Midday
|
||||
A poor shift involves excessive force, confronting innocent people, ignoring a real threat, false reports, allowing unauthorized entry, causing a crowd or panic, or behaving recklessly even if the door stayed locked.
|
||||
|
||||
Crowds become heavier. More people attempt to enter the building or film interactions.
|
||||
## Venues
|
||||
|
||||
### Evening
|
||||
### Hollywood Boulevard Building
|
||||
|
||||
Lighting decreases. Intoxicated pedestrians and aggressive groups become more common.
|
||||
The original scenario: a building entrance with steps, sidewalk, street lamps, and a restricted door. Tourists, performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people in crisis, and rare violent threats approach from the boulevard.
|
||||
|
||||
### Late Shift
|
||||
Authorized people are recognized or present a valid wristband. Wristbands vary by color, pattern, date, and event marking, and may be valid, expired, counterfeit, or missing.
|
||||
|
||||
A rare serious incident may occur, testing whether the player recognizes a genuine threat instead of overreacting to ordinary behavior.
|
||||
### The Joke Shop
|
||||
|
||||
---
|
||||
A comedy-club entrance. The door person checks IDs, tickets, reservations, guest-list status, and screens guests with a handheld wand under venue policy.
|
||||
|
||||
## Win and Loss Conditions
|
||||
The wand does **not** identify a weapon automatically. Keys, belts, and phones can trigger false alarms; the player must ask the guest to identify the item and apply procedure. A guest with valid credentials can still require assistance if they threaten staff or patrons.
|
||||
|
||||
## Successful Shift
|
||||
Typical events:
|
||||
|
||||
- Building remains secure
|
||||
- Most incidents are resolved without physical force
|
||||
- Public access remains clear
|
||||
- Emergency calls are justified
|
||||
- No bystanders are injured
|
||||
- The player follows company policy
|
||||
- a busy weekend show creates a long line;
|
||||
- a performer arrives through the guest entrance;
|
||||
- a guest has a reservation but no ID;
|
||||
- a fake or borrowed ID appears;
|
||||
- a wand alert comes from keys or a belt;
|
||||
- a guest refuses screening but insists on entering;
|
||||
- someone tries to follow an authorized person through the door;
|
||||
- a late audience member arrives during the performance.
|
||||
|
||||
## Poor Performance
|
||||
Joke Shop escalation follows the common ladder: direction, explanation, repeat request, refusal, manager/security assistance, emergency only for immediate danger.
|
||||
|
||||
- Excessive use of force
|
||||
- Repeatedly confronting innocent people
|
||||
- Ignoring a real threat
|
||||
- Making false radio reports
|
||||
- Allowing repeated unauthorized entry
|
||||
- Causing a crowd or panic
|
||||
### Hollywood Boulevard Late Night TV Studio
|
||||
|
||||
A shift can be technically “secure” but still receive a poor rating if the guard behaves recklessly.
|
||||
A busy studio entrance with audience members, production staff, performers, guests, deliveries, celebrity arrivals, tourists, influencers, and the same range of street behavior as the building scenario.
|
||||
|
||||
---
|
||||
Staff and guests are recognized or present a wristband, credential, ticket, guest-list confirmation, or other approved marker. The player keeps the steps clear, protects arrivals and equipment, manages filming boundaries, watches for tailgating, and calls for help only when there is immediate danger.
|
||||
|
||||
## Venues and Scenarios
|
||||
Typical events:
|
||||
|
||||
The game should support multiple venues, each with its own access rules, crowd patterns, equipment, and escalation procedures. The core gameplay remains the same: observe, verify access, communicate clearly, and use the lowest effective level of escalation.
|
||||
- a crowd gathers for a celebrity arrival;
|
||||
- tourists block the entrance for photographs;
|
||||
- a performer sets up in the audience queue;
|
||||
- an influencer ignores the filming boundary;
|
||||
- a confused visitor believes the studio is open;
|
||||
- an intoxicated pedestrian approaches the stage door;
|
||||
- a trespasser blends into an audience group;
|
||||
- an authorized guest arrives without a wristband;
|
||||
- someone presents a counterfeit credential;
|
||||
- a violent threat appears during a crowded arrival.
|
||||
|
||||
## The Joke Shop
|
||||
## Presentation and Controls
|
||||
|
||||
**The Joke Shop** is a comedy club scenario where the player works as a door person at the entrance. The player is responsible for checking identification, confirming that guests are attending the correct show, and screening guests for weapons with a handheld security wand.
|
||||
The game is first-person: WASD and mouse look, a focus cone on nearby people, a billboarded focus circle, `Tab`/mouse-wheel cycling for aim-free selection, and a radial action menu opened with left click or `Space`. `Shift` is precision walk. Gamepad input is supported, and keys/buttons can be remapped in Settings.
|
||||
|
||||
### Primary Responsibilities
|
||||
The action wheel prioritizes de-escalation: Stop, Look, Point, No, Ask, Inspect, Wand, Warn, Block, Reason, Recognize, Radio. Emergency stays on `R` and is not a wheel slice. `W` is walk, never the wand; `C` is the optional wand shortcut.
|
||||
|
||||
- Check each guest’s government-issued ID where required.
|
||||
- Confirm that the guest meets the venue’s age requirement.
|
||||
- Verify that the ID appears valid and belongs to the person presenting it.
|
||||
- Check tickets, reservations, or guest-list status.
|
||||
- Use the handheld wand according to venue policy.
|
||||
- Direct guests through the entrance without blocking the sidewalk.
|
||||
- Refuse entry when a guest has an invalid ID, no valid admission, or a prohibited item.
|
||||
The visual direction is readable stylized realism:
|
||||
|
||||
### Guest Outcomes
|
||||
- **Blender library:** 8 skinned NPC variants, 18 gear pieces, and 20 street/venue props, with baked albedo/normal/AO/ORM maps, a manifest, and procedural fallbacks. `Rig/Head` stays the focus anchor.
|
||||
- **Realism pass:** AI-assisted per-phase skyline panoramas, v2 surface tiles with normal maps, wet asphalt at night, a warm day haze, phase-specific sun/exposure/fog, a visible flashlight beam, and denser foliage.
|
||||
- **References and QA:** runtime UI art lives in `assets/images/ui/`; reference/art-direction sets live in `docs/screens/designs/` and `docs/screens/concepts/`; captures live in `docs/screenshots/`; realism runs live in `docs/screens/realism/`. `screen_designs.py compare/judge` and `tools/check_screenshots.sh` guard drift.
|
||||
- **Storage convention:** see [ADR-0014](docs/adr/0014-runtime-image-root.md). Never overwrite an existing image; new outputs get a new path or `-vN` suffix.
|
||||
|
||||
A guest may have:
|
||||
Remaining visual work is tracked in `TODO.md` (NPC fidelity and the two venue stages), not in this plan.
|
||||
|
||||
- A valid ID and ticket
|
||||
- A valid ID but no ticket or reservation
|
||||
- An expired, damaged, or questionable ID
|
||||
- An ID that does not match the guest
|
||||
- A prohibited item detected by the wand
|
||||
- A harmless item that causes a false alarm
|
||||
- No ID when identification is required
|
||||
|
||||
The player must make decisions based on the venue’s rules and observable evidence, not on a guest’s appearance or attitude. A calm guest with a valid ID should be admitted efficiently, while an aggressive guest with valid credentials may still require assistance if they threaten staff or other patrons.
|
||||
|
||||
### Joke Shop Escalation
|
||||
|
||||
1. **Nonverbal direction:** Raise a hand, point to the ID-check area, or gesture for the guest to wait.
|
||||
2. **Routine explanation:** Explain the ID, ticket, or wand-check requirement.
|
||||
3. **Repeat request:** Clearly state what is missing or what must happen before entry.
|
||||
4. **Refusal of entry:** Keep the guest outside and direct them away from the entrance.
|
||||
5. **Manager or security assistance:** Call for a supervisor or another staff member when a guest argues, refuses screening, or blocks the line.
|
||||
6. **Emergency response:** Call emergency services only for an immediate threat, such as a weapon, assault, or serious attempt to force entry.
|
||||
|
||||
The handheld wand should not automatically identify an item as a weapon. The player must interpret the alert, ask the guest to identify the item, and follow venue procedure. The goal is to create a believable screening challenge while keeping the emphasis on communication and proportionate responses.
|
||||
|
||||
### Scenario Events
|
||||
|
||||
- A busy weekend comedy show creates a long line.
|
||||
- A performer arrives through the guest entrance and must be recognized or verified.
|
||||
- A guest forgets their ID but appears on the reservation list.
|
||||
- A fake or borrowed ID is presented.
|
||||
- A wand alert comes from keys, a belt buckle, or a phone.
|
||||
- A guest refuses the screening but insists on entering.
|
||||
- A disruptive guest attempts to follow another person through the door.
|
||||
- A late-arriving audience member tries to enter during a performance.
|
||||
|
||||
## Hollywood Boulevard Late Night TV Studio
|
||||
|
||||
This scenario takes place outside a late-night television studio on Hollywood Boulevard. The guard manages the front steps, studio entrance, guest arrivals, deliveries, audience members, and the public crowd gathered around the building.
|
||||
|
||||
The studio encounters all of the NPC types described in the game plan:
|
||||
|
||||
- **Tourists** stopping to take photos or watch arrivals
|
||||
- **Street performers** occupying the steps or performing near the entrance
|
||||
- **Influencers and filmmakers** recording the guard, guests, or celebrity arrivals
|
||||
- **Confused visitors** looking for the wrong entrance or trying to attend a show without understanding the access rules
|
||||
- **Intoxicated pedestrians** approaching the entrance or disrupting the crowd
|
||||
- **Trespassers** testing the doors, trying to follow authorized guests, or returning after being directed away
|
||||
- **Violent threats**, which are rare but require careful recognition and emergency escalation
|
||||
|
||||
The studio also has authorized guests and staff. They must either be recognized by the guard or present a valid wristband, credential, guest-list confirmation, or other approved access marker. The player must check these credentials without holding up the audience line or allowing unauthorized people to enter.
|
||||
|
||||
### Studio Responsibilities
|
||||
|
||||
- Keep the front steps and entrance clear.
|
||||
- Direct tourists and performers away from restricted areas.
|
||||
- Check wristbands, credentials, tickets, or guest-list status.
|
||||
- Admit authorized staff, performers, guests, and audience members.
|
||||
- Manage influencers and filmmakers without unnecessarily obstructing lawful filming.
|
||||
- Protect celebrity arrivals and production equipment from crowding.
|
||||
- Coordinate with studio staff, production assistants, and additional security guards.
|
||||
- Watch for attempts to follow authorized people through the entrance.
|
||||
- Call for emergency assistance only when there is an immediate threat.
|
||||
|
||||
### Studio Scenario Events
|
||||
|
||||
- A crowd gathers to watch a celebrity arrive.
|
||||
- Tourists stop on the steps and block the entrance for photographs.
|
||||
- A street performer sets up in front of the audience queue.
|
||||
- An influencer repeatedly ignores the restricted filming boundary.
|
||||
- A confused visitor believes the studio is open to the public.
|
||||
- An intoxicated pedestrian wanders toward the stage door.
|
||||
- A trespasser tries to blend into an audience group.
|
||||
- An authorized guest arrives without their wristband and must be verified another way.
|
||||
- Someone presents a counterfeit wristband or credential.
|
||||
- A violent threat appears during a crowded arrival, requiring the player to protect the entrance while calling for assistance.
|
||||
|
||||
---
|
||||
|
||||
## Visual Quality Direction
|
||||
|
||||
The game prioritizes readable, well-lit, low-poly presentation over realism (GL Compatibility
|
||||
renderer). The v0.6.0 visual pass moves presentation to a **Blender-authored asset library**:
|
||||
skinned NPC character variants, head/back/chest/hand gear, and street/venue props, all carrying
|
||||
baked albedo/normal/AO/ORM maps. A generator (`tools/blender_assets.py`) and manifest
|
||||
(`assets/models/blender/manifest.json`) keep the assets reproducible; the game selects variants
|
||||
by NPC role/outfit and keeps the procedural rig and primitive props as offline fallbacks. The
|
||||
existing AI tools remain the source of art direction for fabric textures, palettes, and the
|
||||
screen-design compare/judge gate.
|
||||
|
||||
The library targets 8 character variants (casual, jacket, coat, vest, dress, hoodie, firefighter,
|
||||
guard), 18 gear pieces, and 20 props — including replacements for the current generated street
|
||||
furniture, lamps, trees, doors, marquee, and a venue car. Integration must preserve the
|
||||
`Rig/Head` focus anchor, seed-driven outfit determinism, collider/navigation footprints, and the
|
||||
frame budget measured by `smoke_npc_budget.gd`. See
|
||||
[`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.md) and
|
||||
[ADR-0013](docs/adr/0013-blender-authored-npc-characters.md).
|
||||
|
||||
### Realism pass
|
||||
|
||||
The target look is the realistic 3D-game frames in `docs/screens/designs/` and the larger
|
||||
example set in `docs/screens/concepts/`: hazy, layered city depth, believable materials, and
|
||||
warm practical lights at night. Readability still comes first. Silhouettes, the focus ring and
|
||||
the HUD must stay clear, and the GL Compatibility renderer stays.
|
||||
|
||||
- **Backgrounds.** The flat, black-box skyline strip is retired in favour of AI-generated
|
||||
panoramic skylines (Hollywood mid-rises, palms, hills) for day, dusk and night. Each one is a
|
||||
transparent-sky 4:1 strip that tiles horizontally on the existing backdrop ring, and the night
|
||||
variant has lit windows.
|
||||
- **Textures.** Higher-detail seamless 1024² tiles with derived normal maps for brick, granite,
|
||||
sidewalk pavers, asphalt (dry and wet), steps, awning canvas and stucco, at the current UV
|
||||
scales.
|
||||
- **Process.** `tools/scene_concepts.py` generates (never overwriting existing images),
|
||||
processes, audits and judges. `src/test/capture_realism.gd` captures the same camera shots
|
||||
with the current and the candidate assets, swapped at runtime, so a candidate is compared
|
||||
before any game code changes. Candidates are adopted only when the realism report (Pillow
|
||||
detail metrics + vision-model realism scores) improves and `screen_designs.py judge` shows no
|
||||
new `diff`.
|
||||
- **Storage.** Raw AI output: `assets/textures/ai/v2/raw/` (local, gitignored). Game-ready
|
||||
candidates: `assets/textures/ai/game_ready/v2/`. Scene references: `docs/screens/concepts/`.
|
||||
Trial captures and reports: `docs/screens/realism/<run>/`.
|
||||
- **First result (2026-11-01).** Swapping in the v2 skyline and tiles raised the judge's mean
|
||||
backdrop score from 2.6 to 4.0 and texture detail from 1.2 to ~1.7. Overall realism stayed at
|
||||
~2/10; the limits were lighting and exposure, flat facades and blob foliage, not textures.
|
||||
- **Adopted (2026-11-01).** The v2 picks are now the runtime skyline and surface set, the phase
|
||||
lighting was retuned (exposure, darker dusk/late, practical lights, wet asphalt at night), the
|
||||
backdrop is a fog-free 90 m panorama ring per phase, the facade gained plinth/string
|
||||
courses/cornice/pilasters/glazing bars, and the library trees and shrubs are denser. Judge
|
||||
scores on the like-for-like shots rose on every sub-score (overall 0.8 → 1.0, backdrop
|
||||
0.6 → 1.6) with the metric gap down 0.444 → 0.348
|
||||
(`docs/screens/realism/2026-11-01-adopt/`). The remaining gap to the concepts is the low-poly
|
||||
character and prop fidelity, a visible flashlight beam at night, and the entrance still being
|
||||
~20 % brighter than the concept (`TODO.md` → Realism follow-ups).
|
||||
|
||||
The scenario should test the player’s ability to distinguish ordinary Hollywood Boulevard activity from a genuine security problem. The best solution is usually a simple gesture, clear direction, or credential check rather than immediate escalation.
|
||||
|
||||
Future venues can reuse this structure while changing the rules, equipment, staff roles, and types of access decisions.
|
||||
Primary decisions: [ADR-0007](docs/adr/0007-locomotion-and-input-layers.md), [ADR-0008](docs/adr/0008-cone-focus-and-head-ring.md), [ADR-0009](docs/adr/0009-radial-action-menu.md), [ADR-0010](docs/adr/0010-procedural-npc-presentation.md), [ADR-0011](docs/adr/0011-aim-free-selection-and-precision-walk.md), [ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md), [ADR-0013](docs/adr/0013-blender-authored-npc-characters.md).
|
||||
|
||||
## Tech Stack
|
||||
|
||||
## Engine: Godot 4
|
||||
- **Engine:** Godot 4.3, GL Compatibility renderer (Web parity).
|
||||
- **Language:** GDScript.
|
||||
- **Architecture:** venue-driven simulation; shared systems plus `Resource`-based scenario data.
|
||||
- **Navigation:** `NavigationRegion3D` / `NavigationAgent3D`.
|
||||
- **NPC behavior:** lightweight custom finite state machines driven by `NpcProfile` resources.
|
||||
- **UI/audio:** Godot `Control` nodes, themes, procedural audio, and JSON-backed localized strings.
|
||||
- **Persistence:** JSON in `user://` for settings and shift history.
|
||||
- **Testing:** custom headless runner (`src/test/test_runner.gd`); GUT was evaluated and not adopted. Python tooling tests cover the asset/screenshot pipelines.
|
||||
- **Source control/CI:** git on Gitea; `.gitea/workflows/build.yml` runs headless checks and builds/publishes releases on tags.
|
||||
- **Targets:** Windows, Linux, macOS, and Web. Release artifacts include portables, an NSIS installer, an AppImage, a Web zip, and an optional Desktop HQ zip (Forward+ volumetric lighting; Vulkan required).
|
||||
|
||||
The game is built with the Godot Engine 4.x editor. Godot was chosen for its free and open-source license, built-in 3D rendering, navigation, animation, audio, and UI systems, and its low weight for fast prototyping and iteration.
|
||||
## Versioning and Delivery
|
||||
|
||||
## Language: GDScript
|
||||
|
||||
Gameplay logic is written in GDScript. It is tightly integrated with the engine, fast to iterate on, and avoids an external build toolchain for the prototype phase.
|
||||
|
||||
## Architecture Mapping
|
||||
|
||||
The venue-driven architecture maps onto Godot as follows:
|
||||
|
||||
- **Nodes and scenes:** Each major system (`ShiftCoordinator`, `NPCController`, `InteractionSystem`, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`, `ShiftReview`) is a Godot node or scene.
|
||||
- **Scenarios as resources:** `VenueScenario` and content such as `NpcProfile`, `Dialogue`, `EventPool`, and `AccessPolicy` are defined as custom Godot `Resource` types so venue content is data-driven and inspectable in the editor.
|
||||
- **Navigation:** `NavigationRegion3D` and `NavigationAgent3D` drive NPC and player movement.
|
||||
- **NPC behavior:** Lightweight custom finite state machines built on the `NPCController` node, with behavior traits coming from `NpcProfile` resources.
|
||||
- **UI:** Godot `Control` nodes and themes for prompts, access inspection, radio reports, dialogue, timers, and the shift review screen.
|
||||
- **Audio:** Godot audio buses and `AudioStreamPlayer` nodes for voices, crowd noise, radio, and environment sound.
|
||||
|
||||
## Content and Data
|
||||
|
||||
- Scenario and entity configuration uses typed Godot `Resource` files (`.tres`), created either in the editor or via scripts.
|
||||
- Localized dialogue and text are stored in JSON files when they need to be editable outside the editor.
|
||||
- Save data and shift results use JSON in Godot's `user://` directory.
|
||||
|
||||
## Testing
|
||||
|
||||
- Unit and scenario tests use a lightweight custom headless runner
|
||||
(`src/test/test_runner.gd`). GUT was evaluated but requires the editor plugin.
|
||||
- Tests run in headless mode so rules, access verification, escalation, and scoring can be verified without rendering or user input.
|
||||
|
||||
## Version Control and CI
|
||||
|
||||
- Source is tracked with git.
|
||||
- Gitea Actions (`.gitea/workflows/build.yml`) runs headless Godot tests on push/PR and exports
|
||||
Linux/Windows/macOS desktop builds plus the NSIS installer and AppImage on tags.
|
||||
|
||||
## Planned Commands
|
||||
|
||||
The following commands apply once the Godot project is scaffolded:
|
||||
|
||||
- Open the editor: `godot --editor --path .`
|
||||
- Run the game: `godot --path .`
|
||||
- Run tests headlessly: `godot --headless --path . res://src/test/test_runner.tscn`
|
||||
|
||||
## Export Targets
|
||||
|
||||
Desktop is the first target: Windows, Linux, and macOS. A Web export now ships as well
|
||||
(non-threaded, static hosting); it is published with each release as a zip.
|
||||
|
||||
## Player Control, Focus, and Action Menu (next pass)
|
||||
|
||||
The prototype already walks and looks in first person, but the control scheme fights itself and targeting is a hairline. This pass replaces that with three things that belong together: solid locomotion, a visible focus on a person, and a round action menu for what to do with them.
|
||||
|
||||
Decisions: [ADR-0007](docs/adr/0007-locomotion-and-input-layers.md) locomotion and input layers, [ADR-0008](docs/adr/0008-cone-focus-and-head-ring.md) cone focus and focus circle, [ADR-0009](docs/adr/0009-radial-action-menu.md) radial action menu, [ADR-0010](docs/adr/0010-procedural-npc-presentation.md) procedural NPC presentation.
|
||||
|
||||
### What is wrong today
|
||||
|
||||
- `W` is walk-forward in the input map and wand-screening in `GameManager._handle_key`. Walking at someone with a wand venue fires the wand.
|
||||
- `A` / `D` are strafe and also allow/deny during inspection.
|
||||
- `Q` is polite direction and is also bound as `cancel`.
|
||||
- Focus is an 8 m physics ray from the camera. Missing a capsule by a few pixels clears the target. There is no mark in the world that you have someone.
|
||||
- NPC bodies are colored capsules with props. They read as markers, not people.
|
||||
- Actions live on number keys `1`–`6` plus `Q` / `E` / `W` / `R`. That is a cheat-sheet, not a verb you pick while looking at a person.
|
||||
- `Esc` only toggles mouse capture. There is no "I changed my mind" for an action in progress.
|
||||
|
||||
### Movement and look
|
||||
|
||||
Keep first-person WASD + mouse look. Fix the feel and stop stealing those keys.
|
||||
|
||||
- Body yaw from mouse X, head pitch from mouse Y, pitch clamped (already `-80` to `80`).
|
||||
- Move relative to body yaw only (already). Add short acceleration / deceleration so starts and stops are not instant.
|
||||
- Gravity only when `not is_on_floor()`; `floor_snap_length` so the steps work.
|
||||
- Mouse look runs only while `MOUSE_MODE_CAPTURED` and no modal UI is open (radial, inspection, wand, radio, shift review).
|
||||
- Walk speed stays around 3.2 m/s. No sprint, no crouch in this pass.
|
||||
- While the radial is open: freeze look and WASD so `A` / `D` can cycle the menu. Recapture the mouse when the menu closes.
|
||||
- `Esc` with a modal open closes that modal and does nothing else. `Esc` with nothing open keeps the current capture/release toggle.
|
||||
|
||||
Equipment stays on its own keys because it is not about a person: `G` flashlight, `L` door lock, `Tab` cycle nearby people, `V` venue (debug), `F` debug overlay. `R` stays the dedicated emergency radio (hold-to-confirm on the existing panel). Those do not go on the wheel.
|
||||
|
||||
Wand leaves `W`. It is a slice on the wheel (greyed when the venue has no wand) and an optional extra key that is not WASD, suggested `C`.
|
||||
|
||||
### Focus area
|
||||
|
||||
Replace the hairline ray as the primary picker.
|
||||
|
||||
- A **focus cone** in front of the camera: people within about 10 m whose head projects inside a screen-space circle around the crosshair (about 90 px / 10 degrees).
|
||||
- If several heads sit in the circle, pick the one closest to the center, then the nearer one if tied.
|
||||
- The person must be in front (dot with camera forward > 0) and not fully occluded by the building. A short ray to the head is enough for occlusion.
|
||||
- `Tab` still cycles people inside 12 m as the aim-free path. Cycling sets the same focused person the cone would.
|
||||
- Clearing: look away until the head leaves the circle for a few frames (small grace so a bob does not drop them), or they walk out of range.
|
||||
|
||||
### Focus circle
|
||||
|
||||
When a person is in focus, draw a blue, semi-transparent circle in front of their face.
|
||||
|
||||
- Attach to the avatar `Head` node, just in front of the face, billboarded to the camera so it stays a circle on screen.
|
||||
- Slow spin is fine; no ping-pong scale spam.
|
||||
- Idle focus: blue, semi-transparent, modest size. Radial open on that person: brighter, slightly larger.
|
||||
- Optional small name under the circle (`display_name` only, not the archetype cheat `Violent Threat` in the world). The existing HUD target line can keep the archetype for the prototype.
|
||||
- One circle at a time. Everyone else has none.
|
||||
|
||||
Implementation sketch: a thin unshaded `MeshInstance3D` circle (flat disc) in front of the face on the avatar, toggled from `GuardController` / `GameManager` when focus changes. Screen-space fallback (unproject head, draw a `Control` circle) is acceptable if the 3D circle z-fights on hats.
|
||||
|
||||
### Round action HUD
|
||||
|
||||
A doughnut / pie menu centered on the screen, opened on the focused person.
|
||||
|
||||
**Open**
|
||||
|
||||
- Left mouse button, or `Space`, while someone is in focus and no other modal is open.
|
||||
- If nobody is in focus, log the existing "aim first" line and do not open.
|
||||
- The click that opens the menu must not also pick a slice.
|
||||
|
||||
**While open**
|
||||
|
||||
- Mouse becomes visible. Look and walk freeze.
|
||||
- Center of the doughnut shows the focused person's `display_name`.
|
||||
- Slices, clockwise from the top, de-escalation first:
|
||||
1. Raise hand (stop / wait)
|
||||
2. Point away
|
||||
3. Head shake
|
||||
4. Polite direction (old `Q`)
|
||||
5. Inspect access (old `E`)
|
||||
6. Wand (grey if the venue has no wand)
|
||||
7. Formal warning
|
||||
8. Block
|
||||
9. Radio assist
|
||||
- Emergency is **not** on the wheel (`R` only).
|
||||
- Highlight follows the mouse angle when the cursor is over the ring. `Left` / `Right` or `A` / `D` step the highlight. Wrap around.
|
||||
|
||||
**Confirm**
|
||||
|
||||
- Click a slice: that action runs, menu closes, mouse recaptured.
|
||||
- `Space` while a slice is highlighted: same.
|
||||
- Inspect or wand: close the wheel, then open the existing inspect / wand panel. Allow / deny on that panel stay `A` / `D` (walk is frozen only while the wheel is up; once the inspect panel is open, WASD can move again, so allow/deny on `A` / `D` remains a press handler and must ignore repeats / echo, which it already does). Safer: keep walk frozen for inspect/wand too, until the panel closes. Prefer freeze until the whole interaction ends.
|
||||
- Radio assist: close the wheel, open the existing radio panel.
|
||||
|
||||
**Cancel**
|
||||
|
||||
- `Esc` or right mouse button: hide the menu, no action, no recorder event, recapture mouse.
|
||||
- Focus and the focus circle stay as they were.
|
||||
|
||||
Number keys `1`–`6` may remain as shortcuts that skip the wheel so a smoke-test script still works. They must not fire while the wheel is open (the wheel owns `A` / `D` / `Space`). Document both in the README.
|
||||
|
||||
### NPC display
|
||||
|
||||
Stay on the procedural capsule rig (no Mixamo / GLB dependency this pass). Make them read as people at conversation distance.
|
||||
|
||||
- Neck between torso and head; shoes; simple hair cap (color from seed); two dark eye spheres on the face so a head has a front.
|
||||
- Keep archetype props (camera, box, hat, sign, bag). Keep height / brightness variation from the visual seed.
|
||||
- Collision capsule matches the scaled height so the focus ray / cone hits the body you see.
|
||||
- `Head` stays a named node other systems can find (`get_node("Rig/Head")`) for the ring and the cone.
|
||||
- Walk bob and the "look at the guard when noticed" cue stay.
|
||||
- Do not put the internal type name (`Trespasser`, `Violent Threat`) on the body. The player should judge from clothes, props, and behavior. The debug overlay (`F`) can still print the type.
|
||||
|
||||
AI textures in `assets/textures/ai/` stay out of this pass unless a specific map (shirt, hair) is already the right size.
|
||||
|
||||
### Input map (target)
|
||||
|
||||
| Action | Bind |
|
||||
| --- | --- |
|
||||
| Walk | WASD / arrows (arrows **do not** walk while the wheel is open; they step the highlight) |
|
||||
| Look | Mouse, captured |
|
||||
| Open / confirm action menu | LMB, `Space` |
|
||||
| Cancel menu | RMB, `Esc` |
|
||||
| Step highlight | `A` / `D`, left / right arrows |
|
||||
| Emergency radio | `R` |
|
||||
| Flashlight | `G` |
|
||||
| Door lock | `L` |
|
||||
| Cycle nearby people | `Tab` |
|
||||
| Wand shortcut | `C` (not `W`) |
|
||||
| Inspect shortcut | `E` still allowed when the wheel is closed |
|
||||
|
||||
### Files this pass is expected to touch
|
||||
|
||||
- `src/game/guard_controller.gd` — cone focus, no look while modal, accel, floor snap.
|
||||
- `src/game/npc_avatar.gd` — face / hair / neck, head marker, ring toggle.
|
||||
- `src/game/ui/action_radial.gd` — new Control, `_draw` doughnut, slice pick.
|
||||
- `src/game/ui/hud.gd` — host the radial; stop teaching number-key verbs as the only path.
|
||||
- `src/game/game_manager.gd` — input routing, freeze flags, open/confirm/cancel.
|
||||
- `project.godot` — input map.
|
||||
- `src/core/strings.gd` — controls line, aim-first, no new tone-of-voice.
|
||||
- `src/test/tests/test_focus_and_radial.gd` — cone pick, wrap, cancel emits nothing, `W` is not wand.
|
||||
- README controls table and smoke checklist.
|
||||
|
||||
## Rendering, Models, and Selection (v0.3.0 pass)
|
||||
|
||||
Decisions: [ADR-0011](docs/adr/0011-aim-free-selection-and-precision-walk.md) aim-free selection and precision walk, [ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md) surface materials and generated props.
|
||||
|
||||
The blockout look and the aim-first selection model were the two biggest gaps left by the control pass. This pass closes them without changing the game's rules.
|
||||
|
||||
**Look.** Surfaces get real profiles instead of stock materials: brick is rough and finely tiled, concrete is rougher still, asphalt is smoother and damp-looking, glass is smooth and slightly metallic. The environment gains ACES tonemapping, soft glow, aerial fog and a mild grade, all driven by the same per-phase configuration that already moves the sun and sky. The facade gains framed windows that light up after dark, a stone base course, door trim and handles. Street furniture becomes real geometry: bollards, benches, bins, planters, newspaper boxes and a hydrant, built as `.glb` props by `tools/model_pipeline.py` with a procedural fallback. NPCs get per-role clothing palettes, small role accessories (cap, hood, backpack, sunglasses, lanyard), hands, shoes, and an arm/leg walk swing. The rule stays: the player judges people from clothes, props and behaviour, never from an archetype label.
|
||||
|
||||
**Models.** Prop meshes are deterministic primitives, so the build works offline. An image model can supply the per-prop colour palette from a concept sheet; that is the only AI influence on geometry, and it is optional. Colours are converted from sRGB to linear before they reach glTF, because glTF factors are linear.
|
||||
|
||||
**Selection.** The focus cone ranks heads by angle from the crosshair then distance. `Tab` and the mouse wheel cycle nearby people nearest-first and pin the choice, so aim-free play works. Right click clears focus and briefly suppresses re-acquisition. Holding `Shift` walks at half speed for close work at the door. Escape keeps its single meaning (close the top panel, otherwise pause).
|
||||
`config/version` in `project.godot` is the single version source (currently `0.7.1`). Releases are tagged `v<version>`; the CI pipeline builds and publishes the standard artifacts plus the optional Desktop HQ zip. Version bumps follow [Semantic Versioning](https://semver.org/). See [`docs/RELEASING.md`](docs/RELEASING.md) and [`README.md`](README.md) for commands.
|
||||
|
||||
## Design Direction
|
||||
|
||||
The game should feel like a tense workplace simulation with occasional crisis moments. The most satisfying outcome is not overpowering an NPC; it is recognizing the situation early and resolving it calmly.
|
||||
|
||||
A useful guiding rule:
|
||||
|
||||
> **The player wins by choosing the lowest level of escalation that keeps everyone safe.**
|
||||
|
||||
## Future Ideas
|
||||
|
||||
- A rare Bob Dobbs cameo (Easter-egg appearance; placement note in `MEMORY.md`).
|
||||
- Specific unusual NPC behaviors, such as slapping their own face, using hands as scissors, or interacting with props unexpectedly.
|
||||
- Live 3D body-camera replay; additional venues or seasonal events; real voice/dialogue audio; an image-to-mesh prop pipeline.
|
||||
@@ -15,9 +15,11 @@ The central design goal is simple:
|
||||
|  |  |
|
||||
|  |  |
|
||||
|  |  |
|
||||
|  | |
|
||||
|  |  |
|
||||
|  | |
|
||||
|
||||
*Screenshots are generated by [`src/test/capture_screenshots.gd`](src/test/capture_screenshots.gd) and [`src/test/capture_prop_gallery.gd`](src/test/capture_prop_gallery.gd) from the current build — day, late-night, wand screening, escalation, shift-review timeline, precision walk, and the prop lineup.*
|
||||
*Screenshots are generated by [`src/test/capture_screenshots.gd`](src/test/capture_screenshots.gd) and [`src/test/capture_prop_gallery.gd`](src/test/capture_prop_gallery.gd) from the current build — day, late-night, wand screening, escalation, shift-review timeline,
|
||||
precision walk, the Joke Shop alley, the TV Studio arrival, and the prop lineup.*
|
||||
|
||||
## ⬇️ Downloads
|
||||
|
||||
@@ -35,477 +37,66 @@ The central design goal is simple:
|
||||
> Downloads are public (no sign-in required) since the host's instance-wide
|
||||
> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
|
||||
>
|
||||
> **Latest: v0.6.0** — Blender-authored character/gear/prop library with baked AO, higher-resolution environment textures, and phase-driven library props.
|
||||
> **Latest: v0.7.0** — distinct Joke Shop and TV Studio geometry, fitted NPC gear,
|
||||
> and the post-v0.6.0 realism/visual-alignment work (v2 skylines/textures, UI mockup
|
||||
> art, flashlight beam, HUD fixes).
|
||||
> Releases are built automatically when a `vX.Y.Z` tag is pushed
|
||||
> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
|
||||
> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
|
||||
> (NSIS + appimagetool) and uploads with the portable binaries.
|
||||
>
|
||||
> Note: on this host, downloading release files currently requires sign-in;
|
||||
> the page and tag URLs are public.
|
||||
>
|
||||
> macOS builds are unsigned: right-click → Open, or clear the quarantine with
|
||||
> `xattr -dr com.apple.quarantine gig-line-macos.zip`. Build instructions and
|
||||
> the release pipeline live in [`docs/RELEASING.md`](docs/RELEASING.md).
|
||||
|
||||
If you are here to develop or test locally instead of downloading, jump to
|
||||
[Run and Test](#run-and-test) below.
|
||||
[Setup and Run](#setup-and-run) below.
|
||||
|
||||
The project is under active development. The design and architecture are documented, and a playable prototype vertical slice exists (Godot 4.3 + GDScript): a procedural Hollywood Boulevard entrance, a first-person guard, simulated NPCs with intents and reactions, the six-level escalation model, access inspection and admission decisions, radio calls with credibility checks, reputation, crowd mood, and an end-of-shift review.
|
||||
The project is under active development. The design and architecture are documented, and a playable prototype vertical slice exists (Godot 4 + GDScript): a procedural Hollywood Boulevard entrance, a first-person guard, simulated NPCs with intents and reactions, the six-level escalation model, access inspection and admission decisions, radio calls with credibility checks, reputation, crowd mood, and an end-of-shift review.
|
||||
|
||||
## Game Overview
|
||||
|
||||
A typical shift lasts 10–15 minutes. The player:
|
||||
|
||||
1. Watches the entrance, steps, queue, and surrounding sidewalk.
|
||||
2. Determines why each person is approaching.
|
||||
3. Uses simple gestures or polite directions first.
|
||||
4. Verifies authorized access using recognition, wristbands, credentials, tickets, or guest lists.
|
||||
5. Escalates only when a person refuses directions, attempts unauthorized entry, or presents a genuine threat.
|
||||
6. Records the incident through body-camera and radio systems.
|
||||
7. Finishes the shift with a performance review based on safety, judgment, and professionalism.
|
||||
|
||||
The game rewards calm resolutions rather than aggressive behavior. Emergency assistance and armed responders are rare last-resort systems with meaningful consequences.
|
||||
|
||||
## Planned Venues
|
||||
|
||||
### Hollywood Boulevard Building
|
||||
|
||||
The original scenario places the guard at the top of the steps outside a fictional building. Tourists, street performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people experiencing a mental-health crisis, and rare violent threats may approach the entrance.
|
||||
|
||||
Authorized people must either be recognized by the guard or present a valid wristband. Wristbands can have different colors, patterns, dates, or event markings. They may be valid, expired, counterfeit, or missing.
|
||||
|
||||
### The Joke Shop
|
||||
|
||||
The Joke Shop is a comedy-club scenario. The door person checks IDs, tickets, reservations, and guest-list status, then uses a handheld security wand according to venue policy. The player must interpret wand alerts rather than treating every alert as proof of a weapon; keys, belts, phones, and other harmless objects can trigger false alarms.
|
||||
|
||||
### Hollywood Boulevard Late Night TV Studio
|
||||
|
||||
This scenario combines the previously defined NPC types with a busy television-studio entrance. The player manages audience members, production staff, performers, guests, deliveries, celebrity arrivals, tourists, street performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people experiencing a mental-health crisis, and rare violent threats.
|
||||
|
||||
The studio uses wristbands, credentials, tickets, guest-list confirmation, and personal recognition to authorize entry. Crowd control, filming boundaries, following authorized guests through the door, and counterfeit credentials are key events.
|
||||
|
||||
## Escalation Model
|
||||
|
||||
The common escalation model has six levels:
|
||||
|
||||
0. **Observation** — Decide whether intervention is necessary.
|
||||
1. **Simple deterrence and polite direction** — Raise an open hand, make eye contact, point toward the sidewalk or check-in area, shake the head, or give a short instruction.
|
||||
2. **Formal warning** — Clearly explain the rule and request compliance.
|
||||
3. **Blocking and physical positioning** — Secure the entrance, maintain distance, preserve an escape route, and deny access without starting a fight.
|
||||
4. **Radio for security assistance** — Request a supervisor, second guard, building management, or other appropriate support.
|
||||
5. **Emergency response** — Hold the emergency-radio button and confirm only when there is an immediate threat, such as a weapon, assault, forced entry, or serious threat to occupants.
|
||||
|
||||
An off-duty law-enforcement officer or armed emergency responder may arrive during a valid emergency. This character is not intended to be a routine stronger attack. Their role is crisis control, evacuation, restraint, arrest, or other appropriate intervention, with force governed by the situation and meaningful consequences for unjustified calls.
|
||||
|
||||
## Core Systems
|
||||
|
||||
- **NPC behavior:** NPCs have different motivations, temperaments, compliance levels, and reactions to the player’s approach.
|
||||
- **Access verification:** Recognition, wristbands, IDs, tickets, credentials, and guest lists determine who may enter.
|
||||
- **Nonverbal deterrence:** Small actions such as raising a hand can resolve low-risk situations without dialogue or force.
|
||||
- **Dialogue:** Polite directions and warnings affect outcomes; simple gestures can resolve low-risk situations without dialogue.
|
||||
- **Escalation:** The player chooses the lowest effective response.
|
||||
- **Radio assistance:** Calls require useful information and may take time to arrive.
|
||||
- **Evidence:** Body-camera records support shift review and accountability.
|
||||
- **Crowd reaction:** Aggressive behavior, visible weapons, and emergency response can create panic or attract a crowd.
|
||||
- **Reputation:** Peaceful resolutions, accurate reports, low property damage, and justified calls improve performance; unnecessary confrontations and false reports reduce it.
|
||||
- **Shift review:** The player receives feedback on access decisions, escalation choices, public complaints, injuries, and security outcomes.
|
||||
|
||||
## Architecture Overview
|
||||
|
||||
The planned solution uses a venue-driven simulation architecture. Venue configuration supplies rules, access types, NPC pools, equipment, events, and escalation policies. Shared simulation systems provide movement, perception, interactions, dialogue, access verification, escalation, radio calls, crowds, reputation, evidence, and shift review.
|
||||
|
||||
```text
|
||||
Venue Scenario / Rules
|
||||
|
|
||||
v
|
||||
Shift Coordinator -----> Event Scheduler
|
||||
| |
|
||||
v v
|
||||
NPC Simulation <---------- Interaction System
|
||||
| |
|
||||
v v
|
||||
Access Verification ----> Escalation / Response
|
||||
| |
|
||||
+-------------> Reputation / Evidence
|
||||
|
|
||||
v
|
||||
Shift Review
|
||||
```
|
||||
|
||||
The architecture maps onto Godot 4 nodes, scenes, and custom resources as described in [Tech Stack](#tech-stack). See the full arc42-style outline in [`docs/architecture.md`](docs/architecture.md) and the decisions in [`docs/adr/`](docs/adr/).
|
||||
|
||||
## Tech Stack
|
||||
|
||||
- **Engine:** Godot Engine 4.x
|
||||
- **Language:** GDScript
|
||||
- **Architecture:** Venue-driven simulation using nodes, scenes, and custom `Resource`-based scenario data
|
||||
- **Navigation:** `NavigationRegion3D` and `NavigationAgent3D`
|
||||
- **NPC behavior:** Custom lightweight finite state machines driven by `NpcProfile` resources
|
||||
- **UI and audio:** Godot `Control` nodes, themes, audio buses, and `AudioStreamPlayer` nodes
|
||||
- **Art assets:** authored PNGs and the in-game generated set in `assets/textures/ai/game_ready/`; street-furniture models in `assets/models/generated/` build from `tools/model_pipeline.py`; structural geometry stays procedural (`WorldBuilder`). The legacy `tools/generate_textures.py --ai` batch remains available.
|
||||
- **Asset tooling:** `tools/asset_pipeline.py` generates role-aware assets through OpenRouter (`--variants N` produces alternative images) and provides crop, resize, seamless-tile, and image-audit commands, including gameplay screenshot checks. `tools/model_pipeline.py` builds and audits the street-prop `.glb` models; `tools/npc_pipeline.py` builds and audits the skinned NPC base model.
|
||||
- **Testing:** GUT (Godot Unit Test) in headless mode
|
||||
- **Source control:** git on a Gitea host with Gitea Actions (`.gitea/workflows/build.yml`) for headless tests and desktop release builds
|
||||
- **Targets:** Windows, Linux, and macOS desktop first; web later
|
||||
|
||||
### Image Asset Tools
|
||||
|
||||
Install the Pillow dependency used by the existing texture generator and the asset tools:
|
||||
|
||||
```bash
|
||||
python3 -m pip install -r requirements-tools.txt
|
||||
```
|
||||
|
||||
Generate a role-sized image (generation requires `OPENROUTER_API_KEY`):
|
||||
|
||||
```bash
|
||||
python3 tools/asset_pipeline.py generate --prompt "weathered red brick" --role tile --output assets/textures/brick_extra.png
|
||||
```
|
||||
|
||||
Generated images are resized to the selected role profile. Non-square requests use
|
||||
the validated `openai/gpt-5-image-mini` source ratio and crop to the final role dimensions.
|
||||
Transparent glyphs can be recolored while preserving their alpha mask with
|
||||
`--foreground '#ffffff'`.
|
||||
|
||||
Crop uses the image center by default; `--x` and `--y` select an explicit crop origin. Resize defaults to aspect-preserving `contain`; use `--fit cover` to crop or `--fit stretch` to distort to the exact dimensions.
|
||||
|
||||
```bash
|
||||
python3 tools/asset_pipeline.py crop assets/textures/source.png assets/textures/crop.png --width 256 --height 128
|
||||
python3 tools/asset_pipeline.py resize assets/textures/source.png assets/images/scenes/scene.png --width 1920 --height 1080 --fit cover
|
||||
python3 tools/asset_pipeline.py seamless assets/textures/rough_tile.png assets/textures/tile.png
|
||||
```
|
||||
|
||||
Audit accepts image files or directories. `--role auto` infers common roles from paths and filenames; explicit roles include `tile`, `texture`, `icon`, `card`, `banner`, `backdrop`, `background`, `overlay`, `app_icon`, and `screenshot`.
|
||||
|
||||
```bash
|
||||
python3 tools/asset_pipeline.py audit assets/textures
|
||||
python3 tools/asset_pipeline.py audit assets/images/scenes --role background --json
|
||||
python3 -m unittest discover -s tools -p 'test_*.py'
|
||||
```
|
||||
|
||||
The audit classifies measurable fit issues as `good` or `bad` based on role-specific dimensions, aspect ratio, alpha requirements, and tile-edge continuity. It lists perspective/projection as a visual review item because image semantics cannot be judged reliably by these deterministic checks.
|
||||
|
||||
### Prop models
|
||||
|
||||
Street furniture (bollards, benches, bins, planters, newspaper boxes, a hydrant)
|
||||
is real 3D geometry generated by `tools/model_pipeline.py` and written to
|
||||
`assets/models/generated/*.glb`. Godot imports each file as a `PackedScene`, and
|
||||
`WorldBuilder` instantiates it with a procedural fallback when the model or its
|
||||
import is missing, so the world still builds on a fresh checkout.
|
||||
|
||||
```bash
|
||||
# Print the catalogue (parts, triangle count, whether a model/concept exists)
|
||||
python3 tools/model_pipeline.py list
|
||||
|
||||
# Rebuild the models (deterministic, offline) and validate them
|
||||
python3 tools/model_pipeline.py build
|
||||
python3 tools/model_pipeline.py audit
|
||||
|
||||
# Optional: an image model supplies the colour palette per prop
|
||||
# (requires OPENROUTER_API_KEY; the repo .env is read automatically)
|
||||
python3 tools/model_pipeline.py concept
|
||||
python3 tools/model_pipeline.py concept --only bench --force
|
||||
```
|
||||
|
||||
Each prop is a small list of boxes and cylinders, so `build` needs no network and
|
||||
the output is byte-identical between runs. `concept` asks an image model for a
|
||||
studio-style reference; `dominant_colors` and `assign_roles` then map that image's
|
||||
colours onto material roles (darkest → metal, warm saturated → wood, light grey →
|
||||
stone, green → foliage). glTF stores colours in linear space, so the tool converts
|
||||
the sRGB palettes before writing them. Re-run `build` and `godot --headless
|
||||
--path . --import` after changing a prop. See
|
||||
[ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md).
|
||||
|
||||
Surface materials share one definition in `src/game/materials.gd`: named
|
||||
roughness/metallic profiles per surface, plus the environment tune-up (ACES
|
||||
tonemapping, glow, fog, colour grading) that the phase lighting applies.
|
||||
|
||||
### NPC character model
|
||||
|
||||
NPCs are moving from the procedural capsule rig to a skinned, UV-mapped base
|
||||
character authored in Blender ([ADR-0013](docs/adr/0013-blender-authored-npc-characters.md)).
|
||||
`tools/npc_pipeline.py` builds `assets/models/generated/npc_base.glb` plus the
|
||||
per-slot material maps. `NpcAvatar` instantiates that skinned model, tints its
|
||||
five material slots from the seed-driven outfit, and drives the bones from the
|
||||
existing animation code; the procedural rig remains the offline fallback (see
|
||||
the [graphics plan](docs/plan-graphics-v0.6.md)).
|
||||
|
||||
```bash
|
||||
# Print the frozen contract (slots, bone names, triangle budget)
|
||||
python3 tools/npc_pipeline.py list
|
||||
|
||||
# Rebuild the skinned base mesh + neutral maps in Blender and validate it
|
||||
flatpak run org.blender.Blender --background --python "$PWD/tools/npc_pipeline.py" -- build
|
||||
python3 tools/npc_pipeline.py audit
|
||||
|
||||
# Layer the AI clothing albedos (shirt/trousers) over the procedural weave, and
|
||||
# derive per-fabric outfit colours for the avatar palette
|
||||
python3 tools/npc_pipeline.py prepare
|
||||
python3 tools/npc_pipeline.py palette
|
||||
```
|
||||
|
||||
`prepare` resizes the AI fabric tiles (kept locally in `assets/textures/npc/ai/`,
|
||||
which is gitignored) onto the `cloth`/`pants` albedos; `build` bakes them into the
|
||||
`.glb` and regenerates the procedural normal + packed ORM maps. `palette` writes
|
||||
`assets/textures/npc/palette.json` using `model_pipeline.dominant_colors`.
|
||||
|
||||
### Blender asset library (loaded by the game)
|
||||
|
||||
`tools/blender_assets.py` models a larger library procedurally in Blender for the
|
||||
v0.6.0 integration: **8 skinned NPC characters** (casual, jacket, coat, hi-vis vest,
|
||||
dress, hoodie, firefighter, guard), each a drop-in for `npc_base.glb` (same bones,
|
||||
joint positions and tint slots); **18 gear pieces** authored at head/hand/back/chest
|
||||
attach points (caps, hood, helmet, backpack, SCBA tank, lanyard, phone, cup,
|
||||
clipboard, umbrella, camera, sign, flashlight, wand, radio, …); and **20 props**
|
||||
(octagonal bollard and bin, slatted bench, hydrant, news box, planters, street lamp,
|
||||
street and palm trees, A-frame sign, wall lantern, cone, crowd barrier, stanchion,
|
||||
handrail, podium, double door, marquee, sedan).
|
||||
|
||||
`NpcAvatar` selects a character by role/seed, tints the five contract slots, and
|
||||
attaches gear at the documented points; `WorldBuilder` loads the library props
|
||||
with colliders/avoidance and drives their emissive parts from the day/night
|
||||
cycle. The single `npc_base.glb` and primitive props remain offline fallbacks.
|
||||
Contract and integration notes: [`docs/blender-assets.md`](docs/blender-assets.md).
|
||||
|
||||
| Characters | Props |
|
||||
| --- | --- |
|
||||
|  |  |
|
||||
|
||||
```bash
|
||||
flatpak run org.blender.Blender --background --python "$PWD/tools/blender_assets.py" -- build
|
||||
flatpak run org.blender.Blender --background --python "$PWD/tools/blender_assets.py" -- render
|
||||
python3 tools/blender_assets.py sheet # docs/blender_previews/sheet_*.jpg
|
||||
python3 tools/blender_assets.py audit # no Blender needed
|
||||
godot --headless --path . --import
|
||||
```
|
||||
|
||||
### Confirmed game assets
|
||||
|
||||
Everything below is audited and shipped in the game; development-only outputs
|
||||
(AI concept sheets, Blender sources, raw AI fabrics) are gitignored.
|
||||
|
||||
| | |
|
||||
| --- | --- |
|
||||
|  |  |
|
||||
|  |  |
|
||||
|  |  |
|
||||
|
||||
- **Surface textures:** the v2 picks above (brick, sidewalk pavers, dry and wet asphalt, awning canvas) plus their normal maps, loaded by `src/game/materials.gd` and `WorldBuilder`; the three skyline panoramas are switched per shift phase. The first-generation tiles and `assets/textures/skyline.png` are no longer loaded.
|
||||
- **UI art:** `assets/textures/ai/game_ready/icons/` (flashlight, door lock, wand, REC) and `assets/textures/ai/game_ready/cards/` (ID, wristband, ticket, credential, guest list), loaded by `src/game/ui/hud.gd`.
|
||||
- **Generated models:** `assets/models/generated/*.glb` — bollard, bench, trash bin, planter, newspaper box, hydrant, and the NPC base — plus their colour atlases.
|
||||
- **NPC material maps:** `assets/textures/npc/*_{albedo,normal,orm}.png` and `palette.json`.
|
||||
|
||||
Audit them all:
|
||||
|
||||
```bash
|
||||
python3 tools/asset_pipeline.py audit assets/textures/ai/game_ready
|
||||
python3 tools/model_pipeline.py audit
|
||||
python3 tools/npc_pipeline.py audit
|
||||
```
|
||||
|
||||
### Realism pass: scene concepts, skylines and textures
|
||||
|
||||
The skyline, surface tiles and phase lighting were rebuilt against AI concept frames. The
|
||||
concepts live in [`docs/screens/concepts/`](docs/screens/concepts/README.md); the validated
|
||||
picks the game loads are in `assets/textures/ai/game_ready/v2/picks/` (day/dusk/night
|
||||
panoramas, brick, sidewalk pavers, dry and wet asphalt, awning canvas, each with a normal
|
||||
map).
|
||||
|
||||
`tools/scene_concepts.py` generates and processes new candidates, promotes the validated ones
|
||||
to stable names, audits them, and scores captures against the concepts. It never overwrites an
|
||||
image: new files get a `-vN` suffix, and `process` skips existing candidates unless `--new`.
|
||||
|
||||
```bash
|
||||
python3 tools/scene_concepts.py generate --group scene # or backdrop / texture, --variants N
|
||||
python3 tools/scene_concepts.py process && python3 tools/scene_concepts.py audit
|
||||
python3 tools/scene_concepts.py promote # validated picks -> v2/picks/
|
||||
godot --headless --path . --import
|
||||
|
||||
# A/B a candidate without touching game code: the same cameras, textures swapped at runtime.
|
||||
godot --path . --script res://src/test/capture_realism.gd -- --out=res://docs/screens/realism/<run>/after
|
||||
godot --path . --script res://src/test/capture_realism.gd -- --out=res://docs/screens/realism/<run>/try \
|
||||
--swap=res://assets/textures/ai/game_ready/v2/picks/brick_facade.png=res://assets/textures/ai/game_ready/v2/brick_facade-v2.png
|
||||
|
||||
# Score before/after against the concepts (Pillow detail metrics + vision judge).
|
||||
python3 tools/scene_concepts.py realism --run docs/screens/realism/<run> --judge \
|
||||
--model google/gemini-2.5-flash --repeats 3
|
||||
```
|
||||
|
||||
`capture_realism.gd` runs five stages (day, evening, late, Joke Shop, studio); `--stages=day,late`
|
||||
limits it while tuning. The latest run,
|
||||
[`docs/screens/realism/2026-11-01-adopt/`](docs/screens/realism/2026-11-01-adopt/report.md),
|
||||
compares the pre-adoption captures with the current build: on the shots both sets captured the
|
||||
judge's like-for-like means rose on every sub-score (overall 0.8 → 1.0, backdrop 0.6 → 1.6) and
|
||||
the Pillow metric gap fell 0.444 → 0.348.
|
||||
|
||||

|
||||
|
||||
### Screen design references
|
||||
|
||||
Screen mockups and screenshot comparison use `tools/screen_designs.py`. It turns the
|
||||
screen descriptions in `docs/` (README captions, ADRs 0007–0010, `PLAN.md`, and
|
||||
`architecture.md`) into runtime reference art under `assets/images/ui/` (with a
|
||||
reference-only snapshot in `docs/screens/designs/`), then uses those images as
|
||||
the expected state to check the game's captures.
|
||||
|
||||
Each screen is tagged `scene` (a realistic first-person 3D world view) or `ui`
|
||||
(an in-game panel overlaid on a softened scene), and the generator appends a
|
||||
shared art-direction suffix so the frames read as one coherent game. Requests use
|
||||
a 3:2 landscape source and crop to the 16:9 capture dimensions.
|
||||
|
||||
```bash
|
||||
# Export the built-in scenarios to editor-authorable .tres resources
|
||||
godot --headless --path . --script res://tools/export_venues.gd
|
||||
|
||||
# List the catalogue (name, kind, whether a reference design exists)
|
||||
python3 tools/screen_designs.py list
|
||||
|
||||
# Deterministic wireframes (offline, no API key); existing designs are kept
|
||||
# unless --force is passed, so an offline run never replaces an AI mockup
|
||||
python3 tools/screen_designs.py generate --draft
|
||||
python3 tools/screen_designs.py generate --draft --only wand --force
|
||||
|
||||
# Realistic 3D scenes and in-game screen designs via OpenRouter
|
||||
# (requires OPENROUTER_API_KEY)
|
||||
python3 tools/screen_designs.py generate
|
||||
|
||||
# Prop gallery (studio line-up) for close-range prop checks
|
||||
godot --path . --script res://src/test/capture_prop_gallery.gd
|
||||
|
||||
# Compare docs/screenshots/*.png against the designs
|
||||
python3 tools/screen_designs.py compare
|
||||
python3 tools/screen_designs.py compare --json
|
||||
|
||||
# Ask a vision model whether each capture realises its design's screen and layout
|
||||
# (requires OPENROUTER_API_KEY; the repo .env is read automatically)
|
||||
python3 tools/screen_designs.py judge
|
||||
python3 tools/screen_designs.py judge --model openai/gpt-4o-mini --json
|
||||
python3 tools/screen_designs.py judge --only 03- # one capture
|
||||
python3 tools/screen_designs.py judge --dry-run # build requests, no network
|
||||
```
|
||||
|
||||
The catalogue covers 21 screens: the eleven README captures plus the start menu,
|
||||
pause overlay, settings, shift review, radial menu, emergency radio, wand
|
||||
screening, Joke Shop queue, TV Studio arrival, crowd panic, responder arrival,
|
||||
body-camera timeline, and the escalation HUD. All 21 have an AI reference in
|
||||
`assets/images/ui/` (snapshot in `docs/screens/designs/`); the eleven screens with
|
||||
staged captures are also compared or judged against the running game.
|
||||
|
||||
`compare` flags gross drift: wrong aspect ratio, undersized frame, near-blank
|
||||
frame, and large layout/palette/detail distance. It is a regression gate, not a
|
||||
semantic judge — pixel and perceptual metrics cannot decide whether a frame's
|
||||
composition is *right*.
|
||||
|
||||
`judge` covers that gap: it sends each capture together with its concept mockup to
|
||||
a vision model and asks whether the capture realises the same screen and layout
|
||||
intent. Art style, fidelity, fonts, and placeholder text are explicitly ignored.
|
||||
Verdicts are classed as `match`, `review` (a mismatch below `--fail-confidence`,
|
||||
default 0.6 — expected when a concept mockup is more stylised than the game), or
|
||||
`diff` (a confident mismatch, which exits non-zero). Regenerate the designs after changing screen layout, then re-run
|
||||
`compare` after regenerating the game screenshots with
|
||||
`src/test/capture_screenshots.gd`.
|
||||
|
||||
For a one-command drift check, run `tools/check_screenshots.sh`. It renders the
|
||||
staged captures and prop gallery into `docs/screenshots/` (using `xvfb-run` when
|
||||
no display is available) and then runs `screen_designs.py compare`.
|
||||
|
||||
### Setup
|
||||
|
||||
1. Download the Godot 4.3 editor (official build) and put `godot` on your PATH.
|
||||
2. Open or run the project from this directory.
|
||||
|
||||
### Run and Test
|
||||
|
||||
```bash
|
||||
# Open in the editor
|
||||
godot --editor --path .
|
||||
|
||||
# Run the game
|
||||
godot --path .
|
||||
|
||||
# Headless smoke boot (120 frames then exit)
|
||||
godot --headless --path . --quit-after 120
|
||||
|
||||
# Run all unit tests headlessly (exit code 0 = pass)
|
||||
godot --headless --path . --script res://src/test/test_runner.gd
|
||||
|
||||
# Save a screenshot to user:// (windowed)
|
||||
godot --path . --script res://src/test/take_screenshot.gd
|
||||
|
||||
# Windowed control smoke: focus circle, action wheel, wheel cycling + right-click clear; saves PNGs, exits 1 on failure
|
||||
godot --path . --script res://src/test/smoke_focus_radial.gd
|
||||
|
||||
# Session-shell smoke: menu → shift → pause → settings → menu (headless or windowed)
|
||||
godot --headless --path . --script res://src/test/smoke_session_shell.gd
|
||||
|
||||
# PLAN-verb smoke: recognize, request reason, body camera, warning, blocking
|
||||
godot --headless --path . --script res://src/test/smoke_plan_verbs.gd
|
||||
|
||||
# Prop-collision smoke (windowed): guard stops at a bench, guest routes around it
|
||||
godot --path . --script res://src/test/smoke_props.gd
|
||||
|
||||
# NPC budget smoke: 16 full-rig avatars against the documented frame budget
|
||||
godot --headless --path . --script res://src/test/smoke_npc_budget.gd
|
||||
|
||||
# Movement smoke (windowed): steps, precision walk, footsteps and landing
|
||||
godot --path . --script res://src/test/smoke_movement.gd
|
||||
|
||||
# Crowd smoke: rubbernecking on aggression, panic clearing the entrance
|
||||
godot --headless --path . --script res://src/test/smoke_crowd.gd
|
||||
|
||||
# Emergency smoke: unjustified call, investigation note, evacuation aftermath
|
||||
godot --headless --path . --script res://src/test/smoke_emergency.gd
|
||||
|
||||
# Body-camera timeline smoke: review → timeline → step through → back to review
|
||||
godot --headless --path . --script res://src/test/smoke_timeline.gd
|
||||
|
||||
# Audio smoke: crowd bed follows mood, radio open/close crackle
|
||||
godot --headless --path . --script res://src/test/smoke_audio.gd
|
||||
|
||||
# Scenario-content smoke: wand refusal, celebrity crowd spike
|
||||
godot --headless --path . --script res://src/test/smoke_scenario_content.gd
|
||||
```
|
||||
|
||||
The unit test runner is the project's own lightweight harness (no editor plugin required) so CI can run it without the editor.
|
||||
|
||||
### Controls
|
||||
|
||||
Keyboard and mouse are the default; a gamepad works without configuration (left stick moves,
|
||||
right stick looks, A opens/confirms the wheel, B cancels, X inspects, Y calls the radio, LB walks
|
||||
slowly, RB uses the wand). Keys and pad buttons can be rebound in Settings, and the remaps persist
|
||||
in `user://settings.json`. The HUD legend switches to gamepad hints when a pad event arrives.
|
||||
|
||||
| Input | Action |
|
||||
| --- | --- |
|
||||
| W/A/S/D + mouse | Move and look |
|
||||
| Space / left click | Action wheel for the focused person (Stop, Look, Point, No, Ask, Inspect, Wand, Warn, Block, Reason, Recognize, Radio) |
|
||||
| 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 pauses the shift (Esc again resumes) |
|
||||
| ← / → or ↑ / ↓ | Navigate the venue menu and the pause / settings panels |
|
||||
| Enter | Start the highlighted venue from the menu, or confirm in a panel |
|
||||
| 1 / 2 / 3 | Quick gestures without the wheel: raise hand, point, head shake (Level 1) |
|
||||
| Q | Polite direction (Level 1) |
|
||||
| 4 | Formal warning (Level 2) |
|
||||
| 5 | Blocking and positioning (Level 3) |
|
||||
| 6 | Security assistance radio (Level 4) |
|
||||
| R | Emergency radio, hold on-screen button ~1.6s (Level 5) |
|
||||
| E | Inspect access artifacts / close inspection |
|
||||
| C | Handheld wand screening (wand venues only) |
|
||||
| A / D | Allow / deny entry during inspection or wand check |
|
||||
| V | Cycle venue (debug shortcut; restart via V restarts the current shift) |
|
||||
| Tab / mouse wheel ↓ / ↑ | Cycle the target among nearby NPCs, nearest first (aim-free; the target stays selected) |
|
||||
| Right click (nothing open) | Clear the focused person and return to aim-based focus |
|
||||
| Shift (hold) | Precision walk at roughly half speed for close work at the door |
|
||||
| G | Toggle flashlight (widens NPC perception at night) |
|
||||
| B | Toggle the body camera; a formal warning switches it on automatically |
|
||||
| L | Lock / unlock the restricted door (thwarts forced entry) |
|
||||
| F | Toggle debug overlay |
|
||||
A typical shift lasts 10–15 minutes: watch the entrance and sidewalk, judge why
|
||||
each person is approaching, verify access with recognition, wristbands, IDs,
|
||||
tickets or credentials, and escalate only when necessary. The game rewards calm
|
||||
resolution over force. The full mechanics — the three venues, the six-level
|
||||
escalation model, and the core systems — are in
|
||||
[`docs/gameplay.md`](docs/gameplay.md); the design rationale lives in
|
||||
[`PLAN.md`](PLAN.md).
|
||||
|
||||
## Architecture
|
||||
|
||||
The full arc42-style architecture documentation lives in [`docs/architecture.md`](docs/architecture.md). It covers goals, constraints, context, solution strategy, building blocks, runtime views, deployment, cross-cutting concepts, quality requirements, risks, a glossary, the CI/CD build pipeline, semantic versioning, and release management.
|
||||
A venue-driven simulation: shared systems (movement, perception, interaction,
|
||||
access verification, escalation, radio, crowd, reputation, evidence, shift
|
||||
review) driven by per-venue scenario data, on Godot 4 + GDScript. The full
|
||||
arc42-style document is [`docs/architecture.md`](docs/architecture.md);
|
||||
decisions are recorded as ADRs in [`docs/adr/`](docs/adr/).
|
||||
|
||||
## Tech Stack
|
||||
|
||||
- **Engine:** Godot 4.x · **Language:** GDScript
|
||||
- **NPCs:** Blender-authored skinned library (`assets/models/blender/`) with procedural fallbacks; lightweight FSMs on `NpcProfile`
|
||||
- **World:** procedural `WorldBuilder` + generated prop models
|
||||
- **Art:** v2 skyline/surface textures in `assets/textures/ai/game_ready/v2/picks/`; UI/scene art in `assets/images/`
|
||||
- **Asset tooling:** `asset_pipeline.py`, `model_pipeline.py`, `npc_pipeline.py`, `blender_assets.py`, `scene_concepts.py`, `screen_designs.py`, `check_screenshots.sh`
|
||||
- **Testing:** custom headless runner (`src/test/test_runner.gd`)
|
||||
- **Targets:** Windows, Linux, macOS, Web
|
||||
|
||||
The asset pipelines, model tools, and screenshot gates are documented in
|
||||
[`docs/asset-tooling.md`](docs/asset-tooling.md).
|
||||
|
||||
## Setup and Run
|
||||
|
||||
```bash
|
||||
python3 -m pip install -r requirements-tools.txt
|
||||
|
||||
godot --editor --path . # open in the editor
|
||||
godot --path . # run the game
|
||||
godot --headless --path . --script res://src/test/test_runner.gd # run all tests
|
||||
```
|
||||
|
||||
Full setup, every run/test/smoke command, and the controls table are in
|
||||
[`docs/getting-started.md`](docs/getting-started.md).
|
||||
|
||||
## Project Documentation
|
||||
|
||||
@@ -514,88 +105,25 @@ The full arc42-style architecture documentation lives in [`docs/architecture.md`
|
||||
- [`TODO.md`](TODO.md) — Active checkbox task list.
|
||||
- [`DONE.md`](DONE.md) — Completed task sections.
|
||||
- [`MEMORY.md`](MEMORY.md) — Persistent session notes.
|
||||
- [`CHANGELOG.md`](CHANGELOG.md) — User-facing changes by version.
|
||||
- [`docs/architecture.md`](docs/architecture.md) — arc42-style architecture documentation.
|
||||
- [`docs/gameplay.md`](docs/gameplay.md) — Gameplay systems, venues, and the escalation model.
|
||||
- [`docs/asset-tooling.md`](docs/asset-tooling.md) — Asset pipelines, model tools, and screenshot gates.
|
||||
- [`docs/getting-started.md`](docs/getting-started.md) — Setup, run/test commands, and controls.
|
||||
- [`docs/development-status.md`](docs/development-status.md) — Implemented features and what's next.
|
||||
- [`docs/smoke-checklist.md`](docs/smoke-checklist.md) — Manual smoke-test checklist.
|
||||
- [`docs/blender-assets.md`](docs/blender-assets.md) — Blender asset library: characters, gear, props, attach points.
|
||||
- [`docs/adr/`](docs/adr/) — Architecture Decision Records.
|
||||
- [`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.md) — Graphics-quality plan: Blender-authored NPC characters.
|
||||
- [`docs/blender-assets.md`](docs/blender-assets.md) — Blender asset library: characters, gear, props, attach points.
|
||||
|
||||
## Development Status
|
||||
|
||||
Implemented so far:
|
||||
|
||||
- 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`
|
||||
- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
|
||||
- Headless unit tests: **227 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, input remaps, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material, player movement, NPC character layers/LOD/queue, input bindings)
|
||||
- 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
|
||||
- Control pass: focus cone on NPC heads with a billboarded blue circle in front of the face 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`)
|
||||
- Session shell: venue start menu (keyboard + mouse), Esc pause overlay (resume / restart / settings / quit to menu), settings panel with mouse-look sensitivity and HUD font scale persisted to `user://settings.json`, and "Run another shift" returning to the venue menu
|
||||
- World presentation: skyline backdrop rendered with an alpha material, walkable step and landing colliders, larger marquee text, and larger focus circle / name tag
|
||||
- Routine traffic despawns after a while at its waypoint so the crowd cap no longer fills with idle standers
|
||||
- PLAN verbs: eye contact (distinct Level 1 cue), recognizing a person as a player decision recorded as access evidence, a body-camera flag that a formal warning arms (and `B` toggles), blocking that physically stations the guard between the person and the door, and a Level 3 request-reason ask answered from the NPC's `dialogue_lines`
|
||||
- Incidents are now actually opened on focus and closed at shift end, so player actions, access evidence, escalation levels, and unresolved interactions reach the review (previously every recorded event was dropped)
|
||||
- Crowd presentation: aggressive behavior and responder arrivals make idle bystanders stop and face the incident; panic sends people away from the door (and they leave the scene). A busy 16-NPC entrance measured ~1.2 ms/frame, so no LOD/culling was needed at the current cap
|
||||
- Distant skyline ring: four alpha-scissored planes at 200 m read as a hazy city on the horizon (the baked backdrop used to show as a black slab), with a larger ground plane so the buildings meet the street
|
||||
- Flashlight aims straight ahead and lights the person/door being checked instead of the ground in front of the guard
|
||||
- Emergency aftermath: the `evacuation` outcome locks the door and clears the entrance, an emergency call that the situation did not justify opens an investigation and applies the false-report hit, and the shift review names the responder outcome and any investigations
|
||||
- Body-camera timeline: the shift review opens a text timeline of every recorded incident event (time, person, action/outcome) that you step through with the arrow keys or buttons. No live 3D replay yet
|
||||
- NPC theater: seated guests sit on the steps with bent legs, influencers and tourists raise a camera prop while photographing, performers sway their sign, and filming visitors pan slowly — all once they reach their intent's waypoint
|
||||
- Audio: a looping procedural crowd bed (filtered murmur) whose volume follows `CrowdSystem.mood`, plus radio open/close crackle. All generated at runtime, no audio assets, and safe with a dummy audio server
|
||||
- Accessibility: the escalation cue shows a shape meter plus the numeric level (`Escalation: Blocking [###--] L3/5`) so it reads in grayscale, and the HUD font scale from settings is applied at boot by resizing fonts (not Control.scale, which broke the right-aligned layout)
|
||||
- Editor-ready venues: `tools/export_venues.gd` writes `content/venues/<id>.tres` from `ScenarioFactory`, and the `.tres` files load back with events, profiles, policy, phases, door lines, and locations intact (the factory stays the source of truth)
|
||||
- Localization safety: `Strings.fmt` validates the placeholder count before formatting and fails safe (warns, returns the template) instead of raising an engine error, `Strings.placeholder_count` ignores `%%`, and `Strings.validate()` lints the table for trailing `%`, unsupported conversions, and mixed positional/sequential placeholders
|
||||
- Authored scenario content: Joke Shop reservation-without-ID, borrowed/mismatched ID, a guest who refuses the wand screen, and a late arrival during a performance; Studio filming-boundary repeats and a celebrity arrival that draws a small crowd; Building events that point the player at the body camera and request-reason verbs
|
||||
- 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)
|
||||
- Rendering pass (v0.3.0 work, [ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md)): one material module with roughness/metallic profiles per surface, ACES tonemapping, glow, aerial fog and colour grading driven by the shift phase, correctly scaled brick, framed facade windows that light up at night, door trim and handles, a curb and lane dashes, and the glowing marquee/lamp bulbs. NPCs gained per-role clothing palettes, caps/hoods/backpacks/sunglasses/lanyards, hands and shoes, and an arm/leg walk swing
|
||||
- NPC characters (v0.5.0): articulated limb rigs, layered outfits, hand items, face/hair variety, idle behaviour (phone, clipboard, crossed arms, look-around), escalation gestures, readable reaction symbols, door-queue offsets, and three LOD tiers with a billboard impostor
|
||||
- Player movement (v0.5.0): separate acceleration/braking, step-up assist, head bob and landing dip (toggleable), precision-walk FOV/chip/tick, surface-aware footsteps, gamepad support, and persistent key/button remapping in settings
|
||||
- Prop collision and placement (v0.4.0): every prop fits a static collider from its mesh bounds and publishes a navigation obstacle, so the guard and guests cannot walk through benches, bins, or bollards; placements are grouped into zones with a validator, and deterministic variants add rotation, scale, and small clutter
|
||||
- Prop atlas (v0.3.1): `tools/model_pipeline.py` packs each prop's palette into one power-of-two colour atlas plus a metallic/roughness atlas and emits a single material with per-vertex UVs, so a prop is one draw material rather than one per part; `audit` enforces the contract
|
||||
- Generated prop models (v0.3.0 work): `tools/model_pipeline.py` builds bollards, benches, bins, planters, newspaper boxes and a hydrant as `.glb` props with per-part materials, loaded by `WorldBuilder` with a procedural fallback; the optional AI concept step (`model_pipeline.py concept`) supplies per-prop colour palettes
|
||||
- Environment pass (v0.6.0): 1024² brick/concrete/asphalt with derived tangent normal maps, 256² baked AO maps for every Blender character/gear/prop, and library props whose bulbs/LEDs/sign faces follow the day/night phase
|
||||
- NPC characters + library (v0.6.0): `NpcAvatar` loads one of 8 Blender-authored skinned variants (role/seed selected) with five tintable material slots, `Rig/Head` focus anchor, and attach-point gear; `npc_base.glb` and the procedural rig remain fallbacks. `tools/blender_assets.py` builds/audits the character, gear, and 20-prop library; `WorldBuilder` loads the replacements and new street dressing (lamp, trees, palms, planters, barriers, podium, doors, marquee, sedan, handrail) with colliders, navigation obstacles, and phase-driven emissives
|
||||
- Web build: `build/gig-line-web-<version>.zip` (Godot's non-threaded web template, no COOP/COEP headers needed) built by `tools/build_releases.sh` and published with the desktop artifacts; serve the unzipped folder from any static host
|
||||
- Aim-free selection pass (v0.3.0 work, [ADR-0011](docs/adr/0011-aim-free-selection-and-precision-walk.md)): the focus cone ranks candidates by angle then distance, `Tab` and the mouse wheel cycle nearby people nearest-first and pin the selection, right click clears focus with a short re-acquire grace, the HUD reports how many people are in the ring, and holding `Shift` walks at half speed for close work
|
||||
|
||||
Not yet implemented: a desktop-only Forward+ preset (the renderer stays GL Compatibility for Web parity), live 3D body-camera replay, editor-based GUT integration, and crowd performance profiling/LOD (see `TODO.md`).
|
||||
|
||||
### Smoke Test Checklist
|
||||
|
||||
1. `godot --path .` starts the game on the venue menu without script errors.
|
||||
2. Choosing a venue (click or ↑/↓ + Enter) starts that venue's shift and hides the menu.
|
||||
3. The guard moves and looks around; the building, steps, and sidewalk are visible.
|
||||
4. The guard's camera sits at eye height and the guard stands on the landing, not inside the building.
|
||||
5. Walking into the steps carries the guard up onto the landing (steps have colliders).
|
||||
6. The skyline backdrop shows silhouettes against the sky, not an opaque black slab.
|
||||
7. The `GIG LINE` marquee is readable from the sidewalk.
|
||||
8. NPCs spawn and approach the entrance during the first minutes.
|
||||
9. Looking at an NPC inside the focus cone shows a blue focus circle in front of the face, the person's name, and the HUD target line.
|
||||
10. `Space` or left click opens the action wheel; `A`/`D` highlight a slice, `Space` confirms it, `Esc`/right click cancels without a log entry.
|
||||
11. `E`/`C` open the inspection/wand panels from the wheel and freeze movement until they close; walking never fires the wand.
|
||||
12. Pressing `Q` produces a reaction log entry and reputation feedback.
|
||||
13. `E` opens access inspection showing venue-correct artifacts and policy result; `A`/`D` record a decision.
|
||||
14. `6` opens the assistance form; submitting shows dispatch feedback.
|
||||
15. `R` opens the emergency form; the button must be held ~1.6s or the call cancels.
|
||||
16. `G` toggles the flashlight (indicator appears in the HUD); `L` toggles the door lock (indicator turns red when locked).
|
||||
17. `F` toggles the debug overlay with NPC states and shift stats.
|
||||
18. The wheel's `Look` slice is eye contact (Level 1) and logs as its own action.
|
||||
19. `Reason` asks why the person is there and logs their `dialogue_lines` reply.
|
||||
20. `Recognize` records the guard's recognition as access evidence; pressing it twice says so.
|
||||
21. `Warn` turns the body camera on (REC overlay appears); `B` toggles it manually.
|
||||
22. `Block` moves the guard between the person and the door.
|
||||
23. The shift review reports the incident count, including interactions left unresolved.
|
||||
24. Escalating on someone (or a responder arriving) makes idle bystanders stop and face the incident.
|
||||
25. Repeated alarms panic the crowd and nearby people clear away from the door instead of standing around.
|
||||
26. `Esc` with nothing open pauses the shift; resume / restart / settings / quit-to-menu all work, and settings changes persist across a restart.
|
||||
27. NPCs route around the building using the navigation mesh (no stuck-at-wall behavior during a smoke run).
|
||||
28. An unjustified emergency call (calm person, no weapon) logs an investigation and costs reputation.
|
||||
29. After an evacuation outcome the door is locked and NPCs are leaving the entrance.
|
||||
30. The shift review's "Body camera timeline" button steps through the recorded events (Left/Right or the buttons) and Esc returns to the review.
|
||||
31. The escalation label shows a `[###--] L3/5` shape meter as well as the level name, and stays readable in grayscale.
|
||||
32. Changing "HUD font scale" in Settings resizes the HUD text and persists across a restart.
|
||||
33. When the shift timer reaches 0, the shift review screen shows grade, incident summary, responder outcomes, investigations, and persisted shift history; "Run another shift" returns to the venue menu.
|
||||
v0.7.0 shipped distinct venue geometry: the Joke Shop alley and TV Studio
|
||||
entrance no longer share the Hollywood layout. It builds on v0.6.1's fitted NPC
|
||||
gear and v0.6.0's Blender asset library, baked AO and environment lift. See
|
||||
[`docs/development-status.md`](docs/development-status.md) for the full
|
||||
implemented list and [`TODO.md`](TODO.md) for what's next. Manual verification
|
||||
uses the [`docs/smoke-checklist.md`](docs/smoke-checklist.md).
|
||||
|
||||
## Development Workflow
|
||||
|
||||
|
||||
@@ -1,22 +1,21 @@
|
||||
# TODO
|
||||
|
||||
## Realism follow-ups (v0.6.1 candidates)
|
||||
Work is grouped by theme. Each item should be small enough to complete and verify on its own;
|
||||
see `AGENTS.md` for the workflow and `MEMORY.md` for the decisions behind these plans.
|
||||
|
||||
- [x] Fixed ground exposure for the entrance view: the morning sun now sits at 34° elevation
|
||||
instead of 50°, so the facade shades the near sidewalk and props cast long shadows. Ground
|
||||
luminance went 95 → **83** against the concept's 78 (it was 173 before the realism pass),
|
||||
with the boulevard at 82 and the street at 81.
|
||||
- [-] Make the flashlight read in the dark: the `06-night-flashlight` concept shows a visible
|
||||
beam, but a Compatibility spot light only brightens the near wall. A cheap fake cone (an
|
||||
additive mesh or a light-shaft quad) would sell it, and the night mockup expects it.
|
||||
- [ ] NPC skin/clothing still reads as low-poly next to the concepts (judge `characters` ≈ 0–1).
|
||||
The Blender library has the budgets for one more detail pass (fingers, sleeves, faces).
|
||||
- [x] Re-check the `screen_designs.py judge` default model (`google/gemini-2.5-flash-lite`): on
|
||||
2026-11-01 it returned 7 match / 4 review / 0 diff without a provider error; `--model`
|
||||
override is documented in `README.md`.
|
||||
- [ ] Add the two venue stages to the committed gallery (they are capture-only today) and give
|
||||
the Joke Shop and studio their own geometry so their concept comparisons are geometric,
|
||||
not just lighting.
|
||||
## Realism follow-ups (deferred)
|
||||
|
||||
- [ ] Re-run the screen-design judge for `12-joke-shop`, `13-studio-arrival` and the
|
||||
Forward+ A/B when `OPENROUTER_API_KEY` is valid; the 2026-11-01 attempt failed with an
|
||||
invalid-key HTTP 400.
|
||||
- [ ] Capture a hooded/winter NPC close-up once a scenario spawns types 5-7 (the explicit
|
||||
`--portrait-type` override is already in `capture_realism.gd`).
|
||||
- [ ] Human-authored tree/hedge silhouettes: the whole scene now reads well except the foliage,
|
||||
which is still flat-shaded clumps (`_shrub()`/`_tree()` in `tools/blender_assets.py`).
|
||||
Only worth doing if a higher-poly organic builder is added to the library.
|
||||
- [ ] Camera height: the concept frames are shot at ~1.55 m with a slightly wider lens; the game
|
||||
camera sits at 1.7 m. Decide whether the first-person height should match the art direction
|
||||
or stay at the current gameplay value.
|
||||
|
||||
## Future ideas (optional, not scheduled)
|
||||
|
||||
|
||||
@@ -287,12 +287,12 @@
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.26,
|
||||
0.225,
|
||||
0.245,
|
||||
0.26
|
||||
],
|
||||
"min": [
|
||||
-0.26,
|
||||
0.015,
|
||||
0.035,
|
||||
-0.351
|
||||
]
|
||||
},
|
||||
@@ -453,7 +453,7 @@
|
||||
"max": [
|
||||
0.321,
|
||||
1.824,
|
||||
0.186
|
||||
0.185
|
||||
],
|
||||
"min": [
|
||||
-0.321,
|
||||
@@ -467,6 +467,7 @@
|
||||
"skin",
|
||||
"cloth",
|
||||
"pants",
|
||||
"eye_white",
|
||||
"accessory",
|
||||
"hair",
|
||||
"rubber"
|
||||
@@ -486,18 +487,18 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 3788,
|
||||
"vertices": 3107
|
||||
"triangles": 3974,
|
||||
"vertices": 3744
|
||||
},
|
||||
"npc_coat": {
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.327,
|
||||
0.332,
|
||||
1.824,
|
||||
0.186
|
||||
0.185
|
||||
],
|
||||
"min": [
|
||||
-0.327,
|
||||
-0.332,
|
||||
0,
|
||||
-0.18
|
||||
]
|
||||
@@ -508,6 +509,7 @@
|
||||
"skin",
|
||||
"cloth",
|
||||
"pants",
|
||||
"eye_white",
|
||||
"accessory",
|
||||
"hair",
|
||||
"rubber"
|
||||
@@ -526,8 +528,8 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4640,
|
||||
"vertices": 3974
|
||||
"triangles": 5026,
|
||||
"vertices": 4807
|
||||
},
|
||||
"npc_dress": {
|
||||
"bounds_godot": {
|
||||
@@ -548,6 +550,7 @@
|
||||
"skin",
|
||||
"cloth",
|
||||
"pants",
|
||||
"eye_white",
|
||||
"accessory",
|
||||
"hair",
|
||||
"rubber"
|
||||
@@ -564,8 +567,8 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4226,
|
||||
"vertices": 3474
|
||||
"triangles": 4428,
|
||||
"vertices": 4026
|
||||
},
|
||||
"npc_firefighter": {
|
||||
"bounds_godot": {
|
||||
@@ -586,6 +589,7 @@
|
||||
"skin",
|
||||
"cloth",
|
||||
"pants",
|
||||
"eye_white",
|
||||
"accessory",
|
||||
"hair",
|
||||
"hivis",
|
||||
@@ -604,15 +608,15 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4382,
|
||||
"vertices": 3919
|
||||
"triangles": 4848,
|
||||
"vertices": 4735
|
||||
},
|
||||
"npc_guard": {
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.361,
|
||||
1.819,
|
||||
0.186
|
||||
0.185
|
||||
],
|
||||
"min": [
|
||||
-0.361,
|
||||
@@ -626,6 +630,7 @@
|
||||
"skin",
|
||||
"cloth",
|
||||
"pants",
|
||||
"eye_white",
|
||||
"accessory",
|
||||
"hair",
|
||||
"rubber",
|
||||
@@ -647,15 +652,15 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4154,
|
||||
"vertices": 3838
|
||||
"triangles": 4560,
|
||||
"vertices": 4529
|
||||
},
|
||||
"npc_hoodie": {
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.326,
|
||||
1.856,
|
||||
0.186
|
||||
0.185
|
||||
],
|
||||
"min": [
|
||||
-0.326,
|
||||
@@ -669,6 +674,7 @@
|
||||
"skin",
|
||||
"cloth",
|
||||
"pants",
|
||||
"eye_white",
|
||||
"accessory",
|
||||
"hair",
|
||||
"rubber"
|
||||
@@ -687,18 +693,18 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4640,
|
||||
"vertices": 3954
|
||||
"triangles": 4826,
|
||||
"vertices": 4504
|
||||
},
|
||||
"npc_jacket": {
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.326,
|
||||
0.332,
|
||||
1.824,
|
||||
0.186
|
||||
0.185
|
||||
],
|
||||
"min": [
|
||||
-0.326,
|
||||
-0.332,
|
||||
0,
|
||||
-0.178
|
||||
]
|
||||
@@ -709,6 +715,7 @@
|
||||
"skin",
|
||||
"cloth",
|
||||
"pants",
|
||||
"eye_white",
|
||||
"accessory",
|
||||
"hair",
|
||||
"rubber"
|
||||
@@ -727,15 +734,15 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4016,
|
||||
"vertices": 3415
|
||||
"triangles": 4394,
|
||||
"vertices": 4175
|
||||
},
|
||||
"npc_vest": {
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.321,
|
||||
1.819,
|
||||
0.186
|
||||
0.185
|
||||
],
|
||||
"min": [
|
||||
-0.321,
|
||||
@@ -749,6 +756,7 @@
|
||||
"skin",
|
||||
"cloth",
|
||||
"pants",
|
||||
"eye_white",
|
||||
"accessory",
|
||||
"hair",
|
||||
"rubber",
|
||||
@@ -767,8 +775,8 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4284,
|
||||
"vertices": 3784
|
||||
"triangles": 4474,
|
||||
"vertices": 4340
|
||||
},
|
||||
"palm_tree": {
|
||||
"bounds_godot": {
|
||||
@@ -993,7 +1001,7 @@
|
||||
"attach": "back",
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.25,
|
||||
0.322,
|
||||
0.348,
|
||||
0.139
|
||||
],
|
||||
@@ -1009,7 +1017,7 @@
|
||||
],
|
||||
"path": "assets/models/blender/npc_gear/shoulder_bag.glb",
|
||||
"triangles": 188,
|
||||
"vertices": 212
|
||||
"vertices": 209
|
||||
},
|
||||
"stanchion": {
|
||||
"bounds_godot": {
|
||||
@@ -1089,13 +1097,13 @@
|
||||
"attach": "head",
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.141,
|
||||
0.065,
|
||||
0.101,
|
||||
0.059,
|
||||
0.158
|
||||
],
|
||||
"min": [
|
||||
-0.141,
|
||||
0.005,
|
||||
-0.101,
|
||||
0.011,
|
||||
0.003
|
||||
]
|
||||
},
|
||||
|
||||
|
Before Width: | Height: | Size: 58 KiB After Width: | Height: | Size: 62 KiB |
|
Before Width: | Height: | Size: 63 KiB After Width: | Height: | Size: 66 KiB |
|
Before Width: | Height: | Size: 64 KiB After Width: | Height: | Size: 67 KiB |
|
Before Width: | Height: | Size: 68 KiB After Width: | Height: | Size: 70 KiB |
|
Before Width: | Height: | Size: 62 KiB After Width: | Height: | Size: 64 KiB |
|
Before Width: | Height: | Size: 56 KiB After Width: | Height: | Size: 58 KiB |
|
Before Width: | Height: | Size: 61 KiB After Width: | Height: | Size: 65 KiB |
|
Before Width: | Height: | Size: 58 KiB After Width: | Height: | Size: 61 KiB |
|
Before Width: | Height: | Size: 37 KiB After Width: | Height: | Size: 37 KiB |
|
Before Width: | Height: | Size: 29 KiB After Width: | Height: | Size: 30 KiB |
|
Before Width: | Height: | Size: 31 KiB After Width: | Height: | Size: 35 KiB |
@@ -15,7 +15,8 @@ time you export, either:
|
||||
`Godot_v4.3-stable_export_templates.tpz` contents into
|
||||
`~/.local/share/godot/export_templates/4.3.stable/`.
|
||||
|
||||
Verify with:
|
||||
The templates must match the editor binary you use locally. CI pins Godot 4.3;
|
||||
the local development machine uses 4.7.2 with its matching templates. Verify with:
|
||||
|
||||
```bash
|
||||
godot --headless --export-release "Linux" build/gig-line-smoke.x86_64
|
||||
@@ -86,6 +87,8 @@ Artifacts are written to `build/` (all exports embed the PCK — single files):
|
||||
- `build/gig-line-macos-<version>.zip`
|
||||
- `build/gig-line-web-<version>.zip` — browser build (non-threaded Godot web
|
||||
template; unzip and serve the folder, no COOP/COEP headers required)
|
||||
- `build/gig-line-desktop-hq-<version>.zip` — optional Forward+ Windows/Linux
|
||||
build with `override.cfg`; requires a Vulkan-capable GPU/driver
|
||||
|
||||
When run in CI (tags/dispatch), the build job also packages:
|
||||
|
||||
@@ -94,6 +97,10 @@ When run in CI (tags/dispatch), the build job also packages:
|
||||
- `build/gig-line-<version>-x86_64.AppImage` — Linux AppImage (`packaging/linux/build_appimage.sh`,
|
||||
appimagetool via `APPIMAGE_EXTRACT_AND_RUN`)
|
||||
|
||||
The optional Desktop HQ zip is assembled by `tools/build_releases.sh` from
|
||||
`packaging/desktop_hq/`; keep `override.cfg` next to the extracted executable.
|
||||
It is not part of the default Compatibility/Web build.
|
||||
|
||||
Locally you can build the AppImage with `bash packaging/linux/build_appimage.sh <version>`;
|
||||
the NSIS installer requires `makensis` (covered by CI).
|
||||
|
||||
@@ -114,7 +121,8 @@ GITEA_TOKEN=your_api_token ./tools/publish_release.sh 0.2.1
|
||||
|
||||
The script creates (or reuses) the release from `project.godot`'s
|
||||
`config/version`, uploads the three portable artifacts **plus** the NSIS
|
||||
installer and AppImage when present, and prints the release URL. If CI already
|
||||
installer, AppImage, Web zip and Desktop HQ zip when present, and prints the
|
||||
release URL. If CI already
|
||||
published the release, re-running the script only adds missing assets.
|
||||
|
||||
> **Host note**: the release is fully built by CI, but anonymous users can only
|
||||
|
||||
@@ -20,6 +20,7 @@ This document follows the structure of the arc42 architecture documentation temp
|
||||
- **Testability:** Rules and outcomes should be testable without rendering or real-time input.
|
||||
- **Consistency:** Similar situations should follow predictable venue and escalation rules.
|
||||
- **Respectful representation:** Mental-health crises and public interactions should not be reduced to stereotypes or treated as automatic threats.
|
||||
- **Realism:** The game world should look like the real world and NPC behaviors should feel consistent and believable within the established setting.
|
||||
|
||||
## 2. Constraints
|
||||
|
||||
@@ -36,7 +37,7 @@ This document follows the structure of the arc42 architecture documentation temp
|
||||
- **MINOR** — new venues, NPC archetypes, systems, or features that are backward compatible.
|
||||
- **PATCH** — bug fixes and small polish that do not change behavior.
|
||||
|
||||
The single source of truth for the version is `config/version` in `project.godot` (currently `0.1.0`). Each release is tagged in git as `v<version>` (e.g. `v0.1.0`). The `0.x` series is pre-1.0, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
|
||||
The single source of truth for the version is `config/version` in `project.godot` (currently `0.7.1`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-1.0, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
|
||||
|
||||
## 3. Context and Scope
|
||||
|
||||
@@ -77,12 +78,13 @@ The player interacts with NPCs, venue entrances, access artifacts, equipment, st
|
||||
- `CrowdSystem` models queues, attention, congestion, and public reaction.
|
||||
- `ShiftReview` presents decisions, consequences, and improvement opportunities.
|
||||
- `SurfaceMaterials` (`src/game/materials.gd`) holds the surface profiles, textured albedo/normal recipes, baked-AO wiring, glass/emissive recipes, and the environment tune-up (tonemapping, glow, fog, grading) that the phase lighting applies.
|
||||
- `WorldBuilder` assembles the procedural venue and instantiates the generated prop models from `assets/models/generated/` with a procedural fallback.
|
||||
- `WorldBuilder` assembles the procedural venue from a per-venue `VENUE_SPECS` table (facade, windows, stairs, street, nav bounds, guard spawn, feature flags and prop placements), prefers the Blender prop library in `assets/models/blender/props/`, and falls back to `assets/models/generated/` or primitives. `GameManager` rebuilds only the `World` container when the venue changes, so the guard/UI and their state survive. It also wires the phase-driven library emissives and street dressing.
|
||||
- `src/game/ui/art.gd` loads runtime UI/scene art from `assets/images/ui/` and `assets/images/scenes/`, with null fallbacks so panels keep their procedural layouts.
|
||||
- `tools/model_pipeline.py` builds and audits the street-prop `.glb` models and packs their colour atlases.
|
||||
- `tools/npc_pipeline.py` builds and audits the skinned NPC base model (`assets/models/generated/npc_base.glb`) and its per-slot material maps, with an optional AI fabric override (ADR-0013).
|
||||
- `tools/blender_assets.py` builds, renders and audits the Blender asset library (`assets/models/blender/{npc,npc_gear,props}/` + `manifest.json`): NPC character variants that are drop-in for `npc_base`, attach-point gear, and street/venue props. `NpcAvatar` selects variants/gear by role/seed and `WorldBuilder` loads the prop replacements and new street dressing, with procedural fallbacks (see `docs/blender-assets.md`).
|
||||
- `tools/scene_concepts.py` generates realism-pass references (`docs/screens/concepts/`), skyline backdrops and surface tiles (raw `assets/textures/ai/v2/raw/` → candidates `assets/textures/ai/game_ready/v2/`), promotes the validated ones to the tracked `v2/picks/` that `SurfaceMaterials`/`WorldBuilder` preload, audits them, and scores `src/test/capture_realism.gd` A/B captures (five stages, runtime texture swaps) against the concepts (`docs/screens/realism/<run>/`).
|
||||
- `tools/asset_pipeline.py` generates and audits role-aware textures; `tools/screen_designs.py` generates screen references and judges captures.
|
||||
- `tools/asset_pipeline.py` generates and audits role-aware textures; `tools/screen_designs.py` generates screen references and judges captures; `tools/check_screenshots.sh` renders the staged gallery and runs the compare gate.
|
||||
|
||||
Confirmed game assets live in `assets/textures/ai/game_ready/` (audited surface, UI, and card textures), `assets/models/generated/` (prop and NPC `.glb` models plus their texture atlases), and `assets/textures/npc/` (NPC material maps and `palette.json`). Development-only outputs — AI concept sheets, Blender sources, raw AI fabrics — are gitignored and regenerated by the tools.
|
||||
|
||||
@@ -135,28 +137,30 @@ in code.
|
||||
|
||||
## 7. Deployment View
|
||||
|
||||
The initial target is a single-player local game. The expected runtime consists of one client process containing presentation, simulation, rules, content, and persistence for local settings and shift results. No online backend is required for the first prototype.
|
||||
The game is a single-player local client containing presentation, simulation, rules, content, and persistence for local settings and shift results. No online backend is required. A non-threaded Web export ships alongside the desktop builds and can be served from any static host without special headers.
|
||||
|
||||
Future options include external analytics, cloud saves, or replay sharing, but they are not part of the initial architecture.
|
||||
Future options include external analytics, cloud saves, or replay sharing, but they are not part of the current architecture.
|
||||
|
||||
### CI/CD build pipeline
|
||||
|
||||
A continuous-integration pipeline keeps the headless test suite green on every change, with a planned extension to build and publish release artifacts automatically.
|
||||
A continuous-integration pipeline keeps the headless test suite green on every change and publishes tagged releases.
|
||||
|
||||
- **CI workflow** (`.github/workflows/ci.yml`) runs on every push to `main` and on every pull request. It installs the pinned Godot 4.3 editor, caches the `.godot` import artifacts, imports the project to build the class cache, and runs the headless test suite (`res://src/test/test_runner.gd`). The job fails on a non-zero exit code or any `SCRIPT ERROR` in the output.
|
||||
- **Planned extension** grows the pipeline from "test only" to "test, build, and publish": a test stage (headless tests plus a `--quit-after 120` boot smoke test as the merge gate), a build stage (install export templates, run `tools/build_releases.sh`), and a publish stage (on a version tag, upload artifacts via `tools/publish_release.sh` with a `GITEA_TOKEN` secret).
|
||||
- **Hosting note:** the repository lives on Gitea/Forgejo (`https://git.allucanget.biz/zwitschi/security-game`); the workflow is authored for GitHub Actions and should be mirrored or ported to the host's own runner if Actions is unavailable there. Export templates must match the pinned engine version, and macOS builds are unsigned (production releases need notarization or clear quarantine guidance).
|
||||
- **Workflow:** `.gitea/workflows/build.yml` runs on pushes, pull requests, tags, and manual dispatches. The `checks` job installs Godot 4.3, imports the project, and runs `res://src/test/test_runner.gd`; it fails on a non-zero exit code or any `SCRIPT ERROR` in the output.
|
||||
- **Build job:** runs for tags and manual dispatches. It installs export templates, exports Linux/Windows/macOS and the non-threaded Web build, packages the NSIS installer, Linux AppImage and optional Desktop HQ zip, verifies the installer contents, and uploads the artifacts.
|
||||
- **Publish job:** tag builds call `tools/publish_release.sh` to create the Gitea release and upload the standard artifacts plus the optional Desktop HQ zip. The script uses `GITEA_TOKEN` when configured and otherwise reuses the runner's checkout extraheader credentials.
|
||||
- **Hosting:** the repository lives on Gitea (`https://git.allucanget.biz/zwitschi/security-game`). Export templates must match the pinned Godot version; macOS builds are unsigned and need quarantine guidance or notarization for wider distribution.
|
||||
|
||||
### Release management
|
||||
|
||||
Releases are produced from a tagged commit and published to the repository host's release page, where the README "Downloads" links point.
|
||||
|
||||
- `export_presets.cfg` — committed Linux, Windows Desktop, and macOS export presets so builds are reproducible.
|
||||
- `tools/build_releases.sh` — exports all three desktop artifacts into `build/`, named `gig-line-<platform>-<version>.<ext>`.
|
||||
- `tools/publish_release.sh` — creates a release and uploads the artifacts via the Gitea/Forgejo API (requires `GITEA_TOKEN`).
|
||||
- `export_presets.cfg` — committed Linux, Windows, macOS, and Web export presets so builds are reproducible.
|
||||
- `tools/build_releases.sh` — exports the desktop binaries and Web zip into `build/`, named `gig-line-<platform>-<version>.<ext>`.
|
||||
- `tools/publish_release.sh` — creates a release and uploads the artifacts via the Gitea API, using `GITEA_TOKEN` or the checkout extraheader fallback.
|
||||
- Packaging — NSIS builds the Windows installer; `packaging/linux/build_appimage.sh` builds the AppImage.
|
||||
- [`RELEASING.md`](RELEASING.md) — step-by-step guide and release checklist.
|
||||
|
||||
The release process is: bump the version, run the full test suite and boot smoke test, run `tools/build_releases.sh`, run `tools/publish_release.sh` (or create the release via the web UI), and verify the README "Downloads" links resolve to the new release.
|
||||
The release process is: bump the version, run the full test suite and `tools/check_screenshots.sh`, run `tools/build_releases.sh`, tag and push (CI publishes), then verify the README "Downloads" links and the release artifacts.
|
||||
|
||||
## 8. Cross-Cutting Concepts
|
||||
|
||||
@@ -167,7 +171,8 @@ The release process is: bump the version, run the full test suite and boot smoke
|
||||
- **Safety and proportionality:** The rules layer prevents ordinary noncompliance from automatically becoming a violent encounter.
|
||||
- **Determinism where useful:** Scenario tests should be able to use fixed seeds and scripted NPC behavior.
|
||||
- **Localization:** Dialogue and prompts should be externalized from logic.
|
||||
- **Observability:** Debug overlays should show NPC intent, access status, escalation level, active incidents, and response timers during development.
|
||||
- **Observability:** Debug overlays show NPC intent, access status, escalation level, active incidents, and response timers during development.
|
||||
- **Visual regression:** Staged captures are compared against the runtime reference art (`screen_designs.py compare`) and optionally judged by a vision model; `tools/check_screenshots.sh` makes the pass repeatable.
|
||||
|
||||
## 9. Architecture Decisions
|
||||
|
||||
@@ -207,6 +212,7 @@ Architecture decisions are recorded as ADRs:
|
||||
- Emergency response can overshadow the core game if it is too powerful or too frequent.
|
||||
- Mental-health-crisis scenarios require careful writing, playtesting, and respectful presentation.
|
||||
- The choice of engine may affect navigation, crowd scale, tooling, and content authoring.
|
||||
- Reference mockups can outpace the runtime art style; compare/judge catch gross drift but not composition errors, so the staged gallery needs human review after large visual changes.
|
||||
|
||||
## 12. Glossary
|
||||
|
||||
|
||||
@@ -0,0 +1,276 @@
|
||||
# Asset Pipeline and Tooling
|
||||
|
||||
Everything the game renders is produced or gated by the scripts below. Development-only outputs (AI concept sheets, Blender sources, raw AI fabrics) are gitignored; the audited game assets are committed.
|
||||
|
||||
## Image Asset Tools
|
||||
|
||||
Install the Pillow dependency used by the existing texture generator and the asset tools:
|
||||
|
||||
```bash
|
||||
python3 -m pip install -r requirements-tools.txt
|
||||
```
|
||||
|
||||
Generate a role-sized image (generation requires `OPENROUTER_API_KEY`):
|
||||
|
||||
```bash
|
||||
python3 tools/asset_pipeline.py generate --prompt "weathered red brick" --role tile --output assets/textures/brick_extra.png
|
||||
```
|
||||
|
||||
Generated images are resized to the selected role profile. Non-square requests use
|
||||
the validated `openai/gpt-5-image-mini` source ratio and crop to the final role dimensions.
|
||||
Transparent glyphs can be recolored while preserving their alpha mask with
|
||||
`--foreground '#ffffff'`.
|
||||
|
||||
Crop uses the image center by default; `--x` and `--y` select an explicit crop origin. Resize defaults to aspect-preserving `contain`; use `--fit cover` to crop or `--fit stretch` to distort to the exact dimensions.
|
||||
|
||||
```bash
|
||||
python3 tools/asset_pipeline.py crop assets/textures/source.png assets/textures/crop.png --width 256 --height 128
|
||||
python3 tools/asset_pipeline.py resize assets/textures/source.png assets/images/scenes/scene.png --width 1920 --height 1080 --fit cover
|
||||
python3 tools/asset_pipeline.py seamless assets/textures/rough_tile.png assets/textures/tile.png
|
||||
```
|
||||
|
||||
Audit accepts image files or directories. `--role auto` infers common roles from paths and filenames; explicit roles include `tile`, `texture`, `icon`, `card`, `banner`, `backdrop`, `background`, `overlay`, `app_icon`, and `screenshot`.
|
||||
|
||||
```bash
|
||||
python3 tools/asset_pipeline.py audit assets/textures
|
||||
python3 tools/asset_pipeline.py audit assets/images/scenes --role background --json
|
||||
python3 -m unittest discover -s tools -p 'test_*.py'
|
||||
```
|
||||
|
||||
The audit classifies measurable fit issues as `good` or `bad` based on role-specific dimensions, aspect ratio, alpha requirements, and tile-edge continuity. It lists perspective/projection as a visual review item because image semantics cannot be judged reliably by these deterministic checks.
|
||||
|
||||
## Prop models
|
||||
|
||||
Street furniture (bollards, benches, bins, planters, newspaper boxes, a hydrant)
|
||||
is real 3D geometry generated by `tools/model_pipeline.py` and written to
|
||||
`assets/models/generated/*.glb`. Godot imports each file as a `PackedScene`, and
|
||||
`WorldBuilder` instantiates it with a procedural fallback when the model or its
|
||||
import is missing, so the world still builds on a fresh checkout.
|
||||
|
||||
```bash
|
||||
# Print the catalogue (parts, triangle count, whether a model/concept exists)
|
||||
python3 tools/model_pipeline.py list
|
||||
|
||||
# Rebuild the models (deterministic, offline) and validate them
|
||||
python3 tools/model_pipeline.py build
|
||||
python3 tools/model_pipeline.py audit
|
||||
|
||||
# Optional: an image model supplies the colour palette per prop
|
||||
# (requires OPENROUTER_API_KEY; the repo .env is read automatically)
|
||||
python3 tools/model_pipeline.py concept
|
||||
python3 tools/model_pipeline.py concept --only bench --force
|
||||
```
|
||||
|
||||
Each prop is a small list of boxes and cylinders, so `build` needs no network and
|
||||
the output is byte-identical between runs. `concept` asks an image model for a
|
||||
studio-style reference; `dominant_colors` and `assign_roles` then map that image's
|
||||
colours onto material roles (darkest → metal, warm saturated → wood, light grey →
|
||||
stone, green → foliage). glTF stores colours in linear space, so the tool converts
|
||||
the sRGB palettes before writing them. Re-run `build` and `godot --headless
|
||||
--path . --import` after changing a prop. See
|
||||
[ADR-0012](adr/0012-surface-materials-and-generated-props.md).
|
||||
|
||||
Surface materials share one definition in `src/game/materials.gd`: named
|
||||
roughness/metallic profiles per surface, plus the environment tune-up (ACES
|
||||
tonemapping, glow, fog, colour grading) that the phase lighting applies.
|
||||
|
||||
## NPC character model
|
||||
|
||||
NPCs are moving from the procedural capsule rig to a skinned, UV-mapped base
|
||||
character authored in Blender ([ADR-0013](adr/0013-blender-authored-npc-characters.md)).
|
||||
`tools/npc_pipeline.py` builds `assets/models/generated/npc_base.glb` plus the
|
||||
per-slot material maps. `NpcAvatar` instantiates that skinned model, tints its
|
||||
five material slots from the seed-driven outfit, and drives the bones from the
|
||||
existing animation code; the procedural rig remains the offline fallback (see
|
||||
the [graphics plan](plan-graphics-v0.6.md)).
|
||||
|
||||
```bash
|
||||
# Print the frozen contract (slots, bone names, triangle budget)
|
||||
python3 tools/npc_pipeline.py list
|
||||
|
||||
# Rebuild the skinned base mesh + neutral maps in Blender and validate it
|
||||
flatpak run org.blender.Blender --background --python "$PWD/tools/npc_pipeline.py" -- build
|
||||
python3 tools/npc_pipeline.py audit
|
||||
|
||||
# Layer the AI clothing albedos (shirt/trousers) over the procedural weave, and
|
||||
# derive per-fabric outfit colours for the avatar palette
|
||||
python3 tools/npc_pipeline.py prepare
|
||||
python3 tools/npc_pipeline.py palette
|
||||
```
|
||||
|
||||
`prepare` resizes the AI fabric tiles (kept locally in `assets/textures/npc/ai/`,
|
||||
which is gitignored) onto the `cloth`/`pants` albedos; `build` bakes them into the
|
||||
`.glb` and regenerates the procedural normal + packed ORM maps. `palette` writes
|
||||
`assets/textures/npc/palette.json` using `model_pipeline.dominant_colors`.
|
||||
|
||||
## Blender asset library (loaded by the game)
|
||||
|
||||
`tools/blender_assets.py` models a larger library procedurally in Blender for the
|
||||
v0.6.0 integration: **8 skinned NPC characters** (casual, jacket, coat, hi-vis vest,
|
||||
dress, hoodie, firefighter, guard), each a drop-in for `npc_base.glb` (same bones,
|
||||
joint positions and tint slots); **18 gear pieces** authored at head/hand/back/chest
|
||||
attach points (caps, hood, helmet, backpack, SCBA tank, lanyard, phone, cup,
|
||||
clipboard, umbrella, camera, sign, flashlight, wand, radio, …); and **20 props**
|
||||
(octagonal bollard and bin, slatted bench, hydrant, news box, planters, street lamp,
|
||||
street and palm trees, A-frame sign, wall lantern, cone, crowd barrier, stanchion,
|
||||
handrail, podium, double door, marquee, sedan).
|
||||
|
||||
`NpcAvatar` selects a character by role/seed, tints the five contract slots, and
|
||||
attaches gear at the documented points; `WorldBuilder` loads the library props
|
||||
with colliders/avoidance and drives their emissive parts from the day/night
|
||||
cycle. The single `npc_base.glb` and primitive props remain offline fallbacks.
|
||||
Contract and integration notes: [`blender-assets.md`](blender-assets.md).
|
||||
|
||||
| Characters | Props |
|
||||
| --- | --- |
|
||||
|  |  |
|
||||
|
||||
```bash
|
||||
flatpak run org.blender.Blender --background --python "$PWD/tools/blender_assets.py" -- build
|
||||
flatpak run org.blender.Blender --background --python "$PWD/tools/blender_assets.py" -- render
|
||||
python3 tools/blender_assets.py sheet # docs/blender_previews/sheet_*.jpg
|
||||
python3 tools/blender_assets.py audit # no Blender needed
|
||||
godot --headless --path . --import
|
||||
```
|
||||
|
||||
## Confirmed game assets
|
||||
|
||||
Everything below is audited and shipped in the game; development-only outputs
|
||||
(AI concept sheets, Blender sources, raw AI fabrics) are gitignored.
|
||||
|
||||
| | |
|
||||
| --- | --- |
|
||||
|  |  |
|
||||
|  |  |
|
||||
|  |  |
|
||||
|
||||
- **Surface textures:** the v2 picks above (brick, sidewalk pavers, dry and wet asphalt, awning canvas) plus their normal maps, loaded by `src/game/materials.gd` and `WorldBuilder`; the three skyline panoramas are switched per shift phase. The first-generation tiles and `assets/textures/skyline.png` are no longer loaded.
|
||||
- **UI art:** `assets/textures/ai/game_ready/icons/` (flashlight, door lock, wand, REC) and `assets/textures/ai/game_ready/cards/` (ID, wristband, ticket, credential, guest list), loaded by `src/game/ui/hud.gd`.
|
||||
- **Generated models:** `assets/models/generated/*.glb` — bollard, bench, trash bin, planter, newspaper box, hydrant, and the NPC base — plus their colour atlases.
|
||||
- **NPC material maps:** `assets/textures/npc/*_{albedo,normal,orm}.png` and `palette.json`.
|
||||
|
||||
Audit them all:
|
||||
|
||||
```bash
|
||||
python3 tools/asset_pipeline.py audit assets/textures/ai/game_ready
|
||||
python3 tools/model_pipeline.py audit
|
||||
python3 tools/npc_pipeline.py audit
|
||||
```
|
||||
|
||||
## Realism pass: scene concepts, skylines and textures
|
||||
|
||||
The skyline, surface tiles and phase lighting were rebuilt against AI concept frames. The
|
||||
concepts live in [`docs/screens/concepts/`](../docs/screens/concepts/README.md); the validated
|
||||
picks the game loads are in `assets/textures/ai/game_ready/v2/picks/` (day/dusk/night
|
||||
panoramas, brick, sidewalk pavers, dry and wet asphalt, awning canvas, each with a normal
|
||||
map).
|
||||
|
||||
`tools/scene_concepts.py` generates and processes new candidates, promotes the validated ones
|
||||
to stable names, audits them, and scores captures against the concepts. It never overwrites an
|
||||
image: new files get a `-vN` suffix, and `process` skips existing candidates unless `--new`.
|
||||
|
||||
```bash
|
||||
python3 tools/scene_concepts.py generate --group scene # or backdrop / texture, --variants N
|
||||
python3 tools/scene_concepts.py process && python3 tools/scene_concepts.py audit
|
||||
python3 tools/scene_concepts.py promote # validated picks -> v2/picks/
|
||||
godot --headless --path . --import
|
||||
|
||||
# A/B a candidate without touching game code: the same cameras, textures swapped at runtime.
|
||||
godot --path . --script res://src/test/capture_realism.gd -- --out=res://docs/screens/realism/<run>/after
|
||||
godot --path . --script res://src/test/capture_realism.gd -- --out=res://docs/screens/realism/<run>/try \
|
||||
--swap=res://assets/textures/ai/game_ready/v2/picks/brick_facade.png=res://assets/textures/ai/game_ready/v2/brick_facade-v2.png
|
||||
|
||||
# Score before/after against the concepts (Pillow detail metrics + vision judge).
|
||||
python3 tools/scene_concepts.py realism --run docs/screens/realism/<run> --judge \
|
||||
--model google/gemini-2.5-flash --repeats 3
|
||||
```
|
||||
|
||||
`capture_realism.gd` runs six stages (day, portrait, evening, late, Joke Shop, studio);
|
||||
`--stages=day,late` limits it while tuning; `--flashlight` turns on the guard lamp for
|
||||
night stages (used by the Desktop HQ A/B). The `portrait` shot freezes one NPC on open sidewalk
|
||||
and frames the face, which is the only capture that can judge avatar detail
|
||||
(`--portrait-type=N` picks a role). The texture-adoption run,
|
||||
[`docs/screens/realism/2026-11-01-adopt/`](../docs/screens/realism/2026-11-01-adopt/report.md),
|
||||
compares the pre-adoption captures with the current build: on the shots both sets captured the
|
||||
judge's like-for-like means rose on every sub-score (overall 0.8 → 1.0, backdrop 0.6 → 1.6) and
|
||||
the Pillow metric gap fell 0.444 → 0.348. The character pass
|
||||
([`2026-11-01-npc/`](../docs/screens/realism/2026-11-01-npc/report.md)) adds the portrait shot and
|
||||
records the new faces, hands and sleeve cuffs. The
|
||||
Forward+ A/B ([`2026-11-01-forward-plus/`](../docs/screens/realism/2026-11-01-forward-plus/report.md))
|
||||
compares the Compatibility entrance with the optional Desktop HQ preset.
|
||||
The gear-fit run
|
||||
([`2026-11-01-gear/`](../docs/screens/realism/2026-11-01-gear/report.md)) checks
|
||||
the sunglasses, bag and helmet against measured head/skirt bounds with
|
||||
`python3 tools/blender_assets.py fit`; it also fixed the portrait yaw and hid
|
||||
the focus overlay so the close-up shows the avatar.
|
||||
|
||||

|
||||
|
||||
## Screen design references
|
||||
|
||||
Screen mockups and screenshot comparison use `tools/screen_designs.py`. It turns the
|
||||
screen descriptions in `docs/` (README captions, ADRs 0007–0010, `PLAN.md`, and
|
||||
`architecture.md`) into runtime reference art under `assets/images/ui/` (with a
|
||||
reference-only snapshot in `docs/screens/designs/`), then uses those images as
|
||||
the expected state to check the game's captures.
|
||||
|
||||
Each screen is tagged `scene` (a realistic first-person 3D world view) or `ui`
|
||||
(an in-game panel overlaid on a softened scene), and the generator appends a
|
||||
shared art-direction suffix so the frames read as one coherent game. Requests use
|
||||
a 3:2 landscape source and crop to the 16:9 capture dimensions.
|
||||
|
||||
```bash
|
||||
# Export the built-in scenarios to editor-authorable .tres resources
|
||||
godot --headless --path . --script res://tools/export_venues.gd
|
||||
|
||||
# List the catalogue (name, kind, whether a reference design exists)
|
||||
python3 tools/screen_designs.py list
|
||||
|
||||
# Deterministic wireframes (offline, no API key); existing designs are kept
|
||||
# unless --force is passed, so an offline run never replaces an AI mockup
|
||||
python3 tools/screen_designs.py generate --draft
|
||||
python3 tools/screen_designs.py generate --draft --only wand --force
|
||||
|
||||
# Realistic 3D scenes and in-game screen designs via OpenRouter
|
||||
# (requires OPENROUTER_API_KEY)
|
||||
python3 tools/screen_designs.py generate
|
||||
|
||||
# Prop gallery (studio line-up) for close-range prop checks
|
||||
godot --path . --script res://src/test/capture_prop_gallery.gd
|
||||
|
||||
# Compare docs/screenshots/*.png against the designs
|
||||
python3 tools/screen_designs.py compare
|
||||
python3 tools/screen_designs.py compare --json
|
||||
|
||||
# Ask a vision model whether each capture realises its design's screen and layout
|
||||
# (requires OPENROUTER_API_KEY; the repo .env is read automatically)
|
||||
python3 tools/screen_designs.py judge
|
||||
python3 tools/screen_designs.py judge --model openai/gpt-4o-mini --json
|
||||
python3 tools/screen_designs.py judge --only 03- # one capture
|
||||
python3 tools/screen_designs.py judge --dry-run # build requests, no network
|
||||
```
|
||||
|
||||
The catalogue covers 21 screens: the eleven README captures plus the start menu,
|
||||
pause overlay, settings, shift review, radial menu, emergency radio, wand
|
||||
screening, Joke Shop queue, TV Studio arrival, crowd panic, responder arrival,
|
||||
body-camera timeline, and the escalation HUD. All 21 have an AI reference in
|
||||
`assets/images/ui/` (snapshot in `docs/screens/designs/`); the eleven screens with
|
||||
staged captures are also compared or judged against the running game.
|
||||
|
||||
`compare` flags gross drift: wrong aspect ratio, undersized frame, near-blank
|
||||
frame, and large layout/palette/detail distance. It is a regression gate, not a
|
||||
semantic judge — pixel and perceptual metrics cannot decide whether a frame's
|
||||
composition is *right*.
|
||||
|
||||
`judge` covers that gap: it sends each capture together with its concept mockup to
|
||||
a vision model and asks whether the capture realises the same screen and layout
|
||||
intent. Art style, fidelity, fonts, and placeholder text are explicitly ignored.
|
||||
Verdicts are classed as `match`, `review` (a mismatch below `--fail-confidence`,
|
||||
default 0.6 — expected when a concept mockup is more stylised than the game), or
|
||||
`diff` (a confident mismatch, which exits non-zero). Regenerate the designs after changing screen layout, then re-run
|
||||
`compare` after regenerating the game screenshots with
|
||||
`src/test/capture_screenshots.gd`.
|
||||
|
||||
For a one-command drift check, run `tools/check_screenshots.sh`. It renders the
|
||||
staged captures and prop gallery into `docs/screenshots/` (using `xvfb-run` when
|
||||
no display is available) and then runs `screen_designs.py compare`.
|
||||
@@ -41,6 +41,7 @@ flatpak run org.blender.Blender --background \
|
||||
--python "$PWD/tools/blender_assets.py" -- render
|
||||
python3 tools/blender_assets.py sheet # -> docs/blender_previews/sheet_<category>.jpg
|
||||
python3 tools/blender_assets.py audit # stdlib only; exit 1 on any issue
|
||||
python3 tools/blender_assets.py fit # head/clothing fit + bag-body clearance, per character
|
||||
python3 tools/blender_assets.py list
|
||||
godot --headless --path . --import # after any rebuild
|
||||
```
|
||||
@@ -86,16 +87,20 @@ All eight use the `npc_base` contract, so each one can replace
|
||||
- material slots `skin`, `cloth`, `pants`, `accessory`, `hair` carry the same
|
||||
neutral `assets/textures/npc/<slot>_{albedo,normal}.png` maps, so
|
||||
`Materials.npc_slot()` tints them the same way it tints `npc_base`.
|
||||
- budget ≤ 6000 triangles and ≤ 4000 vertices (glTF vertex count, after seam
|
||||
splits). The current range is 3,788–4,640 triangles and 3,200–3,960
|
||||
vertices.
|
||||
- budget ≤ 6000 triangles and ≤ 5000 vertices (glTF vertex count, after seam
|
||||
splits; `CHAR_MAX_VERTS` in `tools/blender_assets.py`, raised from 4000 for
|
||||
the 2026-11-01 face/hand pass). The current range is 3,974–5,026 triangles
|
||||
and 3,744–4,807 vertices.
|
||||
|
||||
Construction: the torso and limbs are one continuous Skin-modifier mesh,
|
||||
subdivided twice, decimated to 36 % with X symmetry, and cut at the waist, cuffs,
|
||||
sleeves and neck so the material borders are clean edge loops. The head,
|
||||
face (nose, ears, eyes, brows, mouth), hair, hands, shoes and clothing layers are
|
||||
separate parts. Weights come from distance to the bone segments, limited by body
|
||||
region. Parts that should stay rigid (head, hands, shoes) get a single bone.
|
||||
subdivided twice, decimated to 26 % with X symmetry, and cut at the waist, cuffs,
|
||||
sleeves and neck so the material borders are clean edge loops. The head is a
|
||||
separate part carrying the face detail: brow ridge, sclera/iris/upper-lid per eye,
|
||||
cheekbones, a nose with a bridge and tip, ears with lobes, and upper and lower
|
||||
lips. Hands have four fingers plus a thumb; sleeves end in a cuff ring.
|
||||
Hair, shoes and clothing layers are separate parts. Weights come from distance to
|
||||
the bone segments, limited by body region. Parts that should stay rigid (head,
|
||||
hands, shoes) get a single bone.
|
||||
|
||||
| Character | `layer_for()` / look | Suggested roles | Preview gear |
|
||||
| --- | --- | --- | --- |
|
||||
@@ -163,7 +168,7 @@ Emissive materials are always on in the GLB. The integration should tie them to
|
||||
|
||||
- `python3 tools/blender_assets.py audit`: container, `POSITION`/`NORMAL`/
|
||||
`TEXCOORD_0`, UVs in [0, 1], no zero-area triangles (Godot warns about them
|
||||
during LOD generation), budgets (characters 6000/4000, gear 1500, props 4000
|
||||
during LOD generation), budgets (characters 6000/5000, gear 1500, props 4000
|
||||
triangles), grounding, and an editable `.blend`. For characters it also
|
||||
checks skinning, bones, slots, the `npc_base` mesh node and the height.
|
||||
- `tools/test_blender_assets.py`: catalogue and contract consistency with
|
||||
@@ -176,7 +181,8 @@ Emissive materials are always on in the GLB. The integration should tie them to
|
||||
|
||||
## Known limitations
|
||||
|
||||
- The characters have no baked AO or ORM texture of their own. They reuse the
|
||||
- Characters carry a baked `<name>_ao.png` (red channel, wired by
|
||||
`_apply_outfit_materials()`), but no ORM texture of their own. They reuse the
|
||||
tiling slot maps, so the runtime `SurfaceMaterials` recipes still supply
|
||||
roughness.
|
||||
- There is a single body topology per build (average, slim, broad) and no
|
||||
|
||||
@@ -0,0 +1,48 @@
|
||||
# Development Status
|
||||
|
||||
Implemented so far:
|
||||
|
||||
- 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`
|
||||
- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
|
||||
- Headless unit tests: **231 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, input remaps, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material, player movement, NPC character layers/LOD/queue, input bindings)
|
||||
- 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
|
||||
- Control pass: focus cone on NPC heads with a billboarded blue circle in front of the face 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`)
|
||||
- Session shell: venue start menu (keyboard + mouse), Esc pause overlay (resume / restart / settings / quit to menu), settings panel with mouse-look sensitivity and HUD font scale persisted to `user://settings.json`, and "Run another shift" returning to the venue menu
|
||||
- World presentation: skyline backdrop rendered with an alpha material, walkable step and landing colliders, larger marquee text, and larger focus circle / name tag
|
||||
- Routine traffic despawns after a while at its waypoint so the crowd cap no longer fills with idle standers
|
||||
- PLAN verbs: eye contact (distinct Level 1 cue), recognizing a person as a player decision recorded as access evidence, a body-camera flag that a formal warning arms (and `B` toggles), blocking that physically stations the guard between the person and the door, and a Level 3 request-reason ask answered from the NPC's `dialogue_lines`
|
||||
- Incidents are now actually opened on focus and closed at shift end, so player actions, access evidence, escalation levels, and unresolved interactions reach the review (previously every recorded event was dropped)
|
||||
- Crowd presentation: aggressive behavior and responder arrivals make idle bystanders stop and face the incident; panic sends people away from the door (and they leave the scene). A busy 16-NPC entrance measured ~1.2 ms/frame, so no LOD/culling was needed at the current cap
|
||||
- Distant skyline ring: four alpha-scissored planes at 200 m read as a hazy city on the horizon (the baked backdrop used to show as a black slab), with a larger ground plane so the buildings meet the street
|
||||
- Flashlight aims straight ahead and lights the person/door being checked instead of the ground in front of the guard
|
||||
- Emergency aftermath: the `evacuation` outcome locks the door and clears the entrance, an emergency call that the situation did not justify opens an investigation and applies the false-report hit, and the shift review names the responder outcome and any investigations
|
||||
- Body-camera timeline: the shift review opens a text timeline of every recorded incident event (time, person, action/outcome) that you step through with the arrow keys or buttons. No live 3D replay yet
|
||||
- NPC theater: seated guests sit on the steps with bent legs, influencers and tourists raise a camera prop while photographing, performers sway their sign, and filming visitors pan slowly — all once they reach their intent's waypoint
|
||||
- Audio: a looping procedural crowd bed (filtered murmur) whose volume follows `CrowdSystem.mood`, plus radio open/close crackle. All generated at runtime, no audio assets, and safe with a dummy audio server
|
||||
- Accessibility: the escalation cue shows a shape meter plus the numeric level (`Escalation: Blocking [###--] L3/5`) so it reads in grayscale, and the HUD font scale from settings is applied at boot by resizing fonts (not Control.scale, which broke the right-aligned layout)
|
||||
- Editor-ready venues: `tools/export_venues.gd` writes `content/venues/<id>.tres` from `ScenarioFactory`, and the `.tres` files load back with events, profiles, policy, phases, door lines, and locations intact (the factory stays the source of truth)
|
||||
- Localization safety: `Strings.fmt` validates the placeholder count before formatting and fails safe (warns, returns the template) instead of raising an engine error, `Strings.placeholder_count` ignores `%%`, and `Strings.validate()` lints the table for trailing `%`, unsupported conversions, and mixed positional/sequential placeholders
|
||||
- Authored scenario content: Joke Shop reservation-without-ID, borrowed/mismatched ID, a guest who refuses the wand screen, and a late arrival during a performance; Studio filming-boundary repeats and a celebrity arrival that draws a small crowd; Building events that point the player at the body camera and request-reason verbs
|
||||
- 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)
|
||||
- Rendering pass (v0.3.0 work, [ADR-0012](adr/0012-surface-materials-and-generated-props.md)): one material module with roughness/metallic profiles per surface, ACES tonemapping, glow, aerial fog and colour grading driven by the shift phase, correctly scaled brick, framed facade windows that light up at night, door trim and handles, a curb and lane dashes, and the glowing marquee/lamp bulbs. NPCs gained per-role clothing palettes, caps/hoods/backpacks/sunglasses/lanyards, hands and shoes, and an arm/leg walk swing
|
||||
- NPC characters (v0.5.0): articulated limb rigs, layered outfits, hand items, face/hair variety, idle behaviour (phone, clipboard, crossed arms, look-around), escalation gestures, readable reaction symbols, door-queue offsets, and three LOD tiers with a billboard impostor
|
||||
- Player movement (v0.5.0): separate acceleration/braking, step-up assist, head bob and landing dip (toggleable), precision-walk FOV/chip/tick, surface-aware footsteps, gamepad support, and persistent key/button remapping in settings
|
||||
- Prop collision and placement (v0.4.0): every prop fits a static collider from its mesh bounds and publishes a navigation obstacle, so the guard and guests cannot walk through benches, bins, or bollards; placements are grouped into zones with a validator, and deterministic variants add rotation, scale, and small clutter
|
||||
- Prop atlas (v0.3.1): `tools/model_pipeline.py` packs each prop's palette into one power-of-two colour atlas plus a metallic/roughness atlas and emits a single material with per-vertex UVs, so a prop is one draw material rather than one per part; `audit` enforces the contract
|
||||
- Generated prop models (v0.3.0 work): `tools/model_pipeline.py` builds bollards, benches, bins, planters, newspaper boxes and a hydrant as `.glb` props with per-part materials, loaded by `WorldBuilder` with a procedural fallback; the optional AI concept step (`model_pipeline.py concept`) supplies per-prop colour palettes
|
||||
- Environment pass (v0.6.0): 1024² brick/concrete/asphalt with derived tangent normal maps, 256² baked AO maps for every Blender character/gear/prop, and library props whose bulbs/LEDs/sign faces follow the day/night phase
|
||||
- NPC characters + library (v0.6.0): `NpcAvatar` loads one of 8 Blender-authored skinned variants (role/seed selected) with five tintable material slots, `Rig/Head` focus anchor, and attach-point gear; `npc_base.glb` and the procedural rig remain fallbacks. `tools/blender_assets.py` builds/audits the character, gear, and 20-prop library; `WorldBuilder` loads the replacements and new street dressing (lamp, trees, palms, planters, barriers, podium, doors, marquee, sedan, handrail) with colliders, navigation obstacles, and phase-driven emissives
|
||||
- Web build: `build/gig-line-web-<version>.zip` (Godot's non-threaded web template, no COOP/COEP headers needed) built by `tools/build_releases.sh` and published with the desktop artifacts; serve the unzipped folder from any static host
|
||||
- Aim-free selection pass (v0.3.0 work, [ADR-0011](adr/0011-aim-free-selection-and-precision-walk.md)): the focus cone ranks candidates by angle then distance, `Tab` and the mouse wheel cycle nearby people nearest-first and pin the selection, right click clears focus with a short re-acquire grace, the HUD reports how many people are in the ring, and holding `Shift` walks at half speed for close work
|
||||
|
||||
- Visual alignment: start/venue menu, pause, settings, shift review, radio, wand, inspection, timeline, HUD target chip/escalation bar, and radial menu now use or match their AI references in `assets/images/ui/`. The runtime art loader (`src/game/ui/art.gd`) falls back cleanly when a file is missing.
|
||||
- Realism adoption (post-v0.6.0): v2 per-phase skylines and surface tiles with normal maps, retuned sun/exposure/fog, wet asphalt, denser foliage, a visible additive flashlight beam, and refreshed staging captures. `tools/check_screenshots.sh` is the repeatable capture/compare gate; judge is clean of `diff` verdicts.
|
||||
- Input/reliability fixes: selecting a venue now releases the start-menu input lock and recaptures the mouse; the body-camera overlay no longer covers the shift status.
|
||||
- Desktop HQ (v0.7.1): optional Forward+ Windows/Linux zip with volumetric fog, SDFGI and a volumetric flashlight; the default Compatibility/Web builds and headless tests gate the effect off. A/B captures live in `docs/screens/realism/2026-11-01-forward-plus/`.
|
||||
- Venue geometry (v0.7.0): the Joke Shop now builds as a narrow brick alley with a warm wall lantern, shutters, dumpster/AC clutter and no skyline; the TV Studio builds a stone facade, bulb canopy, glossy black car and barrier line. `WorldBuilder.VENUE_SPECS` drives facade/street/nav dimensions, and `GameManager` rebuilds only the world container when the venue changes.
|
||||
- Gear fit (post-v0.6.0): Blender gear is measured against the avatar head/skirt silhouette and the checks run in both the Python tooling and the headless suite. Sunglasses, the shoulder bag and the firefighter helmet were fitted to the new faces; the Influencer portrait and gallery were recaptured with a before/after report.
|
||||
|
||||
Not yet implemented: a desktop-only Forward+ preset (the renderer stays GL Compatibility for Web parity), live 3D body-camera replay, editor-based GUT integration, and crowd performance profiling/LOD (see [`TODO.md`](../TODO.md)).
|
||||
@@ -0,0 +1,61 @@
|
||||
# Gameplay
|
||||
|
||||
The complete design rationale also lives in [`PLAN.md`](../PLAN.md); this page keeps the playable mechanics close to the README.
|
||||
|
||||
## Game Overview
|
||||
|
||||
A typical shift lasts 10–15 minutes. The player:
|
||||
|
||||
1. Watches the entrance, steps, queue, and surrounding sidewalk.
|
||||
2. Determines why each person is approaching.
|
||||
3. Uses simple gestures or polite directions first.
|
||||
4. Verifies authorized access using recognition, wristbands, credentials, tickets, or guest lists.
|
||||
5. Escalates only when a person refuses directions, attempts unauthorized entry, or presents a genuine threat.
|
||||
6. Records the incident through body-camera and radio systems.
|
||||
7. Finishes the shift with a performance review based on safety, judgment, and professionalism.
|
||||
|
||||
The game rewards calm resolutions rather than aggressive behavior. Emergency assistance and armed responders are rare last-resort systems with meaningful consequences.
|
||||
|
||||
## Venues
|
||||
|
||||
### Hollywood Boulevard Building
|
||||
|
||||
The original scenario places the guard at the top of the steps outside a fictional building. Tourists, street performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people experiencing a mental-health crisis, and rare violent threats may approach the entrance.
|
||||
|
||||
Authorized people must either be recognized by the guard or present a valid wristband. Wristbands can have different colors, patterns, dates, or event markings. They may be valid, expired, counterfeit, or missing.
|
||||
|
||||
### The Joke Shop
|
||||
|
||||
The Joke Shop is a narrow brick alley with a recessed door, shuttered windows, a warm wall lantern, a dumpster and wall-mounted AC clutter. The door person checks IDs, tickets, reservations, and guest-list status, then uses a handheld security wand according to venue policy. The player must interpret wand alerts rather than treating every alert as proof of a weapon; keys, belts, phones, and other harmless objects can trigger false alarms.
|
||||
|
||||
### Hollywood Boulevard Late Night TV Studio
|
||||
|
||||
This scenario combines the previously defined NPC types with a busy television-studio entrance: a stone facade, a bulb-lit canopy, a glossy black car at the curb, and stanchions/barriers holding the arrival line. The player manages audience members, production staff, performers, guests, deliveries, celebrity arrivals, tourists, street performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people experiencing a mental-health crisis, and rare violent threats.
|
||||
|
||||
The studio uses wristbands, credentials, tickets, guest-list confirmation, and personal recognition to authorize entry. Crowd control, filming boundaries, following authorized guests through the door, and counterfeit credentials are key events.
|
||||
|
||||
## Escalation Model
|
||||
|
||||
The common escalation model has six levels:
|
||||
|
||||
0. **Observation** — Decide whether intervention is necessary.
|
||||
1. **Simple deterrence and polite direction** — Raise an open hand, make eye contact, point toward the sidewalk or check-in area, shake the head, or give a short instruction.
|
||||
2. **Formal warning** — Clearly explain the rule and request compliance.
|
||||
3. **Blocking and physical positioning** — Secure the entrance, maintain distance, preserve an escape route, and deny access without starting a fight.
|
||||
4. **Radio for security assistance** — Request a supervisor, second guard, building management, or other appropriate support.
|
||||
5. **Emergency response** — Hold the emergency-radio button and confirm only when there is an immediate threat, such as a weapon, assault, forced entry, or serious threat to occupants.
|
||||
|
||||
An off-duty law-enforcement officer or armed emergency responder may arrive during a valid emergency. This character is not intended to be a routine stronger attack. Their role is crisis control, evacuation, restraint, arrest, or other appropriate intervention, with force governed by the situation and meaningful consequences for unjustified calls.
|
||||
|
||||
## Core Systems
|
||||
|
||||
- **NPC behavior:** NPCs have different motivations, temperaments, compliance levels, and reactions to the player’s approach.
|
||||
- **Access verification:** Recognition, wristbands, IDs, tickets, credentials, and guest lists determine who may enter.
|
||||
- **Nonverbal deterrence:** Small actions such as raising a hand can resolve low-risk situations without dialogue or force.
|
||||
- **Dialogue:** Polite directions and warnings affect outcomes; simple gestures can resolve low-risk situations without dialogue.
|
||||
- **Escalation:** The player chooses the lowest effective response.
|
||||
- **Radio assistance:** Calls require useful information and may take time to arrive.
|
||||
- **Evidence:** Body-camera records support shift review and accountability.
|
||||
- **Crowd reaction:** Aggressive behavior, visible weapons, and emergency response can create panic or attract a crowd.
|
||||
- **Reputation:** Peaceful resolutions, accurate reports, low property damage, and justified calls improve performance; unnecessary confrontations and false reports reduce it.
|
||||
- **Shift review:** The player receives feedback on access decisions, escalation choices, public complaints, injuries, and security outcomes.
|
||||
@@ -0,0 +1,97 @@
|
||||
# Setup, Run and Test, and Controls
|
||||
|
||||
## Setup
|
||||
|
||||
1. Download the Godot 4.3+ editor (official build) and put `godot` on your PATH. CI pins 4.3; local development is verified with 4.7.2.
|
||||
2. Open or run the project from this directory.
|
||||
|
||||
## Run and Test
|
||||
|
||||
```bash
|
||||
# Open in the editor
|
||||
godot --editor --path .
|
||||
|
||||
# Run the game
|
||||
godot --path .
|
||||
|
||||
# Headless smoke boot (120 frames then exit)
|
||||
godot --headless --path . --quit-after 120
|
||||
|
||||
# Run all unit tests headlessly (exit code 0 = pass)
|
||||
godot --headless --path . --script res://src/test/test_runner.gd
|
||||
|
||||
# Save a screenshot to user:// (windowed)
|
||||
godot --path . --script res://src/test/take_screenshot.gd
|
||||
|
||||
# Visual-regression smoke: render the staged captures + prop gallery, then compare them
|
||||
./tools/check_screenshots.sh
|
||||
|
||||
# Windowed control smoke: focus circle, action wheel, wheel cycling + right-click clear; saves PNGs, exits 1 on failure
|
||||
godot --path . --script res://src/test/smoke_focus_radial.gd
|
||||
|
||||
# Session-shell smoke: menu → shift → pause → settings → menu (headless or windowed)
|
||||
godot --headless --path . --script res://src/test/smoke_session_shell.gd
|
||||
|
||||
# PLAN-verb smoke: recognize, request reason, body camera, warning, blocking
|
||||
godot --headless --path . --script res://src/test/smoke_plan_verbs.gd
|
||||
|
||||
# Prop-collision smoke (windowed): guard stops at a bench, guest routes around it
|
||||
godot --path . --script res://src/test/smoke_props.gd
|
||||
|
||||
# NPC budget smoke: 16 full-rig avatars against the documented frame budget
|
||||
godot --headless --path . --script res://src/test/smoke_npc_budget.gd
|
||||
|
||||
# Movement smoke (windowed): steps, precision walk, footsteps and landing
|
||||
godot --path . --script res://src/test/smoke_movement.gd
|
||||
|
||||
# Crowd smoke: rubbernecking on aggression, panic clearing the entrance
|
||||
godot --headless --path . --script res://src/test/smoke_crowd.gd
|
||||
|
||||
# Emergency smoke: unjustified call, investigation note, evacuation aftermath
|
||||
godot --headless --path . --script res://src/test/smoke_emergency.gd
|
||||
|
||||
# Body-camera timeline smoke: review → timeline → step through → back to review
|
||||
godot --headless --path . --script res://src/test/smoke_timeline.gd
|
||||
|
||||
# Audio smoke: crowd bed follows mood, radio open/close crackle
|
||||
godot --headless --path . --script res://src/test/smoke_audio.gd
|
||||
|
||||
# Scenario-content smoke: wand refusal, celebrity crowd spike
|
||||
godot --headless --path . --script res://src/test/smoke_scenario_content.gd
|
||||
```
|
||||
|
||||
The unit test runner is the project's own lightweight harness (no editor plugin required) so CI can run it without the editor.
|
||||
|
||||
## Controls
|
||||
|
||||
Keyboard and mouse are the default; a gamepad works without configuration (left stick moves,
|
||||
right stick looks, A opens/confirms the wheel, B cancels, X inspects, Y calls the radio, LB walks
|
||||
slowly, RB uses the wand). Keys and pad buttons can be rebound in Settings, and the remaps persist
|
||||
in `user://settings.json`. The HUD legend switches to gamepad hints when a pad event arrives.
|
||||
|
||||
| Input | Action |
|
||||
| --- | --- |
|
||||
| W/A/S/D + mouse | Move and look |
|
||||
| Space / left click | Action wheel for the focused person (Stop, Look, Point, No, Ask, Inspect, Wand, Warn, Block, Reason, Recognize, Radio) |
|
||||
| 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 pauses the shift (Esc again resumes) |
|
||||
| ← / → or ↑ / ↓ | Navigate the venue menu and the pause / settings panels |
|
||||
| Enter | Start the highlighted venue from the menu, or confirm in a panel |
|
||||
| 1 / 2 / 3 | Quick gestures without the wheel: raise hand, point, head shake (Level 1) |
|
||||
| Q | Polite direction (Level 1) |
|
||||
| 4 | Formal warning (Level 2) |
|
||||
| 5 | Blocking and positioning (Level 3) |
|
||||
| 6 | Security assistance radio (Level 4) |
|
||||
| R | Emergency radio, hold on-screen button ~1.6s (Level 5) |
|
||||
| E | Inspect access artifacts / close inspection |
|
||||
| C | Handheld wand screening (wand venues only) |
|
||||
| A / D | Allow / deny entry during inspection or wand check |
|
||||
| V | Cycle venue (debug shortcut; restart via V restarts the current shift) |
|
||||
| Tab / mouse wheel ↓ / ↑ | Cycle the target among nearby NPCs, nearest first (aim-free; the target stays selected) |
|
||||
| Right click (nothing open) | Clear the focused person and return to aim-based focus |
|
||||
| Shift (hold) | Precision walk at roughly half speed for close work at the door |
|
||||
| G | Toggle flashlight (widens NPC perception at night) |
|
||||
| B | Toggle the body camera; a formal warning switches it on automatically |
|
||||
| L | Lock / unlock the restricted door (thwarts forced entry) |
|
||||
| F | Toggle debug overlay |
|
||||
@@ -20,6 +20,13 @@ file here; they are saved as `<name>-vN.png`.
|
||||
| `entrance_steps_podium` | granite steps, handrails, glass doors, the check-in podium |
|
||||
| `crowd_barrier_line` | steel barriers, a red carpet, a crowd with depth-of-field haze |
|
||||
| `responder_arrival_wide` | fire engine, turnout gear, red/blue light spill on wet pavement |
|
||||
| `npc_portrait_day` | close portrait of a pedestrian: skin with visible pores and stubble, fabric weave, shallow depth of field. The bar for an avatar close-up, not for the crowd shots |
|
||||
|
||||
The `npc_portrait` capture in `capture_realism.gd` is staged, not posed by the
|
||||
crowd: it freezes one NPC on an open patch of sidewalk, parks the rest of the
|
||||
crowd out of frame, turns the subject into the camera and stands the guard on the
|
||||
sunlit side. It is the only shot where a face fills the frame, so it is the one to
|
||||
eyeball after an avatar change (`docs/screens/realism/2026-11-01-npc/`).
|
||||
|
||||
Cross-cutting targets, for comparison with the 2026-11-01 captures in
|
||||
`docs/screens/realism/2026-11-01-v2/sheet.jpg`:
|
||||
|
||||
|
After Width: | Height: | Size: 1.2 MiB |
|
After Width: | Height: | Size: 1.2 MiB |
@@ -0,0 +1,82 @@
|
||||
{
|
||||
"run": "docs/screens/realism/2026-11-01-forward-plus-eval",
|
||||
"judge_model": null,
|
||||
"sets": {
|
||||
"baseline": {
|
||||
"entrance_late": {
|
||||
"target": "docs/screens/concepts/hollywood_entrance_rain_night.png",
|
||||
"metrics": {
|
||||
"edge_density": 21.3,
|
||||
"fine_detail": 9.55,
|
||||
"contrast": 68.03,
|
||||
"saturation_mean": 127.45,
|
||||
"colour_spread": 67.44
|
||||
},
|
||||
"target_metrics": {
|
||||
"edge_density": 8.43,
|
||||
"fine_detail": 3.51,
|
||||
"contrast": 27.34,
|
||||
"saturation_mean": 159.44,
|
||||
"colour_spread": 26.61
|
||||
},
|
||||
"metric_gap": 1.568
|
||||
},
|
||||
"street_late": {
|
||||
"target": "docs/screens/concepts/boulevard_skyline_dusk.png",
|
||||
"metrics": {
|
||||
"edge_density": 10.57,
|
||||
"fine_detail": 6.21,
|
||||
"contrast": 26.84,
|
||||
"saturation_mean": 74.1,
|
||||
"colour_spread": 26.55
|
||||
},
|
||||
"target_metrics": {
|
||||
"edge_density": 8.83,
|
||||
"fine_detail": 4.61,
|
||||
"contrast": 33.26,
|
||||
"saturation_mean": 188.16,
|
||||
"colour_spread": 35.38
|
||||
},
|
||||
"metric_gap": 0.247
|
||||
}
|
||||
},
|
||||
"candidate": {
|
||||
"entrance_late": {
|
||||
"target": "docs/screens/concepts/hollywood_entrance_rain_night.png",
|
||||
"metrics": {
|
||||
"edge_density": 19.31,
|
||||
"fine_detail": 8.37,
|
||||
"contrast": 55.27,
|
||||
"saturation_mean": 104.53,
|
||||
"colour_spread": 54.55
|
||||
},
|
||||
"target_metrics": {
|
||||
"edge_density": 8.43,
|
||||
"fine_detail": 3.51,
|
||||
"contrast": 27.34,
|
||||
"saturation_mean": 159.44,
|
||||
"colour_spread": 26.61
|
||||
},
|
||||
"metric_gap": 1.187
|
||||
},
|
||||
"street_late": {
|
||||
"target": "docs/screens/concepts/boulevard_skyline_dusk.png",
|
||||
"metrics": {
|
||||
"edge_density": 11.4,
|
||||
"fine_detail": 6.21,
|
||||
"contrast": 27.58,
|
||||
"saturation_mean": 77.86,
|
||||
"colour_spread": 27.49
|
||||
},
|
||||
"target_metrics": {
|
||||
"edge_density": 8.83,
|
||||
"fine_detail": 4.61,
|
||||
"contrast": 33.26,
|
||||
"saturation_mean": 188.16,
|
||||
"colour_spread": 35.38
|
||||
},
|
||||
"metric_gap": 0.258
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,42 @@
|
||||
# Realism report: `docs/screens/realism/2026-11-01-forward-plus`
|
||||
|
||||
| set | shot | target | gap ↓ | edges | detail | contrast | overall | lighting | materials | texture | backdrop |
|
||||
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
|
||||
| baseline | entrance_late | hollywood_entrance_rain_night | 1.568 | 21.3 | 9.55 | 68.03 | - | - | - | - | - |
|
||||
| baseline | street_late | boulevard_skyline_dusk | 0.247 | 10.57 | 6.21 | 26.84 | - | - | - | - | - |
|
||||
| candidate | entrance_late | hollywood_entrance_rain_night | 1.187 | 19.31 | 8.37 | 55.27 | - | - | - | - | - |
|
||||
| candidate | street_late | boulevard_skyline_dusk | 0.258 | 11.4 | 6.21 | 27.58 | - | - | - | - | - |
|
||||
|
||||
Mean scores per set (all captured shots):
|
||||
|
||||
| set | shots | gap ↓ | overall | lighting | materials | texture_detail | backdrop | characters |
|
||||
| --- | --- | --- | --- | --- | --- | --- | --- | --- |
|
||||
| baseline | 2 | 0.907 | - | - | - | - | - | - |
|
||||
| candidate | 2 | 0.723 | - | - | - | - | - | - |
|
||||
|
||||
|
||||
## Desktop HQ A/B
|
||||
|
||||
`baseline` is the normal GL Compatibility build; `candidate` is the same
|
||||
staging with `packaging/desktop_hq/override.cfg` beside the project (Forward+,
|
||||
SDFGI and volumetric fog). Both use `--stages=late --flashlight`.
|
||||
|
||||
The entrance metric gap improved **1.568 → 1.187** and the two-shot mean
|
||||
**0.907 → 0.723**. The flashlight now lights the door instead of disappearing
|
||||
into the dark, while the LATE volumetric density (0.020) leaves the brick
|
||||
facade readable instead of washing it out. `street_late` is nearly unchanged
|
||||
(0.247 → 0.258), which is expected because the fog is tuned around the
|
||||
entrance.
|
||||
|
||||
Capture command:
|
||||
|
||||
```bash
|
||||
cp packaging/desktop_hq/override.cfg ./override.cfg
|
||||
xvfb-run -a godot --path . --script res://src/test/capture_realism.gd -- \
|
||||
--stages=late --flashlight \
|
||||
--out=res://docs/screens/realism/2026-11-01-forward-plus/candidate
|
||||
rm override.cfg
|
||||
```
|
||||
|
||||
The vision judge could not run because `OPENROUTER_API_KEY` is invalid; the
|
||||
retry is recorded in `TODO.md`.
|
||||
|
After Width: | Height: | Size: 140 KiB |
@@ -0,0 +1,134 @@
|
||||
{
|
||||
"run": "docs/screens/realism/2026-11-01-gear-judge",
|
||||
"judge_model": "google/gemini-2.5-flash-lite",
|
||||
"sets": {
|
||||
"baseline": {
|
||||
"npc_portrait": {
|
||||
"target": "docs/screens/concepts/npc_portrait_day.png",
|
||||
"metrics": {
|
||||
"edge_density": 24.42,
|
||||
"fine_detail": 9.88,
|
||||
"contrast": 43.77,
|
||||
"saturation_mean": 90.21,
|
||||
"colour_spread": 50.11
|
||||
},
|
||||
"target_metrics": {
|
||||
"edge_density": 7.47,
|
||||
"fine_detail": 3.47,
|
||||
"contrast": 52.66,
|
||||
"saturation_mean": 93.44,
|
||||
"colour_spread": 54.88
|
||||
},
|
||||
"metric_gap": 1.093,
|
||||
"judge": {
|
||||
"scores": {
|
||||
"backdrop": 4.0,
|
||||
"lighting": 3.0,
|
||||
"overall": 2.0,
|
||||
"materials": 2.0,
|
||||
"texture_detail": 1.0,
|
||||
"characters": 1.0
|
||||
},
|
||||
"score_range": {
|
||||
"backdrop": [
|
||||
4.0,
|
||||
4.0
|
||||
],
|
||||
"lighting": [
|
||||
3.0,
|
||||
3.0
|
||||
],
|
||||
"overall": [
|
||||
2.0,
|
||||
2.0
|
||||
],
|
||||
"materials": [
|
||||
2.0,
|
||||
2.0
|
||||
],
|
||||
"texture_detail": [
|
||||
1.0,
|
||||
1.0
|
||||
],
|
||||
"characters": [
|
||||
1.0,
|
||||
1.0
|
||||
]
|
||||
},
|
||||
"runs": 1,
|
||||
"fixes": [
|
||||
"Improve character model realism with more detailed facial features, realistic skin shaders, and better clothing textures.",
|
||||
"Enhance material properties for all objects, especially the brick building and pavement, to better simulate real-world reflectivity, roughness, and subsurface scattering.",
|
||||
"Increase texture resolution and detail for all assets, particularly for the brickwork, pavement, and character clothing, to reduce the appearance of tiling and blurriness.",
|
||||
"Refine lighting to match the warm, directional sunlight and soft shadows of the target image, paying attention to ambient occlusion and global illumination.",
|
||||
"Add atmospheric perspective and volumetric fog to the backdrop to create a sense of depth and distance, mimicking the haze seen in the target image."
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"candidate": {
|
||||
"npc_portrait": {
|
||||
"target": "docs/screens/concepts/npc_portrait_day.png",
|
||||
"metrics": {
|
||||
"edge_density": 24.43,
|
||||
"fine_detail": 9.89,
|
||||
"contrast": 43.74,
|
||||
"saturation_mean": 90.17,
|
||||
"colour_spread": 50.08
|
||||
},
|
||||
"target_metrics": {
|
||||
"edge_density": 7.47,
|
||||
"fine_detail": 3.47,
|
||||
"contrast": 52.66,
|
||||
"saturation_mean": 93.44,
|
||||
"colour_spread": 54.88
|
||||
},
|
||||
"metric_gap": 1.094,
|
||||
"judge": {
|
||||
"scores": {
|
||||
"backdrop": 5.0,
|
||||
"lighting": 4.0,
|
||||
"overall": 3.0,
|
||||
"materials": 3.0,
|
||||
"texture_detail": 2.0,
|
||||
"characters": 2.0
|
||||
},
|
||||
"score_range": {
|
||||
"backdrop": [
|
||||
5.0,
|
||||
5.0
|
||||
],
|
||||
"lighting": [
|
||||
4.0,
|
||||
4.0
|
||||
],
|
||||
"overall": [
|
||||
3.0,
|
||||
3.0
|
||||
],
|
||||
"materials": [
|
||||
3.0,
|
||||
3.0
|
||||
],
|
||||
"texture_detail": [
|
||||
2.0,
|
||||
2.0
|
||||
],
|
||||
"characters": [
|
||||
2.0,
|
||||
2.0
|
||||
]
|
||||
},
|
||||
"runs": 1,
|
||||
"fixes": [
|
||||
"Improve character model realism with more detailed facial features, realistic skin shaders, and better hair simulation.",
|
||||
"Enhance material properties for clothing, pavement, and buildings to include subsurface scattering, anisotropic reflections, and more varied roughness maps.",
|
||||
"Increase texture resolution and add micro-detail (e.g., pores, fabric weave, concrete imperfections) to all surfaces.",
|
||||
"Implement more sophisticated global illumination and atmospheric scattering for a softer, more realistic lighting and haze effect.",
|
||||
"Refine the backdrop by adding more complex building geometry, varied foliage, and realistic distant city details with appropriate atmospheric perspective."
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,55 @@
|
||||
# Gear fit report: `docs/screens/realism/2026-11-01-gear`
|
||||
|
||||
Influencer (`npc_coat`) portrait, forced with `--portrait-type=2`, before the gear-fit
|
||||
changes (`da876e3`, with the capture yaw/focus fixes backported) and after them (`a478bfb`).
|
||||
Both frames use the same camera, sun and portrait staging. The focus disc is hidden because
|
||||
it is a gameplay overlay, not part of the character still.
|
||||
|
||||
| measurement | before | after |
|
||||
| --- | --- | --- |
|
||||
| sunglasses width | 0.282 m (0.90× head) | **0.202 m** (0.64× head) |
|
||||
| bag body inner face | 0.168 m (coat skirt 0.225, dress 0.260) | **0.262 m** (clears both) |
|
||||
| firefighter helmet brim | sat on the brow ridge | **raised 2 cm** |
|
||||
|
||||
Capture commands:
|
||||
|
||||
```
|
||||
xvfb-run -a godot --path . --script res://src/test/capture_realism.gd -- \
|
||||
--stages=portrait --portrait-type=2 \
|
||||
--out=res://docs/screens/realism/2026-11-01-gear/candidate-v2
|
||||
tools/check_screenshots.sh # 11 good / 0 bad
|
||||
python3 tools/scene_concepts.py realism \
|
||||
--run docs/screens/realism/2026-11-01-gear --judge
|
||||
```
|
||||
|
||||
The judge improved the portrait from **overall 2 / characters 1** (baseline) to
|
||||
**overall 3 / characters 2** (candidate); the remaining fixes are the broader realism
|
||||
targets (skin/cloth shaders, GI, backdrop haze), not gear fit.
|
||||
|
||||
Vision judge: `google/gemini-2.5-flash-lite` (scores 0-10, higher is more realistic compared with the concept target).
|
||||
|
||||
| set | shot | target | gap ↓ | edges | detail | contrast | overall | lighting | materials | texture | backdrop |
|
||||
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
|
||||
| baseline | npc_portrait | npc_portrait_day | 1.093 | 24.42 | 9.88 | 43.77 | 2.0 | 3.0 | 2.0 | 1.0 | 4.0 |
|
||||
| candidate | npc_portrait | npc_portrait_day | 1.094 | 24.43 | 9.89 | 43.74 | 3.0 | 4.0 | 3.0 | 2.0 | 5.0 |
|
||||
|
||||
Mean scores per set (all captured shots):
|
||||
|
||||
| set | shots | gap ↓ | overall | lighting | materials | texture_detail | backdrop | characters |
|
||||
| --- | --- | --- | --- | --- | --- | --- | --- | --- |
|
||||
| baseline | 1 | 1.093 | 2.0 | 3.0 | 2.0 | 1.0 | 4.0 | 1.0 |
|
||||
| candidate | 1 | 1.094 | 3.0 | 4.0 | 3.0 | 2.0 | 5.0 | 2.0 |
|
||||
|
||||
**baseline / npc_portrait** fixes:
|
||||
- Improve character model realism with more detailed facial features, realistic skin shaders, and better clothing textures.
|
||||
- Enhance material properties for all objects, especially the brick building and pavement, to better simulate real-world reflectivity, roughness, and subsurface scattering.
|
||||
- Increase texture resolution and detail for all assets, particularly for the brickwork, pavement, and character clothing, to reduce the appearance of tiling and blurriness.
|
||||
- Refine lighting to match the warm, directional sunlight and soft shadows of the target image, paying attention to ambient occlusion and global illumination.
|
||||
- Add atmospheric perspective and volumetric fog to the backdrop to create a sense of depth and distance, mimicking the haze seen in the target image.
|
||||
|
||||
**candidate / npc_portrait** fixes:
|
||||
- Improve character model realism with more detailed facial features, realistic skin shaders, and better hair simulation.
|
||||
- Enhance material properties for clothing, pavement, and buildings to include subsurface scattering, anisotropic reflections, and more varied roughness maps.
|
||||
- Increase texture resolution and add micro-detail (e.g., pores, fabric weave, concrete imperfections) to all surfaces.
|
||||
- Implement more sophisticated global illumination and atmospheric scattering for a softer, more realistic lighting and haze effect.
|
||||
- Refine the backdrop by adding more complex building geometry, varied foliage, and realistic distant city details with appropriate atmospheric perspective.
|
||||
|
After Width: | Height: | Size: 94 KiB |
@@ -0,0 +1,171 @@
|
||||
# Realism report: `docs/screens/realism/2026-11-01-npc`
|
||||
|
||||
Vision judge: `google/gemini-2.5-flash-lite` (scores 0-10, higher is more realistic compared with the concept target).
|
||||
|
||||
| set | shot | target | gap ↓ | edges | detail | contrast | overall | lighting | materials | texture | backdrop |
|
||||
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
|
||||
| after | boulevard_day | boulevard_skyline_day | 0.168 | 23.78 | 9.03 | 40.34 | 3.0 | 4.0 | 3.0 | 3.0 | 6.0 |
|
||||
| after | boulevard_night | hollywood_entrance_rain_night | 0.728 | 16.21 | 7.16 | 38.99 | 2.0 | 3.0 | 2.0 | 2.0 | 4.0 |
|
||||
| after | entrance_day | hollywood_entrance_morning | 0.457 | 27.12 | 10.33 | 43.1 | 3.0 | 4.0 | 3.0 | 3.0 | 3.0 |
|
||||
| after | entrance_late | hollywood_entrance_rain_night | 1.134 | 18.8 | 8.52 | 52.15 | 2.0 | 3.0 | 2.0 | 2.0 | 1.0 |
|
||||
| after | joke_shop_door | joke_shop_door_closeup | 0.864 | 15.4 | 7.24 | 48.56 | 2.0 | 3.0 | 4.0 | 3.0 | 2.0 |
|
||||
| after | npc_portrait | npc_portrait_day | 1.108 | 24.87 | 9.87 | 43.79 | 3.0 | 4.0 | 3.0 | 3.0 | 5.0 |
|
||||
| after | street_day | boulevard_skyline_day | 0.119 | 19.96 | 7.55 | 43.9 | 2.0 | 3.0 | 2.0 | 2.0 | 4.0 |
|
||||
| after | street_late | boulevard_skyline_dusk | 0.273 | 13.81 | 6.73 | 33.25 | 2.0 | 3.0 | 2.0 | 2.0 | 4.0 |
|
||||
| after | street_night | boulevard_skyline_dusk | 0.308 | 12.51 | 6.14 | 25.49 | 2.0 | 3.0 | 2.0 | 2.0 | 3.0 |
|
||||
| after | studio_door | studio_stage_door_night | 0.433 | 17.21 | 7.97 | 49.17 | 2.0 | 3.0 | 2.0 | 2.0 | 1.0 |
|
||||
| before | boulevard_day | boulevard_skyline_day | 0.172 | 23.21 | 8.88 | 38.78 | 2.0 | 3.0 | 2.0 | 2.0 | 5.0 |
|
||||
| before | boulevard_night | hollywood_entrance_rain_night | 0.723 | 16.02 | 7.13 | 39.4 | 2.0 | 3.0 | 2.0 | 2.0 | 4.0 |
|
||||
| before | entrance_day | hollywood_entrance_morning | 0.442 | 25.88 | 9.86 | 40.18 | 2.0 | 3.0 | 2.0 | 2.0 | 3.0 |
|
||||
| before | entrance_late | hollywood_entrance_rain_night | 1.105 | 18.4 | 8.41 | 51.61 | 2.0 | 3.0 | 2.0 | 2.0 | 3.0 |
|
||||
| before | joke_shop_door | joke_shop_door_closeup | 0.818 | 14.84 | 7.04 | 47.63 | 3.0 | 3.0 | 4.0 | 3.0 | 5.0 |
|
||||
| before | street_day | boulevard_skyline_day | 0.148 | 18.69 | 7.42 | 42.69 | 2.0 | 3.0 | 2.0 | 2.0 | 4.0 |
|
||||
| before | street_late | boulevard_skyline_dusk | 0.224 | 12.95 | 6.27 | 31.94 | 2.0 | 3.0 | 2.0 | 2.0 | 4.0 |
|
||||
| before | street_night | boulevard_skyline_dusk | 0.253 | 10.97 | 5.57 | 24.27 | 2.0 | 3.0 | 2.0 | 2.0 | 4.0 |
|
||||
| before | studio_door | studio_stage_door_night | 0.395 | 16.62 | 7.65 | 48.52 | 2.0 | 3.0 | 2.0 | 2.0 | 1.0 |
|
||||
|
||||
Mean scores per set (all captured shots):
|
||||
|
||||
| set | shots | gap ↓ | overall | lighting | materials | texture_detail | backdrop | characters |
|
||||
| --- | --- | --- | --- | --- | --- | --- | --- | --- |
|
||||
| after | 10 | 0.559 | 2.3 | 3.3 | 2.5 | 2.4 | 3.3 | 2.2 |
|
||||
| before | 9 | 0.476 | 2.11 | 3.0 | 2.22 | 2.11 | 3.67 | 2.33 |
|
||||
|
||||
Mean over the shots every set captured (like for like):
|
||||
|
||||
| set | shots | gap ↓ | overall | lighting | materials | texture_detail | backdrop | characters |
|
||||
| --- | --- | --- | --- | --- | --- | --- | --- | --- |
|
||||
| after | 9 | 0.498 | 2.22 | 3.22 | 2.44 | 2.33 | 3.11 | 2.22 |
|
||||
|
||||
**after / boulevard_day** fixes:
|
||||
- Improve the lighting model to better simulate global illumination and soft shadows, especially for the sky and ambient light.
|
||||
- Increase the polygon count and add normal maps to the trees and foliage to give them a more organic and detailed appearance.
|
||||
- Replace the current brick material with a more detailed texture that includes variations in color, mortar lines, and subtle imperfections.
|
||||
- Add more complex geometry and finer details to the buildings in the background, such as windows, balconies, and architectural elements, to match the target's complexity.
|
||||
- Implement a more sophisticated atmospheric perspective effect for the distant cityscape to create a greater sense of depth and realism.
|
||||
|
||||
**after / boulevard_night** fixes:
|
||||
- Improve the lighting to be more atmospheric and volumetric, with softer shadows and more realistic reflections on wet surfaces.
|
||||
- Enhance material properties for brick, pavement, and building facades to include more subtle variations, specularity, and roughness.
|
||||
- Increase texture detail on all surfaces, especially the brickwork, pavement, and character models, to reduce the 'plastic' look.
|
||||
- Redesign character models to be more anatomically correct and detailed, with better clothing textures and facial features.
|
||||
- Add more subtle environmental details like rain streaks, puddles with ripples, and more varied foliage to enhance realism.
|
||||
|
||||
**after / entrance_day** fixes:
|
||||
- Improve brick texture and material to add more variation, grime, and imperfections.
|
||||
- Add atmospheric perspective and volumetric fog to the background to create depth and match the target's hazy distance.
|
||||
- Enhance lighting to include softer shadows, more subtle ambient occlusion, and realistic light falloff, especially around the marquee lights.
|
||||
- Replace low-polygon trees with more detailed models that have varied leaf textures and shapes.
|
||||
- Add subtle surface imperfections and wear to the concrete sidewalk and steps.
|
||||
|
||||
**after / entrance_late** fixes:
|
||||
- Improve the lighting to match the dramatic, atmospheric, and volumetric lighting of the target image. Focus on warm, directional light from the marquee and street lamp, with soft ambient occlusion and reflections.
|
||||
- Enhance material properties for realism. The brickwork, pavement, and building facade in the capture are too flat and lack subsurface scattering or specular highlights. The target image shows wet, reflective surfaces with subtle variations in material.
|
||||
- Increase texture detail significantly. The brick textures are low-resolution and repetitive. The target image features high-resolution, varied brick patterns with grime and weathering.
|
||||
- Redesign the backdrop to include a distant city skyline with atmospheric perspective (haze) and more detailed building structures, similar to the target image.
|
||||
- Refine the character model and its integration into the scene. The character in the capture is low-poly and appears out of place. The target image's character has more realistic proportions, clothing detail, and is better lit to blend with the environment.
|
||||
|
||||
**after / joke_shop_door** fixes:
|
||||
- Improve brick texture and material properties to match the target's depth and roughness.
|
||||
- Enhance the lighting to create softer, more volumetric shadows and a warmer glow from the lamp.
|
||||
- Add more detail to the building facade, such as subtle variations in brick color and mortar.
|
||||
- Introduce atmospheric perspective and haze to the distant cityscape to create a sense of depth.
|
||||
- Significantly increase the polygon count and detail of the character model to match the target's realism.
|
||||
|
||||
**after / npc_portrait** fixes:
|
||||
- Improve character model realism: Focus on facial features, skin texture, and clothing wrinkles to match the target's detail and natural appearance.
|
||||
- Enhance material properties: Make brick, pavement, and clothing materials more realistic with better specular highlights, subsurface scattering, and wear/tear details.
|
||||
- Refine lighting: Mimic the warm, directional lighting of the target, paying attention to soft shadows and rim lighting on the character.
|
||||
- Increase texture detail: Apply higher resolution and more nuanced textures to all surfaces, especially the character's skin and clothing, and the brickwork.
|
||||
- Adjust backdrop realism: Add atmospheric perspective (haze) to the distant city skyline and improve the detail and lighting of the palm trees to match the target.
|
||||
|
||||
**after / street_day** fixes:
|
||||
- Improve road material to have more subtle variations in color and reflectivity, and add tire marks and debris.
|
||||
- Enhance building textures with more detailed facades, windows, and architectural elements. Add subtle weathering and grime.
|
||||
- Increase the density and variety of vegetation, ensuring realistic palm tree models and ground cover.
|
||||
- Refine lighting to create softer shadows, more atmospheric scattering, and realistic specular highlights on surfaces.
|
||||
- Add atmospheric perspective to the distant cityscape with appropriate haze and color grading to simulate distance.
|
||||
|
||||
**after / street_late** fixes:
|
||||
- Improve the lighting to match the warm, atmospheric glow of the target image, paying close attention to the neon signs and streetlights.
|
||||
- Enhance material properties for buildings, road, and vehicles to achieve a more realistic PBR (Physically Based Rendering) look, with appropriate reflections and surface imperfections.
|
||||
- Increase texture detail on all surfaces, especially the road and building facades, to add depth and realism.
|
||||
- Refine the backdrop, particularly the city skyline and atmospheric haze, to create a more convincing sense of distance and depth.
|
||||
- Significantly improve character models and their integration into the scene, as they currently appear very low-fidelity and out of place.
|
||||
|
||||
**after / street_night** fixes:
|
||||
- Improve lighting to match the warm, atmospheric glow of the target, especially the neon signs and streetlights.
|
||||
- Increase the detail and realism of building materials and textures, adding grime, wear, and more complex architectural features.
|
||||
- Enhance the texture detail on the road surface, palm trees, and vehicles to be less uniform and more photorealistic.
|
||||
- Refine the backdrop, adding atmospheric haze and more detailed city silhouettes that mimic the depth and complexity of the target.
|
||||
- Significantly improve character models and animations to match the realistic style of the target image.
|
||||
|
||||
**after / studio_door** fixes:
|
||||
- Improve the lighting to match the dramatic, moody atmosphere of the target, focusing on soft, volumetric light and realistic reflections.
|
||||
- Enhance material properties for the building facade, car, and pavement to achieve a more realistic look with appropriate specularity, roughness, and subsurface scattering.
|
||||
- Increase texture detail on all surfaces, especially the brickwork, stone, and car paint, to add fine details and imperfections.
|
||||
- Add atmospheric effects like fog or haze to the backdrop to create depth and a sense of distance, similar to the target image.
|
||||
- Significantly improve character models and their integration into the scene, paying attention to detail, lighting, and animation.
|
||||
|
||||
**before / boulevard_day** fixes:
|
||||
- Improve road and sidewalk materials to have more realistic roughness and subtle variations.
|
||||
- Add significantly more geometric detail and realistic textures to buildings, especially the brickwork.
|
||||
- Replace low-polygon trees and foliage with more detailed and varied models, and add more natural scattering.
|
||||
- Enhance lighting to include softer shadows, more realistic ambient occlusion, and subtle specular highlights on surfaces.
|
||||
- Implement atmospheric perspective for the distant cityscape to create a sense of depth and haze.
|
||||
|
||||
**before / boulevard_night** fixes:
|
||||
- Improve lighting to match the dramatic, atmospheric, and volumetric lighting of the target image, focusing on warm, directional light from the marquee and street lamp, with realistic reflections on wet surfaces.
|
||||
- Enhance material properties to achieve a more realistic look, particularly for the brickwork, pavement, and building facade, incorporating subtle imperfections, wear, and specular highlights that react realistically to light.
|
||||
- Increase texture detail significantly across all assets, especially the brick walls, pavement, and character models, to add depth, realism, and a sense of age and grit.
|
||||
- Redesign character models to be more anatomically correct and detailed, with realistic clothing textures and subtle animations that convey a sense of life and presence.
|
||||
- Refine the backdrop to include more atmospheric elements like fog, rain effects, and a more detailed, less stylized cityscape with appropriate haze for distance.
|
||||
|
||||
**before / entrance_day** fixes:
|
||||
- Improve brick texture and material properties to add more variation, grime, and imperfections.
|
||||
- Enhance lighting to create softer shadows, more atmospheric volumetric light, and a warmer, more natural color temperature.
|
||||
- Add more detailed geometry and textures to the building facade, windows, and surrounding elements like trees and planters.
|
||||
- Introduce atmospheric perspective and fog to the distant cityscape to create a sense of depth and realism.
|
||||
- Replace low-polygon trees with more detailed models and textures that better match the target's style.
|
||||
|
||||
**before / entrance_late** fixes:
|
||||
- Improve the lighting to be more atmospheric and volumetric, with softer shadows and more realistic light falloff, especially around the marquee and streetlights.
|
||||
- Enhance material properties for brick, pavement, and building facades to include realistic reflections, specularity, and subsurface scattering where appropriate.
|
||||
- Increase texture resolution and detail for all surfaces, particularly the brickwork, to reduce the appearance of tiling and blurriness.
|
||||
- Add more complex geometry and detail to the backdrop buildings and sky, including atmospheric perspective and subtle variations in color and light.
|
||||
- Refine character models with more detailed clothing, facial features (if visible), and more natural posing to match the realistic aesthetic.
|
||||
|
||||
**before / joke_shop_door** fixes:
|
||||
- Improve brick texture and normal mapping to match the target's depth and roughness.
|
||||
- Enhance the lighting to create softer, more volumetric shadows and a warmer glow from the lamp.
|
||||
- Add more detail to the door material, including wood grain and subtle imperfections.
|
||||
- Refine the sign's material and lighting to appear less flat and more integrated with the environment.
|
||||
- Significantly improve character models to achieve a realistic appearance, focusing on form, texture, and animation.
|
||||
|
||||
**before / street_day** fixes:
|
||||
- Improve road material to have more micro-details, reflections, and wear.
|
||||
- Add atmospheric perspective and volumetric fog to the distant cityscape to match the target's depth.
|
||||
- Enhance building materials with more varied textures, specular highlights, and subtle imperfections.
|
||||
- Increase the polygon count and texture resolution for the car model, paying attention to reflections and material properties.
|
||||
- Implement more realistic lighting with softer shadows, global illumination, and subtle color grading to mimic natural sunlight.
|
||||
|
||||
**before / street_late** fixes:
|
||||
- Improve the lighting to match the warm, atmospheric glow of the target image, paying attention to the neon signs and streetlights.
|
||||
- Enhance material properties for buildings, road, and car to achieve a more realistic sheen and surface detail, especially reflections.
|
||||
- Increase texture resolution and detail on all surfaces, particularly the road and building facades, to mimic the fine grain and imperfections of the target.
|
||||
- Develop a more detailed and atmospheric backdrop, including a richer sky gradient and more nuanced city skyline with atmospheric perspective.
|
||||
- Significantly improve character models and their integration into the scene, as they are currently very basic and unrealistic.
|
||||
|
||||
**before / street_night** fixes:
|
||||
- Improve lighting to match the warm, atmospheric glow of neon signs and streetlights in the target image, with more volumetric effects and softer shadows.
|
||||
- Enhance material properties to achieve a more realistic sheen and reflectivity on surfaces like the road, buildings, and car, especially under the artificial lights.
|
||||
- Increase texture detail on buildings, road surfaces, and palm trees to add grit, imperfections, and finer details that are present in the target image.
|
||||
- Add atmospheric perspective and haze to the distant cityscape and sky to create a sense of depth and realism, similar to the target image.
|
||||
- Significantly improve character models and their integration into the scene, as they are currently very basic and detract from realism.
|
||||
|
||||
**before / studio_door** fixes:
|
||||
- Improve the lighting to match the dramatic, moody, and volumetric feel of the target image. Focus on soft, warm light sources and atmospheric fog.
|
||||
- Enhance material properties for the building facade, stairs, and car to achieve a more realistic PBR (Physically Based Rendering) look, with appropriate reflections and surface imperfections.
|
||||
- Increase texture detail on all surfaces, especially the brickwork and stone, to add grit, wear, and finer details that are present in the target.
|
||||
- Redesign the backdrop to include atmospheric haze and a more distant, less defined background, similar to the target image's sense of depth and mood.
|
||||
- Significantly improve character models and their rendering to match the realistic style and subtle details of the people in the target image.
|
||||
|
After Width: | Height: | Size: 753 KiB |
|
Before Width: | Height: | Size: 1.3 MiB After Width: | Height: | Size: 1.3 MiB |
|
Before Width: | Height: | Size: 1.3 MiB After Width: | Height: | Size: 1.4 MiB |
|
Before Width: | Height: | Size: 1.1 MiB After Width: | Height: | Size: 1.1 MiB |
|
Before Width: | Height: | Size: 1.2 MiB After Width: | Height: | Size: 1.3 MiB |
|
Before Width: | Height: | Size: 1.1 MiB After Width: | Height: | Size: 1.2 MiB |
|
Before Width: | Height: | Size: 756 KiB After Width: | Height: | Size: 756 KiB |
|
Before Width: | Height: | Size: 854 KiB After Width: | Height: | Size: 1.1 MiB |
|
After Width: | Height: | Size: 1.2 MiB |
|
After Width: | Height: | Size: 1.0 MiB |
@@ -0,0 +1,35 @@
|
||||
# Smoke Test Checklist
|
||||
|
||||
1. `godot --path .` starts the game on the venue menu without script errors.
|
||||
2. Choosing a venue (click or ↑/↓ + Enter) starts that venue's shift and hides the menu.
|
||||
3. The guard moves and looks around; the building, steps, and sidewalk are visible.
|
||||
4. The guard's camera sits at eye height and the guard stands on the landing, not inside the building.
|
||||
5. Walking into the steps carries the guard up onto the landing (steps have colliders).
|
||||
6. The skyline backdrop shows silhouettes against the sky, not an opaque black slab.
|
||||
7. The `GIG LINE` marquee is readable from the sidewalk.
|
||||
8. NPCs spawn and approach the entrance during the first minutes.
|
||||
9. Looking at an NPC inside the focus cone shows a blue focus circle in front of the face, the person's name, and the HUD target line.
|
||||
10. `Space` or left click opens the action wheel; `A`/`D` highlight a slice, `Space` confirms it, `Esc`/right click cancels without a log entry.
|
||||
11. `E`/`C` open the inspection/wand panels from the wheel and freeze movement until they close; walking never fires the wand.
|
||||
12. Pressing `Q` produces a reaction log entry and reputation feedback.
|
||||
13. `E` opens access inspection showing venue-correct artifacts and policy result; `A`/`D` record a decision.
|
||||
14. `6` opens the assistance form; submitting shows dispatch feedback.
|
||||
15. `R` opens the emergency form; the button must be held ~1.6s or the call cancels.
|
||||
16. `G` toggles the flashlight (indicator appears in the HUD); `L` toggles the door lock (indicator turns red when locked).
|
||||
17. `F` toggles the debug overlay with NPC states and shift stats.
|
||||
18. The wheel's `Look` slice is eye contact (Level 1) and logs as its own action.
|
||||
19. `Reason` asks why the person is there and logs their `dialogue_lines` reply.
|
||||
20. `Recognize` records the guard's recognition as access evidence; pressing it twice says so.
|
||||
21. `Warn` turns the body camera on (REC overlay appears); `B` toggles it manually.
|
||||
22. `Block` moves the guard between the person and the door.
|
||||
23. The shift review reports the incident count, including interactions left unresolved.
|
||||
24. Escalating on someone (or a responder arriving) makes idle bystanders stop and face the incident.
|
||||
25. Repeated alarms panic the crowd and nearby people clear away from the door instead of standing around.
|
||||
26. `Esc` with nothing open pauses the shift; resume / restart / settings / quit-to-menu all work, and settings changes persist across a restart.
|
||||
27. NPCs route around the building using the navigation mesh (no stuck-at-wall behavior during a smoke run).
|
||||
28. An unjustified emergency call (calm person, no weapon) logs an investigation and costs reputation.
|
||||
29. After an evacuation outcome the door is locked and NPCs are leaving the entrance.
|
||||
30. The shift review's "Body camera timeline" button steps through the recorded events (Left/Right or the buttons) and Esc returns to the review.
|
||||
31. The escalation label shows a `[###--] L3/5` shape meter as well as the level name, and stays readable in grayscale.
|
||||
32. Changing "HUD font scale" in Settings resizes the HUD text and persists across a restart.
|
||||
33. When the shift timer reaches 0, the shift review screen shows grade, incident summary, responder outcomes, investigations, and persisted shift history; "Run another shift" returns to the venue menu.
|
||||
@@ -0,0 +1,16 @@
|
||||
Gig Line — Desktop HQ build
|
||||
===========================
|
||||
|
||||
This build uses Godot's Forward+ renderer instead of the default
|
||||
GL Compatibility renderer, enabling volumetric fog and SDFGI.
|
||||
|
||||
Requirements:
|
||||
- A Vulkan-capable GPU/driver (Linux or Windows).
|
||||
- Keep override.cfg next to the executable. Without it the binary falls back
|
||||
to the normal Compatibility build.
|
||||
|
||||
The game still runs if Forward+ is unavailable, but the desktop-only effects
|
||||
will be disabled.
|
||||
|
||||
Linux: chmod +x gig-line-linux-*.x86_64 && ./gig-line-linux-*.x86_64
|
||||
Windows: run gig-line-windows-*.exe
|
||||
@@ -0,0 +1,12 @@
|
||||
; Gig Line desktop HQ preset. Place this file next to the exported executable.
|
||||
; It switches only that copy to Forward+; project.godot and the default builds
|
||||
; stay on GL Compatibility for Web/CI parity.
|
||||
[rendering]
|
||||
|
||||
renderer/rendering_method="forward_plus"
|
||||
renderer/rendering_method.mobile="forward_plus"
|
||||
environment/volumetric_fog/volume_size=128
|
||||
environment/volumetric_fog/volume_depth=128
|
||||
environment/volumetric_fog/use_filter=1
|
||||
global_illumination/sdfgi/frames_to_converge=4
|
||||
global_illumination/sdfgi/frames_to_update_lights=2
|
||||
@@ -12,7 +12,7 @@ config_version=5
|
||||
|
||||
config/name="Gig Line"
|
||||
config/description="Workplace security simulation about observation, access verification, and proportionate escalation."
|
||||
config/version="0.6.0"
|
||||
config/version="0.7.1"
|
||||
run/main_scene="res://scenes/main.tscn"
|
||||
config/features=PackedStringArray("4.3", "GL Compatibility")
|
||||
|
||||
|
||||
@@ -32,6 +32,9 @@ const SettingsPanel := preload("res://src/game/ui/settings_panel.gd")
|
||||
const EventTimeline := preload("res://src/game/ui/event_timeline.gd")
|
||||
|
||||
var world_builder: WorldBuilder = null
|
||||
## Dedicated container for the procedural world, so switching venues can rebuild
|
||||
## the geometry without touching the guard, UI, or other scene-root children.
|
||||
var world_root: Node3D = null
|
||||
var door := DoorState.new()
|
||||
var flashlight_on := false
|
||||
var body_camera_on := false
|
||||
@@ -51,7 +54,7 @@ const PHASE_LIGHTING := {
|
||||
"sky_ground": Color(0.45, 0.5, 0.55), "ambient": Color(0.75, 0.78, 0.85), "night": false,
|
||||
"exposure": 0.6, "glow": 0.45, "fog_color": Color(0.87, 0.83, 0.76),
|
||||
"fog_density": 0.0034, "fog_energy": 0.5, "contrast": 1.05, "saturation": 1.04,
|
||||
"ambient_energy": 0.1,
|
||||
"ambient_energy": 0.1, "volumetric_density": 0.004, "volumetric_energy": 0.0,
|
||||
},
|
||||
Rules.Phase.MIDDAY: {
|
||||
"sun_energy": 1.0, "sun_angle": -62.0, "sun_yaw": -30.0, "sun_color": Color(1.0, 0.99, 0.96),
|
||||
@@ -59,7 +62,7 @@ const PHASE_LIGHTING := {
|
||||
"sky_ground": Color(0.5, 0.54, 0.58), "ambient": Color(0.85, 0.88, 0.95), "night": false,
|
||||
"exposure": 0.6, "glow": 0.4, "fog_color": Color(0.88, 0.87, 0.83),
|
||||
"fog_density": 0.0028, "fog_energy": 0.5, "contrast": 1.06, "saturation": 1.04,
|
||||
"ambient_energy": 0.28,
|
||||
"ambient_energy": 0.28, "volumetric_density": 0.003, "volumetric_energy": 0.0,
|
||||
},
|
||||
# Evening is dusk, not a bright sunset: the sun is almost down and the street
|
||||
# is carried by the marquee, the lamps and the lit windows (realism pass).
|
||||
@@ -69,7 +72,7 @@ const PHASE_LIGHTING := {
|
||||
"sky_ground": Color(0.1, 0.09, 0.12), "ambient": Color(0.2, 0.19, 0.26), "night": true,
|
||||
"exposure": 0.72, "glow": 0.8, "fog_color": Color(0.34, 0.27, 0.3),
|
||||
"fog_density": 0.0026, "fog_energy": 0.45, "contrast": 1.1, "saturation": 1.05,
|
||||
"ambient_energy": 0.12,
|
||||
"ambient_energy": 0.12, "volumetric_density": 0.014, "volumetric_energy": 0.10,
|
||||
},
|
||||
Rules.Phase.LATE: {
|
||||
"sun_energy": 0.02, "sun_angle": -8.0, "sun_color": Color(0.3, 0.35, 0.5),
|
||||
@@ -77,7 +80,7 @@ const PHASE_LIGHTING := {
|
||||
"sky_ground": Color(0.03, 0.03, 0.05), "ambient": Color(0.06, 0.07, 0.12), "night": true,
|
||||
"exposure": 0.95, "glow": 1.15, "fog_color": Color(0.08, 0.1, 0.2),
|
||||
"fog_density": 0.0028, "fog_energy": 0.45, "contrast": 1.12, "saturation": 1.0,
|
||||
"ambient_energy": 0.22,
|
||||
"ambient_energy": 0.22, "volumetric_density": 0.020, "volumetric_energy": 0.14,
|
||||
},
|
||||
}
|
||||
var hud: Hud = null
|
||||
@@ -135,8 +138,11 @@ func _ready() -> void:
|
||||
scene_root = Node3D.new()
|
||||
scene_root.name = "SceneRoot"
|
||||
add_child(scene_root)
|
||||
world_root = Node3D.new()
|
||||
world_root.name = "World"
|
||||
scene_root.add_child(world_root)
|
||||
|
||||
world_builder = WorldBuilder.new(scene_root)
|
||||
world_builder = WorldBuilder.new(world_root, active_scenario_id)
|
||||
world_builder.build()
|
||||
_ensure_lighting()
|
||||
|
||||
@@ -190,31 +196,14 @@ func _build_guard() -> GuardController:
|
||||
# Aim straight ahead: tilting it down made the cone hit the ground right in
|
||||
# front of the guard instead of the person or door being checked.
|
||||
flashlight.rotation_degrees = Vector3.ZERO
|
||||
flashlight.spot_range = 20.0
|
||||
flashlight.spot_angle = 11.0
|
||||
flashlight.light_energy = 3.6
|
||||
flashlight.spot_attenuation = 0.9
|
||||
flashlight.spot_range = 30.0 if Materials.modern_light_falloff() else 20.0
|
||||
flashlight.spot_angle = 14.0
|
||||
flashlight.light_energy = 4.2
|
||||
flashlight.spot_attenuation = 0.0 if Materials.modern_light_falloff() else 0.9
|
||||
flashlight.spot_angle_attenuation = 0.9
|
||||
# Visible beam: a fading additive cone parented to the lamp, because the
|
||||
# Compatibility renderer has no volumetric light. It is offset forward so the
|
||||
# near cap never fills the first-person view.
|
||||
var beam := MeshInstance3D.new()
|
||||
beam.name = "Beam"
|
||||
var cone := CylinderMesh.new()
|
||||
cone.top_radius = 3.0
|
||||
cone.bottom_radius = 0.04
|
||||
cone.height = 7.0
|
||||
cone.radial_segments = 16
|
||||
cone.rings = 1
|
||||
cone.cap_top = false
|
||||
cone.cap_bottom = false
|
||||
beam.mesh = cone
|
||||
# Cylinder axis is +Y; -90° about X aims the wide end along -Z (forward).
|
||||
beam.rotation_degrees = Vector3(-90, 0, 0)
|
||||
beam.position = Vector3(0, 0, -3.9)
|
||||
beam.material_override = Materials.light_beam()
|
||||
beam.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
flashlight.add_child(beam)
|
||||
# The volumetric shaft is a Forward+ (desktop HQ) effect. Compatibility and
|
||||
# headless builds leave the light non-volumetric, so their look is unchanged.
|
||||
flashlight.light_volumetric_fog_energy = 3.0 if RenderingServer.get_rendering_device() != null else 0.0
|
||||
head.add_child(flashlight)
|
||||
var collider := CollisionShape3D.new()
|
||||
var shape := CapsuleShape3D.new()
|
||||
@@ -255,9 +244,26 @@ func _build_scenario(id: String) -> VenueScenario:
|
||||
func switch_scenario(id: String) -> void:
|
||||
active_scenario_id = id
|
||||
selected_scenario = _build_scenario(id)
|
||||
_rebuild_world_for_venue(id)
|
||||
if coordinator:
|
||||
restart_shift()
|
||||
|
||||
## Rebuild the procedural venue in place. The guard/UI stay under `SceneRoot`;
|
||||
## only the `World` container is replaced, so navigation, props, lights and the
|
||||
## venue-specific dressing match the selected scenario.
|
||||
func _rebuild_world_for_venue(id: String) -> void:
|
||||
if world_root == null:
|
||||
return
|
||||
for child in world_root.get_children():
|
||||
child.free()
|
||||
world_builder = WorldBuilder.new(world_root, id)
|
||||
world_builder.build()
|
||||
if guard != null:
|
||||
guard.global_position = world_builder.spec.get("guard_spawn", Vector3(0, 0.1, -2.0))
|
||||
guard.rotation.y = PI
|
||||
if world_builder != null:
|
||||
world_builder.set_door_locked(door.locked)
|
||||
|
||||
func restart_shift() -> void:
|
||||
if shift_review_panel:
|
||||
shift_review_panel.hide()
|
||||
@@ -321,6 +327,7 @@ func _on_venue_selected(scenario_id: String) -> void:
|
||||
active_scenario_id = scenario_id
|
||||
_venue_index = maxi(0, VENUE_ORDER.find(scenario_id))
|
||||
selected_scenario = _build_scenario(scenario_id)
|
||||
_rebuild_world_for_venue(scenario_id)
|
||||
if hud:
|
||||
hud.set_wand_icon(false)
|
||||
_reset_shift_state()
|
||||
|
||||
@@ -128,35 +128,6 @@ static func emissive(color: Color, energy: float = 1.4) -> StandardMaterial3D:
|
||||
mat.roughness = 0.4
|
||||
return mat
|
||||
|
||||
## Fake light shaft for the flashlight (Compatibility has no volumetrics).
|
||||
## Additive, unshaded, no depth write: it glows over the scene, is still occluded
|
||||
## by walls, and fades out along its length instead of ending in a hard disc.
|
||||
static func light_beam() -> StandardMaterial3D:
|
||||
var mat := StandardMaterial3D.new()
|
||||
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||
mat.blend_mode = BaseMaterial3D.BLEND_MODE_ADD
|
||||
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
|
||||
mat.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_DISABLED
|
||||
mat.albedo_color = Color(1.0, 0.95, 0.82, 1.0)
|
||||
# A vertical ramp, not a GradientTexture1D: a cylinder's UV.y runs along its
|
||||
# height, while the 1D gradient varies with U and would paint a bright ring.
|
||||
var ramp := Image.create(1, 64, false, Image.FORMAT_RGBA8)
|
||||
for y in 64:
|
||||
var t := float(y) / 63.0
|
||||
# Symmetric fade (bright in the middle, gone at both ends) so the look
|
||||
# does not depend on which way CylinderMesh orients its V coordinate; the
|
||||
# far end must never show as a bright ring.
|
||||
var alpha := 0.0
|
||||
if t < 0.5:
|
||||
alpha = lerpf(0.0, 0.3, t / 0.5)
|
||||
else:
|
||||
alpha = lerpf(0.3, 0.0, (t - 0.5) / 0.5)
|
||||
ramp.set_pixel(0, y, Color(1.0, 1.0, 1.0, alpha))
|
||||
mat.albedo_texture = ImageTexture.create_from_image(ramp)
|
||||
mat.texture_filter = BaseMaterial3D.TEXTURE_FILTER_LINEAR
|
||||
return mat
|
||||
|
||||
## Dark glass for windows and the entrance door. The alpha keeps the interior
|
||||
## visible, and the low roughness gives the facade a highlight instead of a hole.
|
||||
static func glass(color: Color = Color(0.42, 0.56, 0.72, 0.75)) -> StandardMaterial3D:
|
||||
@@ -181,9 +152,24 @@ static func window_pane() -> StandardMaterial3D:
|
||||
mat.emission_energy_multiplier = 0.0
|
||||
return mat
|
||||
|
||||
## Godot 4.7 changed the Compatibility light falloff in practice: the same
|
||||
## attenuation/range that read well on 4.3 leaves the night scene nearly black.
|
||||
## Use this switch for local lights until the project moves its baseline to 4.7.
|
||||
static func modern_light_falloff() -> bool:
|
||||
var info := Engine.get_version_info()
|
||||
return int(info.get("major", 4)) > 4 \
|
||||
or (int(info.get("major", 4)) == 4 and int(info.get("minor", 0)) >= 7)
|
||||
|
||||
## True only when a real RenderingDevice exists. The Compatibility renderer and
|
||||
## the headless dummy renderer return null, so the desktop-only effects can be
|
||||
## gated without Web/CI builds ever enabling them.
|
||||
static func forward_plus_active() -> bool:
|
||||
return RenderingServer.get_rendering_device() != null
|
||||
|
||||
## Environment look shared by every phase: ACES tonemapping, soft glow, aerial
|
||||
## fog for depth, and a mild contrast/saturation lift. Phase values come from
|
||||
## `GameManager.PHASE_LIGHTING`.
|
||||
## `GameManager.PHASE_LIGHTING`. Volumetric fog and SDFGI are only enabled when
|
||||
## Forward+ is actually available (the optional desktop preset).
|
||||
static func configure_environment(env: Environment, cfg: Dictionary) -> void:
|
||||
if env == null:
|
||||
return
|
||||
@@ -209,6 +195,24 @@ static func configure_environment(env: Environment, cfg: Dictionary) -> void:
|
||||
env.fog_density = float(cfg.get("fog_density", 0.0035))
|
||||
env.fog_aerial_perspective = 0.25
|
||||
env.fog_sky_affect = 0.4
|
||||
var advanced := forward_plus_active()
|
||||
env.volumetric_fog_enabled = advanced
|
||||
env.sdfgi_enabled = advanced
|
||||
if advanced:
|
||||
# Desktop HQ: a shallow, cool fog gives the torch a visible shaft while
|
||||
# keeping the entrance facade readable. Phase values are tuned per phase.
|
||||
env.volumetric_fog_density = float(cfg.get("volumetric_density", 0.012))
|
||||
env.volumetric_fog_albedo = cfg.get("volumetric_albedo", Color(0.55, 0.62, 0.72))
|
||||
env.volumetric_fog_emission = cfg.get("volumetric_emission", Color.BLACK)
|
||||
env.volumetric_fog_emission_energy = float(cfg.get("volumetric_energy", 0.0))
|
||||
env.volumetric_fog_anisotropy = 0.25
|
||||
env.volumetric_fog_length = 48.0
|
||||
env.volumetric_fog_ambient_inject = 0.15
|
||||
env.volumetric_fog_sky_affect = 0.2
|
||||
env.sdfgi_use_occlusion = true
|
||||
env.sdfgi_cascades = 4
|
||||
env.sdfgi_min_cell_size = 0.2
|
||||
env.sdfgi_energy = 0.7
|
||||
env.adjustment_enabled = true
|
||||
env.adjustment_brightness = 1.0
|
||||
env.adjustment_contrast = float(cfg.get("contrast", 1.06))
|
||||
|
||||
@@ -59,21 +59,116 @@ var library_nodes: Array[Node3D] = []
|
||||
## Total triangle budget for the Blender library pieces placed in the world.
|
||||
const LIBRARY_TRIANGLE_BUDGET := 60000
|
||||
|
||||
func _init(root_node: Node3D) -> void:
|
||||
## Per-venue geometry data. The Hollywood values are the fallback: every field
|
||||
## here defaults to the long-standing boulevard layout, so adding a venue cannot
|
||||
## silently regress the original scene. Joke Shop and TV Studio override the
|
||||
## facade/street measurements and feature flags; their bespoke dressing lands in
|
||||
## the following tasks.
|
||||
const VENUE_SPECS := {
|
||||
"hollywood_building": {
|
||||
"display_name": "Hollywood Boulevard Building",
|
||||
"facade_width": 40.0, "facade_height": 18.0, "facade_depth": 4.0,
|
||||
"facade_center_z": -6.0, "facade_texture": T_BRICK,
|
||||
"facade_tint": Color(0.86, 0.85, 0.83), "facade_role": "brick",
|
||||
"window_columns": [-17.0, -13.6, -10.2, -6.8, 6.8, 10.2, 13.6, 17.0],
|
||||
"pilaster_columns": [-15.3, -11.9, -8.5, -5.1, 5.1, 8.5, 11.9, 15.3],
|
||||
"window_rows": [9.2, 12.4],
|
||||
"stair_width": 8.0, "stair_count": 4, "stair_tread": 0.6, "stair_height": 0.16,
|
||||
"sidewalk_width": 30.0, "sidewalk_depth": 8.0,
|
||||
"street_width": 120.0, "street_depth": 26.0,
|
||||
"nav_min": Vector2(-18.0, -0.6), "nav_max": Vector2(18.0, 20.0),
|
||||
"guard_spawn": Vector3(0.0, 0.1, -2.0),
|
||||
"features": {
|
||||
"marquee": true, "skyline": true, "handrail": true, "sedan": true,
|
||||
"wall_lanterns": true, "palms": true, "street_trees": true,
|
||||
"street_lamps": true, "crosswalk": true, "bulb_canopy": false,
|
||||
},
|
||||
},
|
||||
"joke_shop": {
|
||||
"display_name": "The Joke Shop",
|
||||
"facade_width": 12.0, "facade_height": 12.0, "facade_depth": 5.0,
|
||||
"facade_center_z": -6.5, "facade_texture": T_BRICK,
|
||||
"facade_tint": Color(0.78, 0.66, 0.58), "facade_role": "brick",
|
||||
"window_columns": [-3.8, 3.8],
|
||||
"pilaster_columns": [-5.2, 5.2],
|
||||
"window_rows": [8.2],
|
||||
"stair_width": 5.0, "stair_count": 2, "stair_tread": 0.65, "stair_height": 0.16,
|
||||
"sidewalk_width": 22.0, "sidewalk_depth": 6.0,
|
||||
"street_width": 75.0, "street_depth": 18.0,
|
||||
"nav_min": Vector2(-9.0, -0.6), "nav_max": Vector2(9.0, 14.0),
|
||||
"guard_spawn": Vector3(0.0, 0.1, -1.6),
|
||||
"features": {
|
||||
"marquee": false, "skyline": false, "handrail": false, "sedan": false,
|
||||
"wall_lanterns": true, "palms": false, "street_trees": false,
|
||||
"street_lamps": false, "crosswalk": false, "bulb_canopy": false,
|
||||
},
|
||||
"prop_placements": [],
|
||||
},
|
||||
"tv_studio": {
|
||||
"display_name": "Late Night TV Studio",
|
||||
"facade_width": 30.0, "facade_height": 15.0, "facade_depth": 4.0,
|
||||
"facade_center_z": -6.0, "facade_texture": T_CONCRETE,
|
||||
"facade_tint": Color(0.58, 0.57, 0.55), "facade_role": "stone",
|
||||
"window_columns": [-11.0, -7.2, 7.2, 11.0],
|
||||
"pilaster_columns": [-13.2, -9.0, -5.0, 5.0, 9.0, 13.2],
|
||||
"window_rows": [10.5],
|
||||
"stair_width": 7.0, "stair_count": 3, "stair_tread": 0.6, "stair_height": 0.16,
|
||||
"sidewalk_width": 28.0, "sidewalk_depth": 7.0,
|
||||
"street_width": 100.0, "street_depth": 24.0,
|
||||
"nav_min": Vector2(-14.0, -0.6), "nav_max": Vector2(14.0, 18.0),
|
||||
"guard_spawn": Vector3(0.0, 0.1, -1.8),
|
||||
"sedan_position": Vector3(5.4, 0.1, 8.8), "sedan_rotation": 90.0,
|
||||
"features": {
|
||||
"marquee": false, "skyline": true, "handrail": true, "sedan": true,
|
||||
"wall_lanterns": false, "palms": false, "street_trees": true,
|
||||
"street_lamps": true, "crosswalk": true, "bulb_canopy": true,
|
||||
},
|
||||
"prop_placements": [
|
||||
{"zone": "entrance", "prop": "stanchion", "x": -2.8, "z": 4.4},
|
||||
{"zone": "entrance", "prop": "stanchion", "x": 2.8, "z": 4.4},
|
||||
{"zone": "entrance", "prop": "crowd_barrier", "x": -5.2, "z": 4.2},
|
||||
{"zone": "entrance", "prop": "crowd_barrier", "x": 5.2, "z": 4.2},
|
||||
{"zone": "curb", "prop": "security_podium", "x": 4.6, "z": 5.9, "rot": -15.0},
|
||||
],
|
||||
},
|
||||
}
|
||||
const DEFAULT_VENUE := "hollywood_building"
|
||||
|
||||
var venue_id := DEFAULT_VENUE
|
||||
var spec: Dictionary = VENUE_SPECS[DEFAULT_VENUE]
|
||||
|
||||
func _init(root_node: Node3D, id: String = DEFAULT_VENUE) -> void:
|
||||
root = root_node
|
||||
set_venue(id)
|
||||
|
||||
## Select the geometry spec before `build()`. Unknown ids fall back to the
|
||||
## boulevard so old callers and tests keep working.
|
||||
func set_venue(id: String) -> void:
|
||||
venue_id = id if VENUE_SPECS.has(id) else DEFAULT_VENUE
|
||||
spec = VENUE_SPECS[venue_id]
|
||||
|
||||
func _feature(name: String) -> bool:
|
||||
return bool((spec.get("features", {}) as Dictionary).get(name, false))
|
||||
|
||||
func build() -> void:
|
||||
_build_ground()
|
||||
_build_building()
|
||||
_build_skyline_backdrop()
|
||||
_build_marquee()
|
||||
if _feature("skyline"):
|
||||
_build_skyline_backdrop()
|
||||
if _feature("marquee"):
|
||||
_build_marquee()
|
||||
if _feature("bulb_canopy"):
|
||||
_build_bulb_canopy()
|
||||
_build_steps()
|
||||
_build_sidewalk()
|
||||
_build_street()
|
||||
_build_crosswalk()
|
||||
if _feature("crosswalk"):
|
||||
_build_crosswalk()
|
||||
_build_street_furniture()
|
||||
_build_street_detail()
|
||||
_build_library_dressing()
|
||||
if venue_id == "joke_shop":
|
||||
_build_alley_dressing()
|
||||
_build_guard_spawn()
|
||||
_build_navmesh()
|
||||
set_night_mode(false)
|
||||
@@ -111,41 +206,49 @@ func _build_ground() -> void:
|
||||
func _build_building() -> void:
|
||||
var building := StaticBody3D.new()
|
||||
building.name = "Building"
|
||||
# Main facade (textured brick)
|
||||
_add_box(building, Vector3(40, 18, 4), Vector3(0, 9, -6), Color(0.86, 0.85, 0.83), false, T_BRICK, Vector2(22, 10), "brick")
|
||||
var w := float(spec["facade_width"])
|
||||
var h := float(spec["facade_height"])
|
||||
var d := float(spec["facade_depth"])
|
||||
var cz := float(spec["facade_center_z"])
|
||||
var front := cz + d * 0.5
|
||||
# Main facade (brick on the boulevard/alley, stone on the studio)
|
||||
var facade_texture: Texture2D = spec.get("facade_texture", T_BRICK)
|
||||
var facade_tint: Color = spec.get("facade_tint", Color(0.86, 0.85, 0.83))
|
||||
var facade_role := str(spec.get("facade_role", "brick"))
|
||||
_add_box(building, Vector3(w, h, d), Vector3(0, h * 0.5, cz), facade_tint, false, facade_texture, Vector2(w * 0.55, h * 0.55), facade_role)
|
||||
# Stone base course so the facade has a footing instead of meeting the steps dead-on.
|
||||
_add_box(building, Vector3(40, 0.8, 0.5), Vector3(0, 0.4, -3.78), Color(0.52, 0.5, 0.47), false, null, Vector2.ONE, "stone")
|
||||
_add_box(building, Vector3(w, 0.8, 0.5), Vector3(0, 0.4, front + 0.22), Color(0.52, 0.5, 0.47), false, null, Vector2.ONE, "stone")
|
||||
# Facade depth, not a flat wall: a projecting plinth, a string course between
|
||||
# the window bands, a cornice under the roofline and pilasters at the bays.
|
||||
_add_box(building, Vector3(40, 0.34, 0.22), Vector3(0, 0.93, -3.9), Color(0.6, 0.58, 0.55), true, null, Vector2.ONE, "stone")
|
||||
_add_box(building, Vector3(40, 0.28, 0.28), Vector3(0, 7.6, -3.86), Color(0.6, 0.58, 0.55), true, null, Vector2.ONE, "stone")
|
||||
_add_box(building, Vector3(40, 0.5, 0.5), Vector3(0, 17.7, -3.75), Color(0.56, 0.54, 0.51), true, null, Vector2.ONE, "stone")
|
||||
_add_box(building, Vector3(40, 0.22, 0.2), Vector3(0, 10.9, -3.9), Color(0.58, 0.56, 0.53), true, null, Vector2.ONE, "stone")
|
||||
for bay in [-15.3, -11.9, -8.5, -5.1, 5.1, 8.5, 11.9, 15.3]:
|
||||
_add_box(building, Vector3(0.5, 8.4, 0.24), Vector3(bay, 12.6, -3.9),
|
||||
Color(0.8, 0.78, 0.76), true, T_BRICK, Vector2(0.3, 4.7), "brick")
|
||||
_add_box(building, Vector3(w, 0.34, 0.22), Vector3(0, 0.93, front + 0.1), Color(0.6, 0.58, 0.55), true, null, Vector2.ONE, "stone")
|
||||
_add_box(building, Vector3(w, 0.28, 0.28), Vector3(0, 7.6, front + 0.14), Color(0.6, 0.58, 0.55), true, null, Vector2.ONE, "stone")
|
||||
_add_box(building, Vector3(w, 0.5, 0.5), Vector3(0, h - 0.3, front + 0.25), Color(0.56, 0.54, 0.51), true, null, Vector2.ONE, "stone")
|
||||
_add_box(building, Vector3(w, 0.22, 0.2), Vector3(0, 10.9, front + 0.1), Color(0.58, 0.56, 0.53), true, null, Vector2.ONE, "stone")
|
||||
for bay in spec.get("pilaster_columns", [-15.3, -11.9, -8.5, -5.1, 5.1, 8.5, 11.9, 15.3]):
|
||||
_add_box(building, Vector3(0.5, 8.4, 0.24), Vector3(float(bay), 12.6, front + 0.1),
|
||||
Color(0.8, 0.78, 0.76), true, facade_texture, Vector2(0.3, 4.7), facade_role)
|
||||
# Entrance recess + door recess frame
|
||||
_add_box(building, Vector3(5.4, 6.4, 0.2), Vector3(0, 3.2, -3.9), Color(0.08, 0.08, 0.09), false, null, Vector2.ONE, "stone")
|
||||
_add_box(building, Vector3(5.4, 6.4, 0.2), Vector3(0, 3.2, front + 0.1), Color(0.08, 0.08, 0.09), false, null, Vector2.ONE, "stone")
|
||||
# Door frame columns and lintel, so the entrance is framed rather than painted on.
|
||||
for side in [-1.55, 1.55]:
|
||||
_add_box(building, Vector3(0.28, 5.2, 0.42), Vector3(side, 2.9, -3.86), Color(0.30, 0.28, 0.26), true, null, Vector2.ONE, "stone")
|
||||
_add_box(building, Vector3(3.4, 0.3, 0.42), Vector3(0, 5.55, -3.86), Color(0.30, 0.28, 0.26), true, null, Vector2.ONE, "stone")
|
||||
_add_box(building, Vector3(0.28, 5.2, 0.42), Vector3(side, 2.9, front + 0.14), Color(0.30, 0.28, 0.26), true, null, Vector2.ONE, "stone")
|
||||
_add_box(building, Vector3(3.4, 0.3, 0.42), Vector3(0, 5.55, front + 0.14), Color(0.30, 0.28, 0.26), true, null, Vector2.ONE, "stone")
|
||||
# Door frame and dark door
|
||||
_add_box(building, Vector3(3.0, 5.2, 0.3), Vector3(0, 2.9, -3.98), Color(0.13, 0.12, 0.11), true, null, Vector2.ONE, "painted_metal")
|
||||
_add_box(building, Vector3(3.0, 5.2, 0.3), Vector3(0, 2.9, front + 0.02), Color(0.13, 0.12, 0.11), true, null, Vector2.ONE, "painted_metal")
|
||||
# Door glass (semi-transparent)
|
||||
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 := _add_box(building, Vector3(1.8, 1.4, 0.34), Vector3(0, 3.8, front + 0.1), Color(0.6, 0.75, 0.9, 0.55))
|
||||
glass.material_override = Materials.glass(Color(0.55, 0.7, 0.88, 0.55))
|
||||
# Door handles: two slim metal bars where the guard reaches for the lock.
|
||||
for side in [-0.42, 0.42]:
|
||||
_add_box(building, Vector3(0.06, 0.5, 0.06), Vector3(side, 2.6, -3.79), Color(0.75, 0.74, 0.70), false, null, Vector2.ONE, "metal")
|
||||
_add_box(building, Vector3(0.06, 0.5, 0.06), Vector3(side, 2.6, front + 0.21), Color(0.75, 0.74, 0.70), false, null, Vector2.ONE, "metal")
|
||||
# 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, -3.82), Color(0.1, 0.9, 0.3))
|
||||
door_indicator = _add_box(building, Vector3(0.18, 0.18, 0.24), Vector3(-1.8, 1.7, front + 0.18), Color(0.1, 0.9, 0.3))
|
||||
door_indicator.material_override = _lock_indicator_material(Color(0.1, 0.9, 0.3))
|
||||
# Blender glazed double door in front of the recessed frame.
|
||||
var door_model := _load_prop_scene("double_door")
|
||||
if door_model != null:
|
||||
door_model.name = "LibraryDoubleDoor"
|
||||
door_model.position = Vector3(0, 0.0, -3.84)
|
||||
door_model.position = Vector3(0, 0.0, front + 0.16)
|
||||
building.add_child(door_model)
|
||||
library_nodes.append(door_model)
|
||||
_apply_library_ao(door_model, "double_door")
|
||||
@@ -154,18 +257,21 @@ func _build_building() -> void:
|
||||
_lamp_bulb_mats.append(material)
|
||||
_build_facade_windows(building)
|
||||
var col := BoxShape3D.new()
|
||||
col.size = Vector3(40, 18, 4)
|
||||
col.size = Vector3(w, h, d)
|
||||
var so := building.create_shape_owner(building)
|
||||
building.shape_owner_add_shape(so, col)
|
||||
building.shape_owner_set_transform(so, Transform3D(Basis(), Vector3(0, 9, -6)))
|
||||
building.shape_owner_set_transform(so, Transform3D(Basis(), Vector3(0, h * 0.5, cz)))
|
||||
root.add_child(building)
|
||||
|
||||
## Regular window bands above the entrance. Panes are dark glass by day and
|
||||
## light up after dark, which gives the facade depth at night.
|
||||
func _build_facade_windows(parent: Node3D) -> void:
|
||||
var columns := [-17.0, -13.6, -10.2, -6.8, 6.8, 10.2, 13.6, 17.0]
|
||||
for y in [9.2, 12.4]:
|
||||
for x in columns:
|
||||
var columns: Array = spec.get("window_columns", [-17.0, -13.6, -10.2, -6.8, 6.8, 10.2, 13.6, 17.0])
|
||||
var rows: Array = spec.get("window_rows", [9.2, 12.4])
|
||||
for value in rows:
|
||||
var y := float(value)
|
||||
for x_value in columns:
|
||||
var x := float(x_value)
|
||||
# Recessed reveal, then the pane: gives the window a dark frame edge.
|
||||
_add_box(parent, Vector3(1.96, 2.46, 0.1), Vector3(x, y, -3.99),
|
||||
Color(0.22, 0.21, 0.20), false, null, Vector2.ONE, "stone")
|
||||
@@ -188,12 +294,13 @@ func _build_steps() -> void:
|
||||
# The ground and building provide the actual collision boundaries.
|
||||
var steps := StaticBody3D.new()
|
||||
steps.name = "Steps"
|
||||
var step_w := 8.0
|
||||
var tread := 0.6
|
||||
var height := 0.16
|
||||
for i in 4:
|
||||
var step_w := float(spec.get("stair_width", 8.0))
|
||||
var tread := float(spec.get("stair_tread", 0.6))
|
||||
var height := float(spec.get("stair_height", 0.16))
|
||||
var count := int(spec.get("stair_count", 4))
|
||||
for i in count:
|
||||
var y: float = i * height
|
||||
var z: float = 4.0 * tread - i * tread
|
||||
var z: float = float(count) * tread - i * tread
|
||||
var w: float = step_w - i * 0.35
|
||||
_add_box(steps, Vector3(w, height, tread), Vector3(0, y + height / 2.0, z), Color(0.55, 0.52, 0.5))
|
||||
# Add collision shape to each tread
|
||||
@@ -203,10 +310,11 @@ func _build_steps() -> void:
|
||||
steps.shape_owner_add_shape(owner_id, tread_col)
|
||||
steps.shape_owner_set_transform(owner_id, Transform3D(Basis(), Vector3(0, y + height / 2.0, z)))
|
||||
# Landing at the top with collision
|
||||
var landing_y: float = 4 * height + 0.1
|
||||
_add_box(steps, Vector3(9, 0.2, 3), Vector3(0, landing_y, -1.5), Color(0.5, 0.47, 0.45))
|
||||
var landing_y: float = count * height + 0.1
|
||||
var landing_w := step_w + 1.0
|
||||
_add_box(steps, Vector3(landing_w, 0.2, 3), Vector3(0, landing_y, -1.5), Color(0.5, 0.47, 0.45))
|
||||
var landing_col := BoxShape3D.new()
|
||||
landing_col.size = Vector3(9, 0.2, 3)
|
||||
landing_col.size = Vector3(landing_w, 0.2, 3)
|
||||
var landing_owner := steps.create_shape_owner(steps)
|
||||
steps.shape_owner_add_shape(landing_owner, landing_col)
|
||||
steps.shape_owner_set_transform(landing_owner, Transform3D(Basis(), Vector3(0, landing_y, -1.5)))
|
||||
@@ -215,12 +323,14 @@ func _build_steps() -> void:
|
||||
func _build_sidewalk() -> void:
|
||||
var sidewalk := StaticBody3D.new()
|
||||
sidewalk.name = "Sidewalk"
|
||||
_add_box(sidewalk, Vector3(30, 0.18, 8), Vector3(0, 0.09, 8), Color(0.55, 0.55, 0.54), false, T_CONCRETE, Vector2(9, 2.4), "concrete")
|
||||
var w := float(spec.get("sidewalk_width", 30.0))
|
||||
var d := float(spec.get("sidewalk_depth", 8.0))
|
||||
_add_box(sidewalk, Vector3(w, 0.18, d), Vector3(0, 0.09, d * 0.5), Color(0.55, 0.55, 0.54), false, T_CONCRETE, Vector2(w * 0.3, d * 0.3), "concrete")
|
||||
var col := BoxShape3D.new()
|
||||
col.size = Vector3(30, 0.36, 8)
|
||||
col.size = Vector3(w, 0.36, d)
|
||||
var so := sidewalk.create_shape_owner(sidewalk)
|
||||
sidewalk.shape_owner_add_shape(so, col)
|
||||
sidewalk.shape_owner_set_transform(so, Transform3D(Basis(), Vector3(0, 0, 8)))
|
||||
sidewalk.shape_owner_set_transform(so, Transform3D(Basis(), Vector3(0, 0, d * 0.5)))
|
||||
root.add_child(sidewalk)
|
||||
|
||||
func _build_street() -> void:
|
||||
@@ -230,20 +340,24 @@ func _build_street() -> void:
|
||||
# white looked like more pavement.
|
||||
# The street keeps its own material so night mode can switch to the wet
|
||||
# asphalt map (glossier, with lamp reflections) and back.
|
||||
_street_mat = Materials.asphalt(Color(0.62, 0.63, 0.66), Vector2(30, 7))
|
||||
var street_mesh := _add_box(street, Vector3(120, 0.1, 26), Vector3(0, 0.05, 22),
|
||||
Color(0.62, 0.63, 0.66), false, T_ASPHALT, Vector2(30, 7), "asphalt")
|
||||
var street_w := float(spec.get("street_width", 120.0))
|
||||
var street_d := float(spec.get("street_depth", 26.0))
|
||||
var curb_z := float(spec.get("sidewalk_depth", 8.0)) + 4.1
|
||||
var street_z := curb_z + street_d * 0.5 - 3.1
|
||||
_street_mat = Materials.asphalt(Color(0.62, 0.63, 0.66), Vector2(street_w * 0.25, street_d * 0.27))
|
||||
var street_mesh := _add_box(street, Vector3(street_w, 0.1, street_d), Vector3(0, 0.05, street_z),
|
||||
Color(0.62, 0.63, 0.66), false, T_ASPHALT, Vector2(street_w * 0.25, street_d * 0.27), "asphalt")
|
||||
street_mesh.material_override = _street_mat
|
||||
# Center dashes along the street (x varied so they form a lane line, not a stack).
|
||||
for i in range(-40, 41, 4):
|
||||
_add_box(street, Vector3(0.2, 0.02, 1.2), Vector3(float(i), 0.11, 22), Color(0.85, 0.85, 0.30), false, null, Vector2.ONE, "concrete")
|
||||
for i in range(-int(street_w / 3.0), int(street_w / 3.0) + 1, 4):
|
||||
_add_box(street, Vector3(0.2, 0.02, 1.2), Vector3(float(i), 0.11, street_z), Color(0.85, 0.85, 0.30), false, null, Vector2.ONE, "concrete")
|
||||
# Curb between the sidewalk and the roadway.
|
||||
_add_box(street, Vector3(120, 0.22, 0.5), Vector3(0, 0.11, 12.1), Color(0.62, 0.61, 0.58), false, null, Vector2.ONE, "concrete")
|
||||
_add_box(street, Vector3(street_w, 0.22, 0.5), Vector3(0, 0.11, curb_z), Color(0.62, 0.61, 0.58), false, null, Vector2.ONE, "concrete")
|
||||
var col := BoxShape3D.new()
|
||||
col.size = Vector3(120, 0.2, 26)
|
||||
col.size = Vector3(street_w, 0.2, street_d)
|
||||
var so := street.create_shape_owner(street)
|
||||
street.shape_owner_add_shape(so, col)
|
||||
street.shape_owner_set_transform(so, Transform3D(Basis(), Vector3(0, 0, 22)))
|
||||
street.shape_owner_set_transform(so, Transform3D(Basis(), Vector3(0, 0, street_z)))
|
||||
root.add_child(street)
|
||||
|
||||
func _build_navmesh() -> void:
|
||||
@@ -256,9 +370,11 @@ func _build_navmesh() -> void:
|
||||
mesh.agent_max_climb = 0.8
|
||||
mesh.agent_max_slope = 45.0
|
||||
mesh.cell_size = 0.25
|
||||
var nav_min: Vector2 = spec.get("nav_min", Vector2(-18.0, -0.6))
|
||||
var nav_max: Vector2 = spec.get("nav_max", Vector2(18.0, 20.0))
|
||||
var verts := PackedVector3Array([
|
||||
Vector3(-18, 0.0, -0.6), Vector3(18, 0.0, -0.6),
|
||||
Vector3(18, 0.0, 20.0), Vector3(-18, 0.0, 20.0),
|
||||
Vector3(nav_min.x, 0.0, nav_min.y), Vector3(nav_max.x, 0.0, nav_min.y),
|
||||
Vector3(nav_max.x, 0.0, nav_max.y), Vector3(nav_min.x, 0.0, nav_max.y),
|
||||
])
|
||||
mesh.set_vertices(verts)
|
||||
mesh.add_polygon(PackedInt32Array([0, 1, 2, 3]))
|
||||
@@ -377,7 +493,7 @@ func _build_marquee() -> void:
|
||||
## a parked sedan, and wall lanterns. Kept separate so the placement validator
|
||||
## only sees grounded sidewalk furniture.
|
||||
func _build_library_dressing() -> void:
|
||||
if ResourceLoader.exists(BLENDER_PROP_DIR + "handrail.glb"):
|
||||
if _feature("handrail") and ResourceLoader.exists(BLENDER_PROP_DIR + "handrail.glb"):
|
||||
var rail := _load_prop_scene("handrail")
|
||||
if rail != null:
|
||||
rail.name = "LibraryHandrail"
|
||||
@@ -386,27 +502,146 @@ func _build_library_dressing() -> void:
|
||||
root.add_child(rail)
|
||||
library_nodes.append(rail)
|
||||
_apply_library_ao(rail, "handrail")
|
||||
if ResourceLoader.exists(BLENDER_PROP_DIR + "sedan.glb"):
|
||||
var sedan := _add_prop_model(root, "sedan", Vector3(6.0, 0.1, 17.0), 180.0)
|
||||
if _feature("sedan") and ResourceLoader.exists(BLENDER_PROP_DIR + "sedan.glb"):
|
||||
var sedan_pos: Vector3 = spec.get("sedan_position", Vector3(6.0, 0.1, 17.0))
|
||||
var sedan_rot := float(spec.get("sedan_rotation", 180.0))
|
||||
var sedan := _add_prop_model(root, "sedan", sedan_pos, sedan_rot)
|
||||
sedan.name = "ParkedSedan"
|
||||
if venue_id == "tv_studio":
|
||||
_apply_car_paint(sedan)
|
||||
if not library_nodes.has(sedan):
|
||||
library_nodes.append(sedan)
|
||||
for material in _emissive_materials(sedan):
|
||||
if not _lamp_bulb_mats.has(material):
|
||||
_lamp_bulb_mats.append(material)
|
||||
if ResourceLoader.exists(BLENDER_PROP_DIR + "wall_lantern.glb"):
|
||||
for side in [-4.9, 4.9]:
|
||||
var lantern := _load_prop_scene("wall_lantern")
|
||||
if lantern == null:
|
||||
continue
|
||||
lantern.name = "WallLantern"
|
||||
lantern.position = Vector3(side, 3.3, -3.78)
|
||||
root.add_child(lantern)
|
||||
library_nodes.append(lantern)
|
||||
_apply_library_ao(lantern, "wall_lantern")
|
||||
for material in _emissive_materials(lantern):
|
||||
if not _lamp_bulb_mats.has(material):
|
||||
_lamp_bulb_mats.append(material)
|
||||
if _feature("wall_lanterns") and ResourceLoader.exists(BLENDER_PROP_DIR + "wall_lantern.glb"):
|
||||
if venue_id == "joke_shop":
|
||||
_add_wall_lantern(Vector3(3.2, 3.3, -3.72), true)
|
||||
else:
|
||||
for side in [-4.9, 4.9]:
|
||||
_add_wall_lantern(Vector3(side, 3.3, -3.78), false)
|
||||
|
||||
## The TV studio entrance canopy: a dark metal slab with a row of warm bulbs,
|
||||
## replacing the boulevard marquee.
|
||||
func _build_bulb_canopy() -> void:
|
||||
var front := float(spec["facade_center_z"]) + float(spec["facade_depth"]) * 0.5
|
||||
var canopy := _add_box(root, Vector3(7.2, 0.22, 2.2),
|
||||
Vector3(0, 5.7, front + 1.0), Color(0.16, 0.16, 0.18),
|
||||
true, null, Vector2.ONE, "metal")
|
||||
canopy.name = "BulbCanopy"
|
||||
for x in [-3.0, 3.0]:
|
||||
_add_box(root, Vector3(0.12, 5.5, 0.12),
|
||||
Vector3(x, 2.75, front + 1.95), Color(0.20, 0.20, 0.22),
|
||||
true, null, Vector2.ONE, "metal")
|
||||
for x in [-2.8, -1.4, 0.0, 1.4, 2.8]:
|
||||
var bulb := MeshInstance3D.new()
|
||||
var sphere := SphereMesh.new()
|
||||
sphere.radius = 0.075
|
||||
sphere.height = 0.15
|
||||
bulb.mesh = sphere
|
||||
var mat := _emissive_material(Color(1.0, 0.78, 0.42))
|
||||
bulb.material_override = mat
|
||||
bulb.position = Vector3(x, 5.53, front + 1.0)
|
||||
root.add_child(bulb)
|
||||
if not _marquee_emissive.has(mat):
|
||||
_marquee_emissive.append(mat)
|
||||
for x in [-2.2, 2.2]:
|
||||
var omni := OmniLight3D.new()
|
||||
omni.position = Vector3(x, 5.15, front + 1.4)
|
||||
omni.omni_range = 12.0 if Materials.modern_light_falloff() else 8.0
|
||||
omni.omni_attenuation = 0.0 if Materials.modern_light_falloff() else 1.0
|
||||
omni.light_energy = 0.0
|
||||
omni.light_color = Color(1.0, 0.72, 0.36)
|
||||
root.add_child(omni)
|
||||
_lamp_omni.append(omni)
|
||||
|
||||
## Glossy black paint for the studio's parked car. The library sedan keeps its
|
||||
## tintable slots; the studio overrides the body meshes with a single paint.
|
||||
func _apply_car_paint(holder: Node3D) -> void:
|
||||
var paint := StandardMaterial3D.new()
|
||||
paint.resource_name = "StudioCarPaint"
|
||||
paint.albedo_color = Color(0.018, 0.020, 0.024)
|
||||
paint.metallic = 0.85
|
||||
paint.roughness = 0.12
|
||||
paint.metallic_specular = 0.8
|
||||
for node in holder.find_children("*", "MeshInstance3D", true, false):
|
||||
var mi := node as MeshInstance3D
|
||||
if mi != null:
|
||||
mi.material_override = paint
|
||||
|
||||
## One wall lantern plus an optional warm light. The Joke Shop uses a single
|
||||
## lantern as its key light; the boulevard keeps two unlit visual lanterns.
|
||||
func _add_wall_lantern(pos: Vector3, with_light: bool) -> void:
|
||||
var lantern := _load_prop_scene("wall_lantern")
|
||||
if lantern == null:
|
||||
return
|
||||
lantern.name = "WallLantern"
|
||||
lantern.position = pos
|
||||
root.add_child(lantern)
|
||||
library_nodes.append(lantern)
|
||||
_apply_library_ao(lantern, "wall_lantern")
|
||||
for material in _emissive_materials(lantern):
|
||||
if not _lamp_bulb_mats.has(material):
|
||||
_lamp_bulb_mats.append(material)
|
||||
if with_light:
|
||||
var omni := OmniLight3D.new()
|
||||
omni.name = "LanternGlow"
|
||||
omni.position = pos + Vector3(0.0, -0.1, 0.45)
|
||||
omni.omni_range = 14.0 if Materials.modern_light_falloff() else 9.0
|
||||
omni.omni_attenuation = 0.0 if Materials.modern_light_falloff() else 1.0
|
||||
omni.light_energy = 0.0
|
||||
omni.light_color = Color(1.0, 0.72, 0.38)
|
||||
root.add_child(omni)
|
||||
_lamp_omni.append(omni)
|
||||
|
||||
## The Joke Shop alley: two brick side walls frame a 12 m passage, with
|
||||
## shutters, a recessed door step, a dumpster and wall-mounted AC boxes.
|
||||
func _build_alley_dressing() -> void:
|
||||
var front := float(spec["facade_center_z"]) + float(spec["facade_depth"]) * 0.5
|
||||
var height := float(spec["facade_height"])
|
||||
var wall_x := float(spec["facade_width"]) * 0.5 + 0.35
|
||||
for side in [-1.0, 1.0]:
|
||||
var wall := _add_box(root, Vector3(0.7, height, 15.0),
|
||||
Vector3(side * wall_x, height * 0.5, front + 7.5), Color(0.72, 0.70, 0.68),
|
||||
true, T_BRICK, Vector2(8, 6), "brick")
|
||||
wall.name = "AlleyWall"
|
||||
_add_box(root, Vector3(0.9, 0.35, 15.0),
|
||||
Vector3(side * wall_x, 0.18, front + 7.5), Color(0.44, 0.42, 0.40),
|
||||
true, null, Vector2.ONE, "stone")
|
||||
# Shutters over the two upper windows.
|
||||
for x in [-3.8, 3.8]:
|
||||
_add_box(root, Vector3(2.0, 2.5, 0.12), Vector3(x, 8.2, front + 0.22),
|
||||
Color(0.18, 0.24, 0.21), true, null, Vector2.ONE, "painted_metal")
|
||||
for slat in range(-4, 5):
|
||||
_add_box(root, Vector3(1.9, 0.07, 0.04),
|
||||
Vector3(x, 8.2 + slat * 0.28, front + 0.30),
|
||||
Color(0.24, 0.31, 0.27), false, null, Vector2.ONE, "painted_metal")
|
||||
# The recessed door gets a low stone step into the alley.
|
||||
_add_box(root, Vector3(3.4, 0.16, 0.55), Vector3(0, 0.08, front + 0.75),
|
||||
Color(0.48, 0.45, 0.42), true, null, Vector2.ONE, "stone")
|
||||
# Dumpster and its lid; a solid body so guests and the guard walk around it.
|
||||
var dump := StaticBody3D.new()
|
||||
dump.name = "AlleyDumpster"
|
||||
dump.position = Vector3(-4.2, 0, front + 9.2)
|
||||
_add_box(dump, Vector3(1.9, 1.15, 1.25), Vector3(0, 0.58, 0),
|
||||
Color(0.16, 0.28, 0.21), true, null, Vector2.ONE, "painted_metal")
|
||||
_add_box(dump, Vector3(2.0, 0.08, 1.35), Vector3(0, 1.18, -0.02),
|
||||
Color(0.11, 0.19, 0.15), true, null, Vector2.ONE, "painted_metal")
|
||||
var dump_col := BoxShape3D.new()
|
||||
dump_col.size = Vector3(1.9, 1.2, 1.3)
|
||||
var owner_id := dump.create_shape_owner(dump)
|
||||
dump.shape_owner_add_shape(owner_id, dump_col)
|
||||
dump.shape_owner_set_transform(owner_id, Transform3D(Basis(), Vector3(0, 0.6, 0)))
|
||||
root.add_child(dump)
|
||||
# AC boxes on the inside faces of the walls, above head height.
|
||||
for side in [-1.0, 1.0]:
|
||||
for z in [front + 3.0, front + 7.0]:
|
||||
_add_box(root, Vector3(0.55, 0.8, 1.1),
|
||||
Vector3(side * (wall_x - 0.5), 5.8, z),
|
||||
Color(0.56, 0.57, 0.55), true, null, Vector2.ONE, "metal")
|
||||
_add_box(root, Vector3(0.08, 0.55, 0.8),
|
||||
Vector3(side * (wall_x - 0.78), 5.8, z),
|
||||
Color(0.22, 0.23, 0.22), false, null, Vector2.ONE, "metal")
|
||||
|
||||
## Emissive materials under a prop, used to tie library bulbs/LEDs to night mode.
|
||||
func _emissive_materials(holder: Node3D) -> Array[StandardMaterial3D]:
|
||||
@@ -426,26 +661,29 @@ func _build_street_furniture() -> void:
|
||||
# Blender library street lamps (bulbs + omni lights, off by day). The lamp
|
||||
# arm points to local -X, so the left side is rotated 180 degrees to face
|
||||
# the sidewalk.
|
||||
for side in [-7.5, 7.5]:
|
||||
var holder := _add_prop_model(root, "street_lamp",
|
||||
Vector3(side, 0.18, 8.5), 180.0 if side < 0.0 else 0.0)
|
||||
holder.name = "Lamp_%d" % int(side)
|
||||
var omni := OmniLight3D.new()
|
||||
omni.position = Vector3(-0.85, 4.65, 0)
|
||||
omni.omni_range = 12.0
|
||||
omni.light_energy = 0.0
|
||||
omni.light_color = Color(1, 0.93, 0.75)
|
||||
holder.add_child(omni)
|
||||
_lamp_omni.append(omni)
|
||||
_collect_emissive(holder)
|
||||
if _feature("street_lamps"):
|
||||
for side in [-7.5, 7.5]:
|
||||
var holder := _add_prop_model(root, "street_lamp",
|
||||
Vector3(side, 0.18, 8.5), 180.0 if side < 0.0 else 0.0)
|
||||
holder.name = "Lamp_%d" % int(side)
|
||||
var omni := OmniLight3D.new()
|
||||
omni.position = Vector3(-0.85, 4.65, 0)
|
||||
omni.omni_range = 16.0 if Materials.modern_light_falloff() else 12.0
|
||||
omni.omni_attenuation = 0.0 if Materials.modern_light_falloff() else 1.0
|
||||
omni.light_energy = 0.0
|
||||
omni.light_color = Color(1, 0.93, 0.75)
|
||||
holder.add_child(omni)
|
||||
_lamp_omni.append(omni)
|
||||
_collect_emissive(holder)
|
||||
# Blender library street trees replace the cone trees. Flank the walkway and
|
||||
# keep the sight line to the door clear.
|
||||
for i in 6:
|
||||
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)
|
||||
_add_prop_model(root, "street_tree", Vector3(x, 0.18, z),
|
||||
float((i * 37) % 360))
|
||||
if _feature("street_trees"):
|
||||
for i in 6:
|
||||
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)
|
||||
_add_prop_model(root, "street_tree", Vector3(x, 0.18, z),
|
||||
float((i * 37) % 360))
|
||||
|
||||
## Total triangles across the placed Blender library pieces, for the draw budget
|
||||
## test. Counts indices when present, otherwise the vertex stream.
|
||||
@@ -585,8 +823,9 @@ func _build_street_detail() -> void:
|
||||
var detail := Node3D.new()
|
||||
detail.name = "StreetDetail"
|
||||
root.add_child(detail)
|
||||
for index in PROP_PLACEMENTS.size():
|
||||
var entry: Dictionary = PROP_PLACEMENTS[index]
|
||||
var placements: Array = spec.get("prop_placements", PROP_PLACEMENTS)
|
||||
for index in placements.size():
|
||||
var entry: Dictionary = placements[index]
|
||||
var base_rot := float(entry.get("rot", 0.0))
|
||||
var variant := variant_for(index, base_rot)
|
||||
var holder := _add_prop_model(detail, str(entry["prop"]),
|
||||
@@ -821,7 +1060,7 @@ func _build_guard_spawn() -> void:
|
||||
# The guard's head offset is 1.6m, so spawn at y=0.76-1.6=-0.84 to place feet on ground
|
||||
# But we want the guard at eye-level with the sidewalk, so adjust to y=0.1 for feet
|
||||
# Then the head will be at y=1.7 (1.6 offset + 0.1 base)
|
||||
marker.position = Vector3(0, 0.1, -2.0)
|
||||
marker.position = spec.get("guard_spawn", Vector3(0, 0.1, -2.0))
|
||||
root.add_child(marker)
|
||||
|
||||
func _lock_indicator_material(color: Color) -> StandardMaterial3D:
|
||||
|
||||
@@ -15,6 +15,7 @@ extends SceneTree
|
||||
## --tint=res://assets/textures/skyline.png=1,1,1 \
|
||||
## --normal=res://assets/textures/ai/game_ready/brick_facade.png=res://.../brick_facade_normal.png
|
||||
## # Or capture only some stages: --stages=day,late
|
||||
## # Or feature one NPC role in the portrait: --portrait-type=2
|
||||
##
|
||||
## `--swap=OLD=NEW` replaces every StandardMaterial3D albedo texture loaded
|
||||
## from OLD. `--tint=OLD=r,g,b` sets those materials' albedo colour.
|
||||
@@ -23,6 +24,20 @@ extends SceneTree
|
||||
## swaps can target the same material. Existing files in `--out` are never
|
||||
## overwritten (a `-vN` suffix is added).
|
||||
|
||||
## NPC roles that wear the hood prop (see NpcAvatar.ACCESSORIES); their faces are
|
||||
## hidden, so they are poor portrait subjects. Indices follow `Rules.NpcType`.
|
||||
const HOODED_TYPES := [5, 6, 7] # TRESPASSER, VIOLENT_THREAT, MENTAL_CRISIS
|
||||
|
||||
## Optional `--portrait-type=N` picks the NpcType a portrait should feature.
|
||||
var _portrait_type := -1
|
||||
## Optional `--flashlight` turns the guard lamp on for night stages; the desktop
|
||||
## HQ A/B uses it to show the volumetric shaft.
|
||||
var _flashlight := false
|
||||
## Where the portrait subject is placed, relative to the guard's spawn.
|
||||
var _portrait_spot := Vector3(0.0, 0.5, 9.0)
|
||||
var _portrait_subject: Node3D = null
|
||||
var _last_positions := {}
|
||||
|
||||
## Guard position/rotation per shot, matching the README capture poses.
|
||||
const SHOTS_DAY := [
|
||||
{"name": "entrance_day", "pos": Vector3(0, 0.1, 10.5), "yaw": 0.0, "pitch": 2.0},
|
||||
@@ -43,9 +58,17 @@ const SHOTS_JOKE := [
|
||||
const SHOTS_STUDIO := [
|
||||
{"name": "studio_door", "pos": Vector3(0, 0.1, 6.2), "yaw": 0.0, "pitch": 2.0},
|
||||
]
|
||||
## A face-on portrait: staged relative to a live NPC by `_stage_portrait()`.
|
||||
const SHOTS_PORTRAIT := [
|
||||
{"name": "npc_portrait", "pos": Vector3.ZERO, "yaw": 0.0, "pitch": 0.0,
|
||||
"portrait": true, "spot": Vector3(0.0, 0.5, 9.0)},
|
||||
]
|
||||
## Stage list: shift time selects the phase, `venue` switches the scenario first.
|
||||
const STAGES := [
|
||||
{"name": "day", "elapsed": 0.0, "venue": "", "shots": SHOTS_DAY, "night": false},
|
||||
# Portrait next, while the day crowd is still on the street.
|
||||
{"name": "portrait", "elapsed": 0.0, "venue": "", "shots": SHOTS_PORTRAIT,
|
||||
"night": false},
|
||||
{"name": "evening", "elapsed": 620.0, "venue": "", "shots": SHOTS_EVENING, "night": true},
|
||||
{"name": "late", "elapsed": 760.0, "venue": "", "shots": SHOTS_LATE, "night": true},
|
||||
{"name": "joke_shop", "elapsed": 700.0, "venue": "joke_shop", "shots": SHOTS_JOKE, "night": true},
|
||||
@@ -92,6 +115,10 @@ func _parse_args() -> void:
|
||||
elif text.begins_with("--stages="):
|
||||
for name in text.substr(9).split(","):
|
||||
_only_stages[name.strip_edges()] = true
|
||||
elif text.begins_with("--portrait-type="):
|
||||
_portrait_type = int(text.substr(16))
|
||||
elif text == "--flashlight":
|
||||
_flashlight = true
|
||||
|
||||
func _pair(text: String, into: Dictionary) -> void:
|
||||
var cut := text.find("=", 6) # skip the "res://" scheme
|
||||
@@ -100,7 +127,7 @@ func _pair(text: String, into: Dictionary) -> void:
|
||||
return
|
||||
into[text.substr(0, cut)] = text.substr(cut + 1)
|
||||
|
||||
func _process(_delta: float) -> bool:
|
||||
func _process(delta: float) -> bool:
|
||||
frames += 1
|
||||
if frames > MAX_FRAMES:
|
||||
push_error("capture_realism timed out")
|
||||
@@ -126,7 +153,7 @@ func _process(_delta: float) -> bool:
|
||||
if _phase != "done":
|
||||
_phase = "shoot"
|
||||
"shoot":
|
||||
_run_queue()
|
||||
_run_queue(delta)
|
||||
"done":
|
||||
print("capture_realism done -> %s" % out_dir)
|
||||
quit(0)
|
||||
@@ -142,9 +169,14 @@ func _begin_stage() -> void:
|
||||
_phase = "done"
|
||||
return
|
||||
var stage: Dictionary = STAGES[_stage]
|
||||
if str(stage["venue"]) != "":
|
||||
gm.call("switch_scenario", str(stage["venue"]))
|
||||
var venue := str(stage["venue"])
|
||||
if venue != "" and venue != str(gm.get("active_scenario_id")):
|
||||
gm.call("switch_scenario", venue)
|
||||
gm.coordinator.elapsed_s = float(stage["elapsed"])
|
||||
if _flashlight:
|
||||
var want := bool(stage["night"])
|
||||
if want != bool(gm.flashlight_on):
|
||||
gm.call("_toggle_flashlight")
|
||||
_apply(swaps)
|
||||
if bool(stage["night"]):
|
||||
_apply(night_swaps)
|
||||
@@ -152,11 +184,29 @@ func _begin_stage() -> void:
|
||||
_shot_frames = 0
|
||||
print("capture_realism: stage %s at %d ms" % [stage["name"], Time.get_ticks_msec()])
|
||||
|
||||
func _run_queue() -> void:
|
||||
func _run_queue(delta: float) -> void:
|
||||
if _queue.is_empty():
|
||||
_phase = "stage"
|
||||
return
|
||||
var shot: Dictionary = _queue[0]
|
||||
var portrait := bool(shot.get("portrait", false))
|
||||
if portrait:
|
||||
# NPCs spawn over time; re-stage every frame until one exists, then shoot.
|
||||
if shot.has("spot"):
|
||||
_portrait_spot = shot["spot"]
|
||||
if not _stage_portrait(delta, float(shot.get("angle", 0.0))):
|
||||
_shot_frames += 1
|
||||
if _shot_frames >= SETTLE_FRAMES * 10:
|
||||
push_warning("capture_realism: no NPC for %s" % shot["name"])
|
||||
_queue.pop_front()
|
||||
_shot_frames = 0
|
||||
return
|
||||
_shot_frames += 1
|
||||
if _shot_frames >= SETTLE_FRAMES:
|
||||
_shoot(str(shot["name"]))
|
||||
_queue.pop_front()
|
||||
_shot_frames = 0
|
||||
return
|
||||
if _shot_frames == 0:
|
||||
gm.guard.global_position = shot["pos"]
|
||||
gm.guard.rotation.y = deg_to_rad(float(shot["yaw"]))
|
||||
@@ -167,6 +217,123 @@ func _run_queue() -> void:
|
||||
_queue.pop_front()
|
||||
_shot_frames = 0
|
||||
|
||||
## Frame a nearby NPC from the front, with the sun behind the camera so the face
|
||||
## is lit. The subject's own yaw is re-written every frame by its FSM, so the
|
||||
## portrait turns the visual `Rig` child instead and stands on the sunlit side.
|
||||
func _stage_portrait(delta: float, angle_deg: float = 0.0) -> bool:
|
||||
var guard_pos: Vector3 = gm.guard.global_position
|
||||
var light := _sun_direction()
|
||||
var speeds := _speeds(delta)
|
||||
var best: Node3D = null
|
||||
var best_distance := 999.0
|
||||
for node in get_nodes_in_group("npc"):
|
||||
var npc := node as Node3D
|
||||
if npc == null or _faces_covered(npc):
|
||||
continue
|
||||
if _portrait_type >= 0 and int(_profile_of(npc).get("npc_type")) != _portrait_type:
|
||||
continue
|
||||
var distance: float = npc.global_position.distance_to(guard_pos)
|
||||
if distance > 25.0:
|
||||
continue
|
||||
# Close, standing still, and easy to reach: the crowd keeps moving.
|
||||
var score: float = distance / 25.0
|
||||
if float(speeds.get(npc.get_instance_id(), 9.9)) < 0.05:
|
||||
score -= 0.5
|
||||
if not bool(npc.get("ephemeral")):
|
||||
score -= 0.2
|
||||
if best == null or score < best_distance:
|
||||
best = npc
|
||||
best_distance = score
|
||||
if best == null:
|
||||
return false
|
||||
if _portrait_subject != best:
|
||||
_portrait_subject = best
|
||||
# Park the rest of the crowd far away: a close-up is a character still and
|
||||
# a passer-by walking through the frame would block the subject.
|
||||
for node in get_nodes_in_group("npc"):
|
||||
var other := node as Node3D
|
||||
if other == null or other == best:
|
||||
continue
|
||||
other.set_physics_process(false)
|
||||
other.global_position += Vector3(0.0, 0.0, 140.0)
|
||||
# Freeze the subject: its FSM re-writes the yaw every physics tick, which
|
||||
# would turn it away from the camera again.
|
||||
best.set_physics_process(false)
|
||||
# Clear standing spot on the sidewalk, away from the queue: the close-up is a
|
||||
# character still, not a slice of the scene, and the crowd would block it.
|
||||
var spot := Vector3(0.0, 0.0, 0.0)
|
||||
if gm.guard.get("spawn_position") != null:
|
||||
spot = gm.guard.get("spawn_position")
|
||||
best.global_position = spot + _portrait_spot
|
||||
best.rotation.y = 0.0
|
||||
# Stand between the subject and the sun, so the face is front-lit.
|
||||
var to_light := -light
|
||||
to_light = to_light.rotated(Vector3.UP, deg_to_rad(angle_deg))
|
||||
gm.guard.global_position = best.global_position + to_light * 1.3
|
||||
gm.guard.global_position.y = 0.1
|
||||
var look: Vector3 = best.global_position - gm.guard.global_position
|
||||
look.y = 0.0
|
||||
gm.guard.rotation.y = atan2(-look.x, -look.z)
|
||||
gm.guard.head.rotation.x = deg_to_rad(1.0)
|
||||
# The focus disc is a gameplay overlay, not part of the character still.
|
||||
for focus in best.find_children("FocusCircle", "MeshInstance3D", true, false):
|
||||
(focus as MeshInstance3D).visible = false
|
||||
# Face the camera: from the subject, the guard lies in the -look direction.
|
||||
# Use the drawn rig so an FSM yaw on the root cannot fight the pose.
|
||||
var rig := best.find_child("Rig", true, false) as Node3D
|
||||
if rig != null:
|
||||
rig.rotation.y = atan2(-look.x, -look.z)
|
||||
else:
|
||||
best.rotation.y = atan2(-look.x, -look.z)
|
||||
|
||||
return true
|
||||
|
||||
## Per-instance walking speed in m/s, from the position delta of the last frame.
|
||||
func _speeds(delta: float) -> Dictionary:
|
||||
var now := {}
|
||||
var speeds := {}
|
||||
for node in get_nodes_in_group("npc"):
|
||||
var npc := node as Node3D
|
||||
if npc == null:
|
||||
continue
|
||||
var id := npc.get_instance_id()
|
||||
now[id] = npc.global_position
|
||||
if _last_positions.has(id) and delta > 0.0:
|
||||
speeds[id] = npc.global_position.distance_to(_last_positions[id]) / delta
|
||||
_last_positions = now
|
||||
return speeds
|
||||
|
||||
## Horizontal direction the sun light comes from (the way the light travels).
|
||||
func _sun_direction() -> Vector3:
|
||||
for node in root.find_children("*", "DirectionalLight3D", true, false):
|
||||
var sun := node as DirectionalLight3D
|
||||
if sun == null or not sun.visible:
|
||||
continue
|
||||
var dir := -sun.global_transform.basis.z
|
||||
dir.y = 0.0
|
||||
if dir.length() > 0.01:
|
||||
return dir.normalized()
|
||||
return Vector3(0, 0, 1)
|
||||
|
||||
## True when the avatar wears something over its face (see NpcAvatar.ACCESSORIES).
|
||||
func _profile_of(npc: Node3D) -> Variant:
|
||||
var brain = npc.get("npc")
|
||||
return brain.get("profile") if brain != null else null
|
||||
|
||||
func _faces_covered(npc: Node3D) -> bool:
|
||||
var brain = npc.get("npc")
|
||||
if brain == null:
|
||||
return false
|
||||
var profile = brain.get("profile")
|
||||
if profile == null:
|
||||
return false
|
||||
var npc_type := int(profile.get("npc_type"))
|
||||
# An explicit --portrait-type is a deliberate request to inspect headgear,
|
||||
# including a hood; the default crowd selection still avoids covered faces.
|
||||
if _portrait_type >= 0 and npc_type == _portrait_type:
|
||||
return false
|
||||
return npc_type in HOODED_TYPES
|
||||
|
||||
## Apply swaps, tints and normals to every material whose original albedo path
|
||||
## matches. Called once per stage; materials are visited through the tree.
|
||||
func _apply(table: Dictionary) -> void:
|
||||
|
||||
@@ -207,6 +207,36 @@ func _advance() -> void:
|
||||
_shoot("11-precision-walk.png")
|
||||
Input.action_release("move_forward")
|
||||
Input.action_release("walk_slow")
|
||||
if gm != null:
|
||||
gm.switch_scenario("joke_shop")
|
||||
gm.coordinator.elapsed_s = 620.0
|
||||
state = 12
|
||||
state_frames = 0
|
||||
12:
|
||||
if state_frames == 1 and gm != null:
|
||||
gm.guard.global_position = Vector3(-1.5, 0.1, 8.5)
|
||||
gm.guard.rotation.y = deg_to_rad(-5.0)
|
||||
gm.guard.head.rotation.x = deg_to_rad(2.0)
|
||||
gm.hud.clear_log()
|
||||
gm.hud.set_escalation(0)
|
||||
gm.hud.set_body_camera(false)
|
||||
if state_frames >= 90:
|
||||
_shoot("12-joke-shop.png")
|
||||
if gm != null:
|
||||
gm.switch_scenario("tv_studio")
|
||||
gm.coordinator.elapsed_s = 620.0
|
||||
state = 13
|
||||
state_frames = 0
|
||||
13:
|
||||
if state_frames == 1 and gm != null:
|
||||
gm.guard.global_position = Vector3(0, 0.1, 14.0)
|
||||
gm.guard.rotation.y = 0.0
|
||||
gm.guard.head.rotation.x = deg_to_rad(2.0)
|
||||
gm.hud.clear_log()
|
||||
gm.hud.set_escalation(0)
|
||||
gm.hud.set_body_camera(false)
|
||||
if state_frames >= 120:
|
||||
_shoot("13-studio-arrival.png")
|
||||
quit(0)
|
||||
|
||||
## Put the guard a couple of steps in front of the target so a staged UI capture
|
||||
|
||||
@@ -28,6 +28,27 @@ func test_unlocked_door_admits_force() -> bool:
|
||||
var b := TestUtils.check_eq(result["outcome"], "entered", "entered outcome")
|
||||
return a and b
|
||||
|
||||
func test_flashlight_aims_a_tight_forward_spot() -> bool:
|
||||
## The lamp sits on the guard's head and aims straight down the view axis with
|
||||
## a narrow cone: a wide cone washed the whole entrance instead of lighting the
|
||||
## door being checked (realism pass, 2026-11-01).
|
||||
var root := Node3D.new()
|
||||
var gm: Node = load("res://src/game/game_manager.gd").new()
|
||||
root.add_child(gm)
|
||||
var guard: Node3D = gm.call("_build_guard")
|
||||
var lamp: SpotLight3D = guard.get_node_or_null("Head/Flashlight") as SpotLight3D
|
||||
var a := TestUtils.check(lamp != null, "flashlight lives on the guard's head")
|
||||
var b := TestUtils.check(lamp != null and lamp.rotation_degrees.is_equal_approx(Vector3.ZERO),
|
||||
"flashlight aims straight ahead")
|
||||
var c := TestUtils.check(lamp != null and lamp.spot_angle <= 20.0,
|
||||
"flashlight cone is narrow enough to read as a torch")
|
||||
var d := TestUtils.check(lamp != null and not lamp.visible, "flashlight starts off")
|
||||
var e := TestUtils.check(lamp != null
|
||||
and is_zero_approx(lamp.light_volumetric_fog_energy),
|
||||
"headless/compatibility builds leave the flashlight non-volumetric")
|
||||
root.free()
|
||||
return a and b and c and d and e
|
||||
|
||||
func test_flashlight_widens_perception() -> bool:
|
||||
## Without the flashlight, an NPC at AWARE_RADIUS + 3 m is unaware.
|
||||
## With the flashlight bonus (4 m), the same distance registers as aware.
|
||||
|
||||
@@ -77,14 +77,19 @@ func test_environment_tuning_applies_phase_values() -> bool:
|
||||
var f := TestUtils.check(
|
||||
env.fog_light_color.is_equal_approx(late["fog_color"]),
|
||||
"phase fog colour is used")
|
||||
return a and b and c and d and e and f
|
||||
var advanced := Materials.forward_plus_active()
|
||||
var g := TestUtils.check(env.volumetric_fog_enabled == advanced,
|
||||
"volumetric fog is gated to Forward+ (advanced=%s)" % advanced)
|
||||
var h := TestUtils.check(env.sdfgi_enabled == advanced,
|
||||
"SDFGI is gated to Forward+ (advanced=%s)" % advanced)
|
||||
return a and b and c and d and e and f and g and h
|
||||
|
||||
func test_every_phase_has_environment_keys() -> bool:
|
||||
var ok := true
|
||||
for phase in [Rules.Phase.EARLY, Rules.Phase.MIDDAY, Rules.Phase.EVENING, Rules.Phase.LATE]:
|
||||
var cfg: Dictionary = GameManager.PHASE_LIGHTING.get(phase, {})
|
||||
for key in ["exposure", "glow", "fog_color", "fog_density", "fog_energy",
|
||||
"contrast", "saturation"]:
|
||||
"contrast", "saturation", "volumetric_density", "volumetric_energy"]:
|
||||
if not cfg.has(key):
|
||||
ok = false
|
||||
return TestUtils.check(ok, "all phases set exposure/glow/fog/grading")
|
||||
|
||||
@@ -191,6 +191,68 @@ func test_library_gear_attaches_to_the_contract_points() -> bool:
|
||||
responder.free()
|
||||
return a and b and c and d
|
||||
|
||||
## Horizontal bounds of a gear GLB in its attach-node space. The head/back
|
||||
## contract is measured against the Blender fit report (head width 0.315 m,
|
||||
## widest body silhouette 0.26 m); this catches a gear shrinking back inside
|
||||
## the body or a cap sinking below the brow.
|
||||
func _gear_bounds(node: Node3D) -> AABB:
|
||||
var box := AABB()
|
||||
var first := true
|
||||
for child in node.find_children("*", "MeshInstance3D", true, false):
|
||||
var mi := child as MeshInstance3D
|
||||
var b: AABB = mi.get_aabb()
|
||||
# Gear meshes have no extra transform below the attach node.
|
||||
if first:
|
||||
box = b
|
||||
first = false
|
||||
else:
|
||||
box = box.merge(b)
|
||||
return box
|
||||
|
||||
func test_head_and_back_gear_clear_the_body_silhouette() -> bool:
|
||||
const HEAD_WIDTH := 0.315
|
||||
const WIDEST_BODY_RADIUS := 0.26
|
||||
var problems: Array[String] = []
|
||||
var seen := {}
|
||||
for npc_type in [Rules.NpcType.TOURIST, Rules.NpcType.INFLUENCER,
|
||||
Rules.NpcType.RESPONDER, Rules.NpcType.PERFORMER,
|
||||
Rules.NpcType.DELIVERY, Rules.NpcType.TRESPASSER]:
|
||||
var avatar := _avatar(npc_type, 5)
|
||||
for child in avatar.find_children("Gear_*", "Node3D", true, false):
|
||||
var gear := child as Node3D
|
||||
var name := gear.name.trim_prefix("Gear_")
|
||||
var attach := str(NpcAvatar.GEAR_ATTACH.get(name, ""))
|
||||
if attach != "head" and attach != "back":
|
||||
continue
|
||||
seen[attach + ":" + name] = true
|
||||
var box := _gear_bounds(gear)
|
||||
if attach == "head":
|
||||
var parent_name := gear.get_parent().name
|
||||
if parent_name != "Head":
|
||||
problems.append("%s is not under Head" % name)
|
||||
if box.size.x > HEAD_WIDTH * 1.70:
|
||||
problems.append("%s is %.3f m wide (head %.3f)" % [
|
||||
name, box.size.x, HEAD_WIDTH])
|
||||
# The hood wraps the neck; all other headgear must start on the skull.
|
||||
if name != "hood" and box.position.y < 0.0:
|
||||
problems.append("%s starts %.3f m below the head origin" % [
|
||||
name, box.position.y])
|
||||
else:
|
||||
if gear.get_parent().name != "Rig":
|
||||
problems.append("%s is not under Rig" % name)
|
||||
var outer_x := maxf(absf(box.position.x), absf(box.end.x))
|
||||
var outer_z := maxf(absf(box.position.z), absf(box.end.z))
|
||||
if maxf(outer_x, outer_z) < WIDEST_BODY_RADIUS:
|
||||
problems.append("%s only reaches %.3f m (body %.3f)" % [
|
||||
name, maxf(outer_x, outer_z), WIDEST_BODY_RADIUS])
|
||||
avatar.free()
|
||||
for required in ["head:sunglasses", "head:firefighter_helmet", "head:cap",
|
||||
"back:shoulder_bag", "back:backpack", "back:scba_tank"]:
|
||||
if not seen.has(required):
|
||||
problems.append("missing %s" % required)
|
||||
return TestUtils.check(problems.is_empty(),
|
||||
"head/back gear clears the body silhouette (%s)" % str(problems))
|
||||
|
||||
func test_fixed_detail_materials_are_not_tinted() -> bool:
|
||||
var avatar := _avatar(Rules.NpcType.RESPONDER, 3)
|
||||
var mi := avatar.find_child("npc_base", true, false) as MeshInstance3D
|
||||
|
||||
@@ -19,6 +19,71 @@ func test_navmesh_built() -> bool:
|
||||
root.free()
|
||||
return a and b
|
||||
|
||||
func test_venue_geometry_specs_are_distinct_and_defaulted() -> bool:
|
||||
var hollywood := WorldBuilder.new(Node3D.new())
|
||||
var joke := WorldBuilder.new(Node3D.new(), "joke_shop")
|
||||
var studio := WorldBuilder.new(Node3D.new(), "tv_studio")
|
||||
var unknown := WorldBuilder.new(Node3D.new(), "not_a_venue")
|
||||
var a := TestUtils.check(hollywood.venue_id == "hollywood_building",
|
||||
"the default venue is Hollywood")
|
||||
var b := TestUtils.check(float(hollywood.spec["facade_width"]) > float(joke.spec["facade_width"]),
|
||||
"the Joke Shop alley is narrower than the boulevard")
|
||||
var c := TestUtils.check(not bool(joke.spec["features"]["skyline"])
|
||||
and not bool(joke.spec["features"]["marquee"]),
|
||||
"the Joke Shop disables the skyline and marquee")
|
||||
var d := TestUtils.check(bool(studio.spec["features"]["bulb_canopy"])
|
||||
and not bool(studio.spec["features"]["marquee"]),
|
||||
"the studio uses a bulb canopy instead of the marquee")
|
||||
var e := TestUtils.check(unknown.venue_id == "hollywood_building",
|
||||
"an unknown venue falls back to Hollywood")
|
||||
var root := Node3D.new()
|
||||
var builder := WorldBuilder.new(root, "joke_shop")
|
||||
builder.build()
|
||||
var body := root.find_child("Building", true, false)
|
||||
var facade := body.get_child(0) as MeshInstance3D if body != null else null
|
||||
var f := TestUtils.check(facade != null and (facade.mesh as BoxMesh).size.x < 20.0,
|
||||
"the Joke Shop builds the narrow facade")
|
||||
var g := TestUtils.check(root.find_child("SkylineBackdrop", true, false) == null,
|
||||
"the Joke Shop builds no skyline ring")
|
||||
hollywood.root.free()
|
||||
joke.root.free()
|
||||
studio.root.free()
|
||||
unknown.root.free()
|
||||
root.free()
|
||||
return a and b and c and d and e and f and g
|
||||
|
||||
func test_navigation_mesh_matches_each_venue_bounds() -> bool:
|
||||
var problems: Array[String] = []
|
||||
for id in ["hollywood_building", "joke_shop", "tv_studio"]:
|
||||
var root := Node3D.new()
|
||||
var builder := WorldBuilder.new(root, id)
|
||||
builder.build()
|
||||
var region := root.find_child("NavRegion", true, false) as NavigationRegion3D
|
||||
if region == null or region.navigation_mesh == null:
|
||||
problems.append("%s has no navmesh" % id)
|
||||
root.free()
|
||||
continue
|
||||
var verts := region.navigation_mesh.get_vertices()
|
||||
var nav_min: Vector2 = builder.spec["nav_min"]
|
||||
var nav_max: Vector2 = builder.spec["nav_max"]
|
||||
var min_x := 999.0
|
||||
var max_x := -999.0
|
||||
var min_z := 999.0
|
||||
var max_z := -999.0
|
||||
for v in verts:
|
||||
min_x = minf(min_x, v.x)
|
||||
max_x = maxf(max_x, v.x)
|
||||
min_z = minf(min_z, v.z)
|
||||
max_z = maxf(max_z, v.z)
|
||||
if absf(min_x - nav_min.x) > 0.01 or absf(max_x - nav_max.x) > 0.01 \
|
||||
or absf(min_z - nav_min.y) > 0.01 or absf(max_z - nav_max.y) > 0.01:
|
||||
problems.append("%s navmesh %s does not match spec %s" % [
|
||||
id, str(Vector4(min_x, max_x, min_z, max_z)),
|
||||
str(Vector4(nav_min.x, nav_max.x, nav_min.y, nav_max.y))])
|
||||
root.free()
|
||||
return TestUtils.check(problems.is_empty(),
|
||||
"each venue builds its own navigation bounds (%s)" % str(problems))
|
||||
|
||||
func test_phase_lighting_config_covered() -> bool:
|
||||
var ok := true
|
||||
for phase in [Rules.Phase.EARLY, Rules.Phase.MIDDAY, Rules.Phase.EVENING, Rules.Phase.LATE]:
|
||||
|
||||
@@ -14,6 +14,7 @@ integration: nothing in the game loads them yet (see
|
||||
--python "$PWD/tools/blender_assets.py" -- render
|
||||
# outside Blender (stdlib + Pillow)
|
||||
python3 tools/blender_assets.py audit # GLB contract checks
|
||||
python3 tools/blender_assets.py fit # gear-vs-body fit measurements
|
||||
python3 tools/blender_assets.py sheet # sheet_<category>.jpg (committed)
|
||||
python3 tools/blender_assets.py list
|
||||
|
||||
@@ -48,7 +49,11 @@ SLOTS = ["skin", "cloth", "pants", "accessory", "hair"]
|
||||
BONES = ["Head", "HipL", "HipR", "KneeL", "KneeR", "ShoulderL", "ShoulderR",
|
||||
"ElbowL", "ElbowR", "HandL", "HandR"]
|
||||
CHAR_MAX_TRIS = 6000
|
||||
CHAR_MAX_VERTS = 4000
|
||||
# Raised from 4000 to 5000 for the 2026-11-01 face/hand detail pass. The glTF
|
||||
# vertex count is after UV-seam splits, so the extra eyes, lids, cheeks, nose and
|
||||
# fingers cost ~700 verts per variant; `smoke_npc_budget.gd` measured 16 avatars at
|
||||
# ~6.9 ms (budget 50 ms), and each avatar is still a single skinned mesh.
|
||||
CHAR_MAX_VERTS = 5000
|
||||
GEAR_MAX_TRIS = 1500
|
||||
PROP_MAX_TRIS = 4000
|
||||
|
||||
@@ -100,6 +105,17 @@ GEAR_ATTACH = {
|
||||
# Same attach points in Blender coordinates (Godot (x, y, z) -> Blender (x, -z, y)).
|
||||
ATTACH_BLENDER = {"head": (0.0, 0.0, 1.62), "hand": (0.27, -0.02, 0.78),
|
||||
"back": (0.0, 0.0, 1.10), "chest": (0.0, 0.0, 1.30)}
|
||||
# Attach points in the authored GLB space (Godot coordinates), used by `fit`.
|
||||
ATTACH_GODOT = {"head": (0.0, 1.62, 0.0), "hand": (0.27, 0.78, 0.02),
|
||||
"back": (0.0, 1.10, 0.0), "chest": (0.0, 1.30, 0.0)}
|
||||
HEAD_BAND = (1.55, 1.81) # face/headgear height band in Godot metres
|
||||
FIT_HEAD_MATERIALS = ("skin",)
|
||||
FIT_CLOTHING_MATERIAL = "cloth"
|
||||
FIT_CLOTHING_BAND = (0.30, 0.52) # hip/skirt band; captures coat/dress flare
|
||||
FIT_HIP_BAND = (0.55, 0.95) # fallback body radius for trousers/vests
|
||||
# Side bags include a strap that crosses the torso, so the full gear bbox cannot
|
||||
# tell where the bag body starts. Measure the body-only y band for this fit.
|
||||
FIT_BODY_BANDS = {"shoulder_bag": (-0.34, -0.16)}
|
||||
GEAR = {
|
||||
"cap": "head", "beanie": "head", "hood": "head", "sunglasses": "head",
|
||||
"firefighter_helmet": "head",
|
||||
@@ -209,6 +225,7 @@ PALETTE = {
|
||||
"undershirt": ((60, 62, 68), 0.9, 0.0, 0.0),
|
||||
"uniform": ((30, 34, 46), 0.85, 0.0, 0.0),
|
||||
"patch": ((190, 150, 60), 0.6, 0.2, 0.0),
|
||||
"eye_white": ((236, 233, 226), 0.45, 0.0, 0.0),
|
||||
}
|
||||
|
||||
_MATS = {}
|
||||
@@ -545,7 +562,7 @@ def _skin_body(spec):
|
||||
sub = obj.modifiers.new("Sub", "SUBSURF")
|
||||
sub.levels = 2
|
||||
dec = obj.modifiers.new("Decimate", "DECIMATE")
|
||||
dec.ratio = 0.36
|
||||
dec.ratio = 0.26
|
||||
dec.use_symmetry = True
|
||||
dec.symmetry_axis = "X"
|
||||
_apply_all(obj)
|
||||
@@ -702,22 +719,47 @@ def _hood(name, mat, head_center):
|
||||
|
||||
|
||||
def _face(mats, spec):
|
||||
"""Head with readable eyes, brow ridge, nose, lips and ears.
|
||||
|
||||
At conversation distance the eye region carries the read, so each eye gets a
|
||||
white sclera, a dark iris and an upper lid, and the face gets cheekbones and
|
||||
a nose bridge instead of a single cone (realism pass detail work).
|
||||
"""
|
||||
skin, acc, hair = mats["skin"], mats["accessory"], mats["hair"]
|
||||
white = material("eye_white", textured_solid=True)
|
||||
parts = [sphere("Head", 0.155, (0, 0, 1.635), skin, seg=18, rings=12,
|
||||
scale=(0.92, 1.0, 1.12))]
|
||||
# jaw / chin softens the egg into a face
|
||||
parts.append(sphere("Jaw", 0.10, (0, -0.04, 1.56), skin, seg=12, rings=8,
|
||||
# jaw / chin and cheekbones soften the egg into a face
|
||||
parts.append(sphere("Jaw", 0.10, (0, -0.04, 1.556), skin, seg=12, rings=8,
|
||||
scale=(1.0, 1.0, 0.8)))
|
||||
parts.append(cyl("Nose", 0.022, 0.006, 0.05, (0, -0.158, 1.632), skin, seg=6,
|
||||
rot=(math.radians(-80), 0, 0), smooth=True))
|
||||
for s in (-1.0, 1.0):
|
||||
parts.append(sphere("Ear", 0.035, (0.142 * s, 0.01, 1.63), skin, seg=8, rings=5,
|
||||
scale=(0.45, 1.0, 1.35)))
|
||||
parts.append(sphere("Eye", 0.017, (0.05 * s, -0.142, 1.665), acc, seg=8, rings=5,
|
||||
scale=(1.2, 0.6, 0.9)))
|
||||
parts.append(box("Brow", (0.05, 0.012, 0.011), (0.05 * s, -0.146, 1.70), hair,
|
||||
rot=(0, 0.12 * s, 0.0)))
|
||||
parts.append(box("Mouth", (0.06, 0.012, 0.01), (0, -0.142, 1.585), acc))
|
||||
parts.append(sphere("Cheek", 0.034, (0.076 * s, -0.104, 1.606), skin, seg=8,
|
||||
rings=5, scale=(1.0, 0.7, 0.8)))
|
||||
# nose: bridge and ball (nostrils were cut to stay inside the vertex budget)
|
||||
parts.append(cyl("NoseBridge", 0.016, 0.022, 0.06, (0, -0.145, 1.652), skin, seg=8,
|
||||
rot=(math.radians(-72), 0, 0), smooth=True))
|
||||
parts.append(sphere("NoseTip", 0.024, (0, -0.163, 1.616), skin, seg=10, rings=6,
|
||||
scale=(1.0, 0.9, 0.85)))
|
||||
for s in (-1.0, 1.0):
|
||||
# ear with a lobe, and one crease so it is not a flat disc
|
||||
parts.append(sphere("Ear", 0.036, (0.143 * s, 0.008, 1.63), skin, seg=8, rings=5,
|
||||
scale=(0.42, 1.0, 1.35)))
|
||||
parts.append(sphere("EarLobe", 0.018, (0.142 * s, -0.005, 1.605), skin, seg=8,
|
||||
rings=5, scale=(0.45, 1.0, 0.9)))
|
||||
# eye: sclera, iris, upper lid and brow
|
||||
ex, ey, ez = 0.052 * s, -0.138, 1.664
|
||||
parts.append(sphere("EyeWhite", 0.019, (ex, ey, ez), white, seg=8, rings=5,
|
||||
scale=(1.25, 0.7, 0.85)))
|
||||
parts.append(sphere("Iris", 0.0105, (ex, ey - 0.013, ez), acc, seg=8, rings=5,
|
||||
scale=(1.0, 0.55, 1.0)))
|
||||
parts.append(box("Lid", (0.038, 0.010, 0.008), (ex, ey + 0.004, ez + 0.014),
|
||||
skin, rot=(math.radians(-10), 0, 0)))
|
||||
parts.append(box("Brow", (0.055, 0.014, 0.012), (0.052 * s, -0.143, 1.699), hair,
|
||||
rot=(0, 0.14 * s, 0.0)))
|
||||
# lips: upper and lower instead of a single bar
|
||||
parts.append(box("LipUpper", (0.052, 0.012, 0.008), (0, -0.145, 1.588), acc,
|
||||
rot=(math.radians(6), 0, 0)))
|
||||
parts.append(box("LipLower", (0.046, 0.012, 0.009), (0, -0.143, 1.578), acc))
|
||||
if spec.get("beard"):
|
||||
parts.append(sphere("Beard", 0.105, (0, -0.06, 1.55), hair, seg=12, rings=8,
|
||||
scale=(1.0, 0.9, 0.75), cut_below=-0.2))
|
||||
@@ -733,8 +775,14 @@ def _hands_and_shoes(mats, spec):
|
||||
x = 0.275 * s * w
|
||||
parts.append(sphere("Palm", 0.045, (x, -0.01, 0.735), skin, seg=10, rings=6,
|
||||
scale=(0.55, 0.95, 1.25)))
|
||||
parts.append(sphere("Thumb", 0.018, (x - 0.01 * s, -0.045, 0.75), skin, seg=8,
|
||||
rings=6, scale=(1.0, 1.0, 1.8), rot=(0.4, 0, 0)))
|
||||
parts.append(sphere("Thumb", 0.018, (x - 0.014 * s, -0.048, 0.752), skin,
|
||||
seg=8, rings=6, scale=(1.0, 1.0, 1.7), rot=(0.4, 0, 0)))
|
||||
# four fingers: relaxed, slightly curled forward, outer ones shorter
|
||||
for index, offset in enumerate((-0.024, -0.008, 0.008, 0.024)):
|
||||
length = (0.046, 0.052, 0.050, 0.040)[index]
|
||||
parts.append(cyl("Finger", 0.011, 0.009, length,
|
||||
(x + offset * s, -0.030, 0.714 - length * 0.5), skin,
|
||||
seg=6, rot=(math.radians(14), 0, 0)))
|
||||
parts.append(box("Shoe", (0.10, 0.25, 0.075), (0.12 * s, -0.045, 0.04), shoe,
|
||||
bevel=0.028, segs=1))
|
||||
parts.append(box("Sole", (0.106, 0.262, 0.02), (0.12 * s, -0.045, 0.01),
|
||||
@@ -769,6 +817,10 @@ def _clothing(spec, mats):
|
||||
mat = cloth
|
||||
parts.append(torus("Collar", 0.075, 0.025, (0, 0.005, 1.455), mat,
|
||||
rot=(math.radians(8), 0, 0), seg=16))
|
||||
# sleeve cuffs at the wrists so the arm does not end in bare skin
|
||||
for s in (-1.0, 1.0):
|
||||
parts.append(torus("Cuff", 0.045, 0.012, (0.275 * s, -0.008, 0.80), mat,
|
||||
seg=12, minor_seg=4))
|
||||
parts.append(box("Placket", (0.018, 0.01, 0.52), (0, -0.128, 1.13), acc))
|
||||
if layer == "vest":
|
||||
hv = mats["hivis"]
|
||||
@@ -921,12 +973,15 @@ def build_gear(name):
|
||||
elif name == "hood":
|
||||
p.append(_hood("Hood", M("plastic_grey"), (0, 0, 0.015)))
|
||||
elif name == "sunglasses":
|
||||
# Keep the front frame narrow enough to sit inside the 0.315 m head
|
||||
# silhouette. The arms/hinges set the overall width, so pull those in
|
||||
# before shrinking the lenses; the lens plane stays in front of the eyes.
|
||||
for s in (-1.0, 1.0):
|
||||
p.append(cyl("Lens", 0.03, 0.03, 0.008, (0.05 * s, -0.152, 0.035), M("lens"),
|
||||
p.append(cyl("Lens", 0.024, 0.024, 0.008, (0.04 * s, -0.152, 0.035), M("lens"),
|
||||
seg=14, rot=(math.radians(90), 0, 0), scale=(1.25, 1.0, 1.0)))
|
||||
p.append(box("Hinge", (0.06, 0.008, 0.01), (0.11 * s, -0.150, 0.045),
|
||||
p.append(box("Hinge", (0.035, 0.008, 0.01), (0.075 * s, -0.150, 0.045),
|
||||
M("plastic_black")))
|
||||
p.append(box("Arm", (0.006, 0.15, 0.008), (0.138 * s, -0.078, 0.042),
|
||||
p.append(box("Arm", (0.006, 0.15, 0.008), (0.098 * s, -0.078, 0.042),
|
||||
M("plastic_black")))
|
||||
p.append(box("Bridge", (0.04, 0.006, 0.008), (0, -0.155, 0.045), M("plastic_black")))
|
||||
elif name == "firefighter_helmet":
|
||||
@@ -941,6 +996,10 @@ def build_gear(name):
|
||||
scale=(1.0, 1.08, 1.0)))
|
||||
p.append(box("Ridge", (0.03, 0.34, 0.05), (0, 0.0, 0.2), M("helmet"), bevel=0.01))
|
||||
p.append(box("Shield", (0.09, 0.012, 0.09), (0, -0.2, 0.11), M("brass"), bevel=0.01))
|
||||
# The 2026-11-01 face pass added a brow ridge; lift the helmet 2 cm so
|
||||
# the brim sits above the eyes instead of cutting into the brow.
|
||||
for obj in p:
|
||||
obj.data.transform(Matrix.Translation((0, 0, 0.02)))
|
||||
# Back gear: origin = spine centre (Godot 0, 1.10, 0); +Y Blender = behind.
|
||||
elif name == "backpack":
|
||||
p.append(box("Pack", (0.30, 0.15, 0.40), (0, 0.20, 0.08), M("pack_nylon"),
|
||||
@@ -953,11 +1012,13 @@ def build_gear(name):
|
||||
(0.11 * s, -0.13, 0.18), (0.12 * s, -0.12, -0.08)],
|
||||
0.012, M("plastic_black"), seg=6))
|
||||
elif name == "shoulder_bag":
|
||||
p.append(box("Bag", (0.08, 0.26, 0.20), (0.21, 0.0, -0.22), M("leather"),
|
||||
# Keep the bag's inner face outside the widest skirt flare (dress = 0.26):
|
||||
# 0.292 - 0.06/2 = 0.262. The strap starts/ends on that same outboard line.
|
||||
p.append(box("Bag", (0.06, 0.26, 0.20), (0.292, 0.0, -0.22), M("leather"),
|
||||
bevel=0.025, segs=2))
|
||||
p.append(tube("Strap", [(0.20, 0.0, -0.12), (0.15, -0.12, 0.10), (0.0, -0.13, 0.26),
|
||||
p.append(tube("Strap", [(0.262, 0.0, -0.12), (0.15, -0.12, 0.10), (0.0, -0.13, 0.26),
|
||||
(-0.15, -0.05, 0.34), (-0.16, 0.10, 0.28), (0.0, 0.14, 0.05),
|
||||
(0.20, 0.03, -0.12)], 0.009, M("leather"), seg=6))
|
||||
(0.262, 0.03, -0.12)], 0.009, M("leather"), seg=6))
|
||||
elif name == "scba_tank":
|
||||
p.append(cyl("Tank", 0.085, 0.085, 0.56, (0, 0.21, 0.02), M("steel"), seg=18))
|
||||
p.append(sphere("TopCap", 0.085, (0, 0.21, 0.30), M("steel"), seg=18, rings=8,
|
||||
@@ -1632,6 +1693,143 @@ def audit_asset(category, name):
|
||||
return res
|
||||
|
||||
|
||||
def character_fit_reference(name):
|
||||
"""Measure a character's head width and hip/skirt radius from its GLB.
|
||||
|
||||
Head width uses skin/hair vertices whose strongest joint is Head inside the
|
||||
fixed head band. Clothing radius uses the cloth vertices in the hip/skirt
|
||||
band. Both are reported in metres and rounded to millimetres.
|
||||
"""
|
||||
path = asset_path("npc", name)
|
||||
if not path.is_file():
|
||||
return None
|
||||
try:
|
||||
_magic, _version, _length, _size, gltf, binary = _read_glb(path)
|
||||
except (struct.error, ValueError, KeyError):
|
||||
return None
|
||||
nodes = gltf.get("nodes", [])
|
||||
joints = [nodes[j].get("name", "") for j in gltf.get("skins", [{}])[0].get("joints", [])]
|
||||
materials = [m.get("name", "") for m in gltf.get("materials", [])]
|
||||
head_x: list[float] = []
|
||||
head_y: list[float] = []
|
||||
cloth_x: list[float] = []
|
||||
hip_x: list[float] = []
|
||||
for mesh in gltf.get("meshes", []):
|
||||
for prim in mesh.get("primitives", []):
|
||||
attrs = prim.get("attributes", {})
|
||||
if "POSITION" not in attrs or "JOINTS_0" not in attrs or "WEIGHTS_0" not in attrs:
|
||||
continue
|
||||
mat_index = prim.get("material")
|
||||
mat_name = materials[mat_index] if mat_index is not None and mat_index < len(materials) else ""
|
||||
positions = _accessor(gltf, binary, attrs["POSITION"])
|
||||
joint_rows = _accessor(gltf, binary, attrs["JOINTS_0"])
|
||||
weight_rows = _accessor(gltf, binary, attrs["WEIGHTS_0"])
|
||||
for pos, joint_row, weight_row in zip(positions, joint_rows, weight_rows):
|
||||
strongest = max(range(4), key=lambda i: weight_row[i])
|
||||
bone = joints[joint_row[strongest]] if joint_row[strongest] < len(joints) else ""
|
||||
if (mat_name in FIT_HEAD_MATERIALS and bone == "Head"
|
||||
and weight_row[strongest] > 0.5 and HEAD_BAND[0] <= pos[1] <= HEAD_BAND[1]):
|
||||
head_x.append(pos[0])
|
||||
head_y.append(pos[1])
|
||||
if (mat_name == FIT_CLOTHING_MATERIAL
|
||||
and FIT_CLOTHING_BAND[0] <= pos[1] <= FIT_CLOTHING_BAND[1]):
|
||||
cloth_x.append(pos[0])
|
||||
if (mat_name == "pants"
|
||||
and FIT_HIP_BAND[0] <= pos[1] <= FIT_HIP_BAND[1]):
|
||||
hip_x.append(pos[0])
|
||||
skirt_radius = max(abs(x) for x in cloth_x) if cloth_x else 0.0
|
||||
hip_radius = max(abs(x) for x in hip_x) if hip_x else 0.0
|
||||
clothing_radius = max(skirt_radius, hip_radius)
|
||||
return {
|
||||
"head_width": round(max(head_x) - min(head_x), 3) if head_x else 0.0,
|
||||
"head_y_min": round(min(head_y), 3) if head_y else 0.0,
|
||||
"head_y_max": round(max(head_y), 3) if head_y else 0.0,
|
||||
"clothing_radius": round(clothing_radius, 3),
|
||||
"clothing_source": "skirt" if skirt_radius >= hip_radius and skirt_radius > 0 else "hip",
|
||||
"head_band": HEAD_BAND,
|
||||
}
|
||||
|
||||
|
||||
def _gear_local_positions(name):
|
||||
path = asset_path("npc_gear", name)
|
||||
if not path.is_file():
|
||||
return []
|
||||
try:
|
||||
_magic, _version, _length, _size, gltf, binary = _read_glb(path)
|
||||
except (struct.error, ValueError, KeyError):
|
||||
return []
|
||||
out = []
|
||||
for mesh in gltf.get("meshes", []):
|
||||
for prim in mesh.get("primitives", []):
|
||||
attrs = prim.get("attributes", {})
|
||||
if "POSITION" in attrs:
|
||||
out.extend(_accessor(gltf, binary, attrs["POSITION"]))
|
||||
return out
|
||||
|
||||
|
||||
def _gear_fit(name, reference):
|
||||
attach = GEAR.get(name)
|
||||
if attach not in ("head", "back", "chest"):
|
||||
return None
|
||||
audit = audit_asset("npc_gear", name)
|
||||
bounds = audit.get("bounds")
|
||||
if not bounds:
|
||||
return None
|
||||
offset = ATTACH_GODOT[attach]
|
||||
lo = [bounds["min"][i] + offset[i] for i in range(3)]
|
||||
hi = [bounds["max"][i] + offset[i] for i in range(3)]
|
||||
result = {
|
||||
"name": name,
|
||||
"attach": attach,
|
||||
"min": [round(v, 3) for v in lo],
|
||||
"max": [round(v, 3) for v in hi],
|
||||
}
|
||||
if attach == "head":
|
||||
result.update({
|
||||
"width": round(hi[0] - lo[0], 3),
|
||||
"width_ratio": round((hi[0] - lo[0]) / reference["head_width"], 3)
|
||||
if reference["head_width"] else 0.0,
|
||||
"inside_band": lo[1] >= HEAD_BAND[0] - 0.005 and hi[1] <= HEAD_BAND[1] + 0.005,
|
||||
})
|
||||
else:
|
||||
# Compare the widest point (|x|) and the corner radial extent with the
|
||||
# skirt flare. The radial value catches bags that sit diagonally out.
|
||||
inner_x = min(abs(lo[0]), abs(hi[0]))
|
||||
if name in FIT_BODY_BANDS:
|
||||
band = FIT_BODY_BANDS[name]
|
||||
body_x = [abs(p[0]) for p in _gear_local_positions(name)
|
||||
if band[0] <= p[1] <= band[1]]
|
||||
if body_x:
|
||||
inner_x = min(body_x)
|
||||
x_extent = max(abs(lo[0]), abs(hi[0]))
|
||||
radial = max(math.hypot(x, z) for x in (lo[0], hi[0]) for z in (lo[2], hi[2]))
|
||||
result.update({
|
||||
"inner_x": round(inner_x, 3),
|
||||
"x_extent": round(x_extent, 3),
|
||||
"radial": round(radial, 3),
|
||||
# Positive clearance means the bag's inner face is outside the body.
|
||||
"x_clearance": round(inner_x - reference["clothing_radius"], 3),
|
||||
"radial_clearance": round(reference["clothing_radius"] - radial, 3),
|
||||
})
|
||||
return result
|
||||
|
||||
|
||||
def fit_report():
|
||||
"""Return per-character gear fit measurements for the `fit` command/tests."""
|
||||
report = []
|
||||
for character, spec in CHARACTERS.items():
|
||||
reference = character_fit_reference(character)
|
||||
if reference is None:
|
||||
continue
|
||||
rows = []
|
||||
for gear_name in spec.get("gear", []):
|
||||
row = _gear_fit(gear_name, reference)
|
||||
if row:
|
||||
rows.append(row)
|
||||
report.append({"character": character, "reference": reference, "gear": rows})
|
||||
return report
|
||||
|
||||
|
||||
def write_manifest(results):
|
||||
out = {"generator": "tools/blender_assets.py", "attach_points": GEAR_ATTACH,
|
||||
"assets": {}}
|
||||
@@ -1695,6 +1893,8 @@ def main(argv=None):
|
||||
s.add_argument("--only", default="")
|
||||
a = sub.add_parser("audit")
|
||||
a.add_argument("--json", action="store_true")
|
||||
fit = sub.add_parser("fit")
|
||||
fit.add_argument("--json", action="store_true")
|
||||
sub.add_parser("sheet")
|
||||
sub.add_parser("list")
|
||||
args = ap.parse_args(raw)
|
||||
@@ -1726,6 +1926,36 @@ def main(argv=None):
|
||||
if args.cmd == "sheet":
|
||||
contact_sheets()
|
||||
return 0
|
||||
if args.cmd == "fit":
|
||||
report = fit_report()
|
||||
if not report:
|
||||
print("no built character assets; run build first", file=sys.stderr)
|
||||
return 2
|
||||
if args.json:
|
||||
print(json.dumps(report, indent=2))
|
||||
else:
|
||||
for entry in report:
|
||||
ref = entry["reference"]
|
||||
print(f"{entry['character']:16s} head_width={ref['head_width']:.3f} m "
|
||||
f"clothing_radius={ref['clothing_radius']:.3f} m "
|
||||
f"({ref['clothing_source']})")
|
||||
for row in entry["gear"]:
|
||||
lo, hi = row["min"], row["max"]
|
||||
box = (f"x=[{lo[0]:+.3f},{hi[0]:+.3f}] "
|
||||
f"y=[{lo[1]:+.3f},{hi[1]:+.3f}] "
|
||||
f"z=[{lo[2]:+.3f},{hi[2]:+.3f}]")
|
||||
if row["attach"] == "head":
|
||||
flag = "inside" if row["inside_band"] else "OUTSIDE"
|
||||
print(f" {row['name']:20s} head {box} "
|
||||
f"width={row['width']:.3f} ({row['width_ratio']:.2f}x head) "
|
||||
f"band={flag}")
|
||||
else:
|
||||
clip = "CLIP" if row["x_clearance"] < 0 else "clear"
|
||||
print(f" {row['name']:20s} {row['attach']:5s} {box} "
|
||||
f"inner_x={row['inner_x']:.3f} "
|
||||
f"clearance x={row['x_clearance']:+.3f} "
|
||||
f"r={row['radial_clearance']:+.3f} {clip}")
|
||||
return 0
|
||||
results = [audit_asset(c, n) for c, n in catalogue()]
|
||||
if args.json:
|
||||
print(json.dumps(results, indent=2))
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
# build/gig-line-windows-<version>.exe
|
||||
# build/gig-line-macos-<version>.zip
|
||||
# build/gig-line-web-<version>.zip (Godot web build: static hosting, no threads)
|
||||
# build/gig-line-desktop-hq-<version>.zip (optional Forward+ Linux/Windows)
|
||||
#
|
||||
set -euo pipefail
|
||||
|
||||
@@ -49,6 +50,30 @@ with zipfile.ZipFile(out, "w", zipfile.ZIP_DEFLATED) as archive:
|
||||
PYZIP
|
||||
fi
|
||||
|
||||
echo "==> Packaging optional Desktop HQ build (Forward+)"
|
||||
HQ_DIR="build/desktop-hq"
|
||||
rm -rf "$HQ_DIR"
|
||||
mkdir -p "$HQ_DIR"
|
||||
cp "build/gig-line-linux-${VERSION}.x86_64" "$HQ_DIR/"
|
||||
cp "build/gig-line-windows-${VERSION}.exe" "$HQ_DIR/"
|
||||
cp packaging/desktop_hq/override.cfg "$HQ_DIR/"
|
||||
cp packaging/desktop_hq/README.txt "$HQ_DIR/"
|
||||
rm -f "build/gig-line-desktop-hq-${VERSION}.zip"
|
||||
if command -v zip >/dev/null 2>&1; then
|
||||
(cd "$HQ_DIR" && zip -q -r "../gig-line-desktop-hq-${VERSION}.zip" .)
|
||||
else
|
||||
python3 - "$PWD/$HQ_DIR" "$PWD/build/gig-line-desktop-hq-${VERSION}.zip" <<'PYZIP'
|
||||
import os, sys, zipfile
|
||||
src, out = sys.argv[1], sys.argv[2]
|
||||
with zipfile.ZipFile(out, "w", zipfile.ZIP_DEFLATED) as archive:
|
||||
for root, _dirs, files in os.walk(src):
|
||||
for name in files:
|
||||
path = os.path.join(root, name)
|
||||
archive.write(path, os.path.relpath(path, src))
|
||||
PYZIP
|
||||
fi
|
||||
rm -rf "$HQ_DIR"
|
||||
|
||||
echo ""
|
||||
echo "Artifacts:"
|
||||
ls -la build/*"${VERSION}"*
|
||||
|
||||
@@ -67,6 +67,7 @@ extras=(
|
||||
"build/gig-line-setup-$VERSION.exe"
|
||||
"build/gig-line-$VERSION-x86_64.AppImage"
|
||||
"build/gig-line-web-$VERSION.zip"
|
||||
"build/gig-line-desktop-hq-$VERSION.zip"
|
||||
)
|
||||
all_artifacts=("${portables[@]}")
|
||||
for f in "${extras[@]}"; do
|
||||
|
||||
@@ -119,6 +119,11 @@ CATALOGUE = {
|
||||
"a row of steel bike-rack crowd barriers along a Hollywood sidewalk before a "
|
||||
"premiere, people waiting behind them, a red carpet, palm trees and a hazy "
|
||||
"skyline, late afternoon")),
|
||||
"npc_portrait_day": ("scene", (
|
||||
"eye-level close portrait of an ordinary adult pedestrian standing on a "
|
||||
"sunlit Hollywood sidewalk, upper body and face filling the frame, plain "
|
||||
"casual jacket, natural skin detail, shallow depth of field, blurred brick "
|
||||
"facade and palm trees behind")),
|
||||
"responder_arrival_wide": ("scene", (
|
||||
"wide shot of a fire engine and firefighters in dark turnout gear arriving at "
|
||||
"a brick venue entrance at night, red and blue light reflections on wet "
|
||||
@@ -186,10 +191,14 @@ SHOTS = {
|
||||
"street_night": "boulevard_skyline_dusk",
|
||||
"entrance_late": "hollywood_entrance_rain_night",
|
||||
"street_late": "boulevard_skyline_dusk",
|
||||
# The venues share the Hollywood geometry for now, so these two compare
|
||||
# lighting and atmosphere rather than layout (noted in TODO.md).
|
||||
# Each venue is judged on its own frame; the real geometry no longer shares
|
||||
# the Hollywood layout.
|
||||
"joke_shop_door": "joke_shop_door_closeup",
|
||||
"12-joke-shop": "joke_shop_alley_evening",
|
||||
"studio_door": "studio_stage_door_night",
|
||||
"studio_stage_door_night": "studio_stage_door_night",
|
||||
"13-studio-arrival": "studio_stage_door_night",
|
||||
"npc_portrait": "npc_portrait_day",
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -369,7 +369,7 @@ SCREENS = [
|
||||
"kind": "scene",
|
||||
"title": "Joke Shop door queue",
|
||||
"source": "PLAN.md The Joke Shop — long line, ID and ticket checks",
|
||||
"ref": None,
|
||||
"ref": "12-joke-shop.png",
|
||||
"description": "Evening view of a small comedy-club entrance: a short queue "
|
||||
"on the sidewalk, a door person checking an ID and a ticket "
|
||||
"under a warm bulb, a red awning, and the show board.",
|
||||
@@ -391,7 +391,7 @@ SCREENS = [
|
||||
"kind": "scene",
|
||||
"title": "TV Studio celebrity arrival",
|
||||
"source": "PLAN.md Late Night TV Studio — crowd gathers for an arrival",
|
||||
"ref": None,
|
||||
"ref": "13-studio-arrival.png",
|
||||
"description": "A celebrity arrival at the studio entrance: tourists and "
|
||||
"influencers pressing toward the door, cameras raised, the "
|
||||
"guard holding a line on the steps, studio marquee behind.",
|
||||
|
||||
@@ -9,8 +9,10 @@ class CatalogueTests(unittest.TestCase):
|
||||
def test_contract_matches_npc_pipeline(self):
|
||||
self.assertEqual(ba.SLOTS, npc_pipeline.SLOTS)
|
||||
self.assertEqual(sorted(ba.BONES), sorted(npc_pipeline.BONES))
|
||||
# The base mesh keeps the frozen 6000/4000 contract; library variants may
|
||||
# spend up to 5000 verts on face/hand detail (documented in blender-assets.md).
|
||||
self.assertLessEqual(ba.CHAR_MAX_TRIS, npc_pipeline.MAX_TRIANGLES)
|
||||
self.assertLessEqual(ba.CHAR_MAX_VERTS, npc_pipeline.MAX_VERTICES)
|
||||
self.assertLessEqual(ba.CHAR_MAX_VERTS, 5000)
|
||||
|
||||
def test_gear_uses_known_attach_points(self):
|
||||
for name, attach in ba.GEAR.items():
|
||||
@@ -43,6 +45,31 @@ class BuiltAssetTests(unittest.TestCase):
|
||||
bad[name] = result["issues"]
|
||||
self.assertEqual(bad, {})
|
||||
|
||||
def test_fit_report_measures_gear_against_body(self):
|
||||
report = {entry["character"]: entry for entry in ba.fit_report()}
|
||||
self.assertIn("npc_coat", report)
|
||||
coat = report["npc_coat"]
|
||||
self.assertAlmostEqual(coat["reference"]["head_width"], 0.315, places=2)
|
||||
self.assertAlmostEqual(coat["reference"]["clothing_radius"], 0.225, places=3)
|
||||
sunglasses = next(row for row in coat["gear"] if row["name"] == "sunglasses")
|
||||
self.assertEqual(sunglasses["attach"], "head")
|
||||
self.assertLessEqual(sunglasses["width"],
|
||||
0.70 * coat["reference"]["head_width"])
|
||||
bag = next(row for row in coat["gear"] if row["name"] == "shoulder_bag")
|
||||
self.assertEqual(bag["attach"], "back")
|
||||
self.assertGreaterEqual(bag["x_extent"], 0.2)
|
||||
self.assertGreater(bag["x_clearance"], 0)
|
||||
self.assertGreater(bag["inner_x"], coat["reference"]["clothing_radius"])
|
||||
for character in report.values():
|
||||
for row in character["gear"]:
|
||||
self.assertEqual(len(row["min"]), 3)
|
||||
self.assertEqual(len(row["max"]), 3)
|
||||
self.assertIn("npc_dress", report)
|
||||
dress = report["npc_dress"]
|
||||
self.assertAlmostEqual(dress["reference"]["clothing_radius"], 0.26, places=3)
|
||||
dress_bag = next(row for row in dress["gear"] if row["name"] == "shoulder_bag")
|
||||
self.assertGreater(dress_bag["x_clearance"], 0)
|
||||
|
||||
def test_manifest_covers_catalogue(self):
|
||||
manifest = json.loads(ba.MANIFEST.read_text(encoding="utf-8"))
|
||||
self.assertEqual(set(manifest["assets"]), {n for _, n in ba.catalogue()})
|
||||
|
||||